[A15] PetFollow - Better control of your trained pets (V 1.3.2)

Started by Hatti, August 15, 2016, 06:39:23 PM

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1000101

Neat mod, but for the ThinkTree compatibility you could detour the core ThinkNode conditional "satisfied" method.  I actually wrote my own detour for it because Stay! was touching the think tree.  If you want it, I can send you the source for how I did it, it's really very simple.
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There are 10 kinds of people in this world - those that understand binary and those that don't.

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Hatti

Quote from: 1000101 on August 16, 2016, 12:56:59 PM
Neat mod, but for the ThinkTree compatibility you could detour the core ThinkNode conditional "satisfied" method.  I actually wrote my own detour for it because Stay! was touching the think tree.  If you want it, I can send you the source for how I did it, it's really very simple.

I think i got it. Detoured it in PostInjection but i dont mind to take a look at your code, so please yes:)


New version is out with some fixes (see change log)


Elysium


biship

Best mod ever. Right behind CCL, then colony manager, then this one :)

Hatti

The next feature update will also have a option that pets follow their master on tame job. So you can send escorts if you tame pets who have high chance to attack on tame :)

Adventurer

For those updating to the new version, make sure you delete the old one before applying the new one, otherwise you'll end up with files in there you shouldn't have.

1000101

Quote from: Adventurer on August 16, 2016, 11:47:05 PMFor those updating to the new version, make sure you delete the old one before applying the new one, otherwise you'll end up with files in there you shouldn't have.

This is true of all mods and doesn't bare mention in any specific one.  It falls under "modding games 101".


Quote from: Hatti on August 16, 2016, 02:46:54 PM
Quote from: 1000101 on August 16, 2016, 12:56:59 PM
Neat mod, but for the ThinkTree compatibility you could detour the core ThinkNode conditional "satisfied" method.  I actually wrote my own detour for it because Stay! was touching the think tree.  If you want it, I can send you the source for how I did it, it's really very simple.

I think i got it. Detoured it in PostInjection but i dont mind to take a look at your code, so please yes:)

All detours should happen in a SpecialInjector (same class, different execution point) for safety and that the SpecialInjectors only happen once per program execution.  PostLoadInjectors happen every time a game is loaded or a new game is started.  This means that your PostLoadInjector can be, and you should assume that it will be, injected multiple times for any given game execution.

Attached is the detoured version of Stay! I offered to kaptain_kavern.

[attachment deleted by admin - too old]
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There are 10 kinds of people in this world - those that understand binary and those that don't.

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kaptain_kavern

#23
But ... How can it be that I'm not aware of the offering ? 

But hey honestly I very much prefer that someone knowing C# already take the lead on that mod, because when it will be time for update or expand I don't see what or how I can contribute

1000101

Quote from: kaptain_kavern on August 17, 2016, 01:07:55 AMBut ... How can it be that I'm not aware of the offering ?

Because you haven't logged into slack where I offered it to you a few days ago :P
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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kaptain_kavern

Yeah i've got a new job  :-[

At least I can access to the forum without having to use proxy ...

Hatti

This mod is now compatible with Fluffy's Animal Tab
You just need to ensure to load his Animal Tab after PetFollow in the Modorder.

Thanks to Fluffy for making it possible!

kaptain_kavern

Nice to see spontaneous teamwork like that.

Thanks to both of you guys


Hatti

1.2 Update is out. Your now able to have your pets defending their master on their tame job