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Author Topic: [1.0] Animals Logic 🐾  (Read 86594 times)

Syrchalis

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Re: [1.0] Animals Logic 🐾
« Reply #180 on: July 08, 2018, 06:52:39 PM »

In my current playthrough they aren't useful though - I'm so lategame and I have rimfactory so my colonies (I have two) have drones all over them, doing ALL kinds of work (not just haul/clean but literally anything but hunt/craft really).

However, next game when they spawn fresh and I'm naked once more I'll surely appreciate having them.
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ptx

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Re: [1.0] Animals Logic 🐾
« Reply #181 on: July 09, 2018, 01:15:37 AM »

Graphene Battery for Carbon mod?
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Oblitus

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Re: [1.0] Animals Logic 🐾
« Reply #182 on: July 09, 2018, 01:18:15 AM »

Graphene Battery for Carbon mod?
A bit out of scope.

Resurak

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Re: [1.0] Animals Logic 🐾
« Reply #183 on: July 23, 2018, 07:04:45 AM »

Hi, just letting you know that there is an issue with the carbon mod, waterproofing research prerequisites no more needed for the underwater carbon conduit :D



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Oblitus

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Re: [1.0] Animals Logic 🐾
« Reply #184 on: July 24, 2018, 01:14:17 PM »

Fixed. Also updated Animals Logic: zone awareness is now fixed in vanilla.

Also, some unofficial updates (no future support warranty)
« Last Edit: July 24, 2018, 01:37:35 PM by Oblitus »
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zizard

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Re: [1.0] Animals Logic 🐾
« Reply #185 on: July 26, 2018, 02:06:12 AM »

great mod, esp. not eating random stuff. overdosing animals is only funny the first time.
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Oblitus

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Re: [0.19] Animals Logic 🐾
« Reply #186 on: August 30, 2018, 02:26:47 PM »

Animals Logic, Carbon and My Little Planet are updated for B19.

Warning: only a bare minimum of testing is done.

Animals Logic changes:

Removed (now vanilla):
  • Adds rename button for animals.
  • Tags bonded and pregnant animals in caravan and trade interfaces.
  • Pack-able animals without a load will be considered a sellable chattel by the caravans.
  • Unforbids slaughtered animals.
  • When allowed zone is changed animals react immediately instead of after the end of the current task.
  • Minor starvation (below 60%) cannot cause miscarrying.
  • Pet type animals (all which can be starting pet) and bonded animals do not disturb sleep.
  • (Optional, default off) Mitigates wildness penalty for training (but not taming) animals with high wildness.
  • (Optional) Animals (wind included) have greater chance to fight back when attacked in melee


Added:
  • (Optional) Configurable animal hauling efficiency.
  • (Optional) Configurable tameness decay threshold.
  • (Optional) Configurable training decay speed.

wreckcelsior

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Re: [0.19] Animals Logic 🐾
« Reply #187 on: September 04, 2018, 11:08:53 PM »

I'm not sure if this has anything to do with your mod, but since it has to do with tamed animals and it's driving me insane, I thought I would just throw this question your way... (I know you are busy, thank you for your time.)
Is there a way to stop the game from auto-naming new-born critters?
I have a rather large animal population and spend a lot of my time clicking and deleting the newly given name. 
I do give names to some of them, and I have those names showing on screen so I can quickly find them, but when every single new-born gets a human name, it becomes a bit arduous removing them.
I can't seem to find any info on my particular problem(annoyance).

Thanks in advance to any and all help.
cheers.
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Oblitus

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Re: [0.19] Animals Logic 🐾
« Reply #188 on: September 04, 2018, 11:50:04 PM »

Naming on birth/tame is a vanilla function for some animals, mostly canines.

wreckcelsior

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Re: [0.19] Animals Logic 🐾
« Reply #189 on: September 05, 2018, 05:02:48 PM »

Naming on birth/tame is a vanilla function for some animals, mostly canines.
Any ideas on how I can stifle it? 
Sorry for pestering you... you seemed liked the logic choice to ask...
If it can't be done, it can't be done.

cheers.
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Oblitus

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Re: [0.19] Animals Logic 🐾
« Reply #190 on: September 05, 2018, 05:07:45 PM »

Naming on birth/tame is a vanilla function for some animals, mostly canines.
Any ideas on how I can stifle it? 
Sorry for pestering you... you seemed liked the logic choice to ask...
If it can't be done, it can't be done.

cheers.
You can make a simple XML mod. As far as I remember, you need to set nameOnTameChance to 0.

wreckcelsior

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Re: [0.19] Animals Logic 🐾
« Reply #191 on: September 05, 2018, 10:32:35 PM »

You can make a simple XML mod. As far as I remember, you need to set nameOnTameChance to 0.

Yep... if you could see me right now, you'd see a man jumping up and down and kicking his heels!!!
I didn't know how to make an XML file that worked, but I found the specific animal's XML (honey badger) in the ACP mod I'm using and there it was "<nameOnTameChance>1</nameOnTameChance>".. changed it to 0 and HuRRAH!!!!  Un-named Honey Badgers for days!

Thanks a ton Oblitus.
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Canute

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Re: [0.19] Animals Logic 🐾
« Reply #192 on: September 15, 2018, 02:46:10 AM »

Oblitus,
with the B19 the new taming decay i notice a new odd behavior.
A tamer wanted to train a dog and the dog wanted to eat (a corpse).
The dog start to eat, then interrupt and turn to the tamer, start to eat, turn to tamer, ...
This happen serveral times now.
I think the tamer don't use food for the training and the dog is very hungry (so i can understand the dog :-) ).
So the question is, is this behavior from your mod, or more a vanilla bug ?

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Oblitus

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Re: [0.19] Animals Logic 🐾
« Reply #193 on: September 15, 2018, 07:08:02 AM »

Not from a mod. Animals being trained are doing their business between training sessions, it is not something new.

Canute

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Re: [0.19] Animals Logic 🐾
« Reply #194 on: September 15, 2018, 08:59:18 AM »

Ok, then i think i will post a bug report then.
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