RimWorld

RimWorld

382 ratings
Animals are fun! (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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902.282 KB
12 May, 2024 @ 2:33pm
9 Aug @ 10:51pm
13 Change Notes ( view )

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Animals are fun! (Continued)

Description
About

Spend time and have fun with your pets! This mod lets your pawns play fetch or go for a walk for recreation. Your pawns will gain a little animal skill as well. This mod is a continuation of the Animals are fun mod by Revolus and supports RimWorld versions 1.1 through 1.6. Support requests for this mod will be prioritized for the latest version of RimWorld first.

This mod contains no dependencies and should be able to be added or removed at any time. If a save file contains a pawn or animal that is assigned a job from this mod, you may see an error when loading the save file. However, the error will automatically correct and will not be displayed on future saves. Create a backup of your save file before adding or removing this mod.

Translations are supported for this mod but should be maintained and distributed in their own mod packages. Both DefInjected and Keyed translations are supported.

FAQ
Q: Does this count toward recreation?
A: Yes. It also slowly increases your animal skill as well.

Q: Is this safe to add mid-save?
A: Absolutely! Always back up your save file when adding or removing a mod.

Q: Is this safe to remove mid-save?
A: Yes! You can try it out and if you no longer want to use it you can remove it. If you have a save file with a pawn playing with a pet, you may see an error when loading the save file. However, the error will automatically correct and will not be displayed on future saves. Always back up your save file when adding or removing a mod.

Q: What are the experimental settings in the mod settings?
A: These settings will enable new features that are currently in development or being tested. A descriptive tooltip will be displayed by hovering your mouse over each of the settings. As these features are completed, they will be moved into the normal settings.

License
This project and the work it was derived is free software. You can redistribute it and/or modify it under the terms of the GNU Lesser General Public License[github.com].

Source Code
The project's source code can be found on my GitHub resository[github.com].
108 Comments
ColossalFossil  [author] 11 Oct @ 1:21pm 
@advanceddarkness - I will need a log file to assist you. More than likely it is another mod that may have a compatibility problem with this one.
advanceddarkness 11 Oct @ 10:58am 
when my colonists walk an animal, they will follow the colonist indefinitely. uninstalling the mod seems to have fixed the issue. love your mod but perhaps this is a bug?
ColossalFossil  [author] 9 Aug @ 11:02pm 
UPDATE 8/10/25:

Hi everyone! I was able to find the time tonight to look at the cause of the bug. It turns out that while the pawn was doing anything other than walking, recreational joy was not being processed. In fact, in many cases, it was going down instead of up.

It would look like this. Pawn walks up to pet, recreation goes down. Pawn starts walking to pet, recreation goes up. Pawn throws ball and watches pet fetch the ball, recreation goes down. Pawn starts walking again, recreation goes up. This usually led to minimal gain to recreation at all and probably explains the complaints about how some people were seeing little to no recreation gain.

The good news - it's fixed. I changed each of the toils (the steps of a job) to process recreational joy every tick. The change is so significant, that I am going to hold off on the recreation vs skill bar for now because it may be completely unnecessary. Lets wait a little bit and see how people feel about it.
ColossalFossil  [author] 9 Aug @ 10:05am 
@Chocolayte - The playing fetch job does increase the bar, but I did notice a bug while watching closely. The recreation does not go up while the animal is chasing the ball. Instead, it seems the recreation only goes up while the pawn is moving to each of the way points in between the pawn throwing the ball.

Since walking a pet doesn't pause to throw a ball, walking a pet is unaffected from the bug. I'm going to fix this bug before I create the slider I mentioned. I am still unpacking my house (irl), but I will see if I can find a solution sometime tomorrow.

If you notice that the bar is not increasing while the pawn is walking to the next waypoint, it may be another mod you have is affecting recreational jobs.
Chocolayte 9 Aug @ 9:14am 
@ColossalFossil sorry, typing error, my fault, i mean pawn playing fetch doesn't increase my pawn recreation bar.
ColossalFossil  [author] 9 Aug @ 7:28am 
@Chocolayte - This mod does not affect the mood bar directly. It affects your recreation bar and skill bars. Mood can increase over time while your recreation bar is up. However, there are other base game factors that affect the pawns overall mood. I am not sure what you mean by animation work.

I am working on a change that will allow you to choose how much recreation versus skill should be gained while playing with animals.
ColossalFossil  [author] 9 Aug @ 7:23am 
@oldnewone - I believe so. This mod adds recreational jobs for your pawns, and I am assuming that Animal Touch does as well. So, they should work together. However, since they are separate jobs I doubt that your pawns will try "touching" while playing with animals.
Chocolayte 9 Aug @ 2:48am 
Any know incompatible mod? playing fetch with animal doesnot increase my pawn mood, animation work.
oldnewone 9 Aug @ 2:30am 
I asume that https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3438568687 Animal Touch is compatibile?
ColossalFossil  [author] 6 Aug @ 3:51pm 
UPDATE 8/6/25:

Hi everyone. I made a small update today that included a few internal bug fixes. When pawns are playing fetch with animals, they now start walking to the next waypoint after the animal fetches the ball a little sooner. This will help keep the animal's attention and cause them to wander off a little less while playing fetch.

Also, if the pawn runs out of the walking waypoints before the Walk a Pet job ends, the job now successfully ends without a warning.

Up next, skill gain versus recreation gain. This will take me a little while to figure out because a lot of the gain values are hard coded in the JobDef XML files and are not pulled from the customized mod settings.