RimWorld

RimWorld

Animals Logic
1,371 Comments
ignis  [author] 3 Sep @ 8:17pm 
I use VEF and I don't have any problems. My only idea is for someone who experiences it to use binary search.

Disable half of the mods, see if the problem is still there. If yes, disable half of the remaining, if no enable half of recently disabled. Repeat until the problem causing mod is found.
Mechanomical 3 Sep @ 7:58pm 
Still not getting mod options, which means that training is still decaying, can't seem to locate the source of the problem. Someone else seemed to mention some kind of problem with Vanilla Expanded Framework?
ignis  [author] 29 Aug @ 1:40pm 
Tameness/training decay settings should work now
O R'lyeh Chiko Stan? 25 Aug @ 10:33pm 
Training decay doesn't work despite the options being set correctly.
Faelas 21 Aug @ 12:46pm 
Yep, taming decay is not working, just had a few animals go rogue, also my options disappeared
KAPPAROTO 18 Aug @ 10:39am 
+1 to the people reporting that training decay seems to be not working. Mod options show up fine and they are correctly set to the option that would stop decay from happening. Doesn't work, my trainers keep having to train skills which have decayed.
ignis  [author] 17 Aug @ 9:21am 
No, you need to use surgery. It is a delicate procedure.
I.A.N.A.S 17 Aug @ 4:12am 
does this work with auto-slaughter for the explosive animals?

i want to know how effective my boomalope farm will be on my gravship
Stryyyder 10 Aug @ 2:35am 
yet another person to report that training decay functionality simply isn't working. my mod options are showing up fine, and i have them defined correctly, but it isn't mattering.
Alien Xenomorph 9 Aug @ 10:31am 
My colonists have to retrain colony animals despite of lowest position of trainig decay slider. So yes, trainig decay functionality is broken.
Morgreth 6 Aug @ 3:22pm 
Got the same issue to report as Posh Octavia, training decay no longer seems to work in 1.6
Not sure if they maybe changed something to the code with the addition of the "special skill" training type (like digging or foraging)
MacBad 30 Jul @ 1:13pm 
And one more to the pile of people who say that they have no Options for this mod, I just found out about it myself.
横冲直撞小影子 30 Jul @ 5:55am 
@ 3_As https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3426432471 this mod still working.but there is some problem.
横冲直撞小影子 30 Jul @ 5:53am 
the mod which allow animals to use paste dispenser have some problem during Solar flare.maybe you can fix it?
Abra_Willow 28 Jul @ 9:59pm 
@TheSoundOfTrees i have the same issue on windows so i don't think that's the problem.
TheSoundOfTrees 28 Jul @ 2:11am 
I have the same problem as Nebulos : there is no option page available, the mod is simply absent from the list. I am on linux, so it could be a naming problem ( a space in a file name or case sensitiity ?)
Posh Octavia 27 Jul @ 2:45pm 
a few people have mentioned it, but i figured i should add on, training decay is ignoring settings in the mod
团长团子团 27 Jul @ 6:45am 
In Odyssey, animals don’t automatically return to the ship area when launching—you have to manually control their zones. Could you add this feature to avoid repetitive operations?
3_As 27 Jul @ 12:00am 
As you said,
I needed “Pets Can Eat from Wall Refrigerator.” Thank you for solving my foolish problem.
ignis  [author] 26 Jul @ 11:18pm 
To allow animals to use paste dispenser you need an additional mod. Maybe I should just integrate it.
3_As 26 Jul @ 10:46pm 
My elephants won't use the paste dispenser.
Of course, I've enabled it in the options, and I've made sure that the paste dispenser and the space around it fit within the restricted zone.
I thought it might be caused by Animal Controls, so I tried removing it, but that didn't work either.
Nebulos 26 Jul @ 12:05pm 
No mod options for some reason?
polat.cal 26 Jul @ 6:19am 
Red error on startup - thanks for all precious efforts.

https://gist.github.com/HugsLibRecordKeeper/dd068f333bd6b4a168641585c9aa3e83
D a R i U z Z 25 Jul @ 5:01pm 
Began having issues just now, animals losing training despite setting it to 100%
Rune Balot 25 Jul @ 4:36pm 
I got same problem still need too retraining. :bienfucrying:
Wrecker013 25 Jul @ 11:12am 
Thank you so much!
ignis  [author] 24 Jul @ 4:59pm 
Should work now.
Porcyon 24 Jul @ 2:11pm 
I'm getting errors every few seconds relating to the Tameness Decay on some Quaggas from Vanilla Animals - Endangered, I can provide full logs if needed (cut off for word count):

Exception ticking AEXP_Quagga1266525 (at (111, 0, 83)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref B9D8549E]
at AnimalsLogic.ForgetMeNot.TamenessCanDecay (Verse.ThingDef def) [0x00000] in <12585d00e2414d01974d347c1d90ddc8>:0
at RimWorld.Pawn_TrainingTracker.TrainingTrackerTickRare () [0x0018c] in <323997631b604b6db469e110087828ac>:0
- TRANSPILER net.quicksilverfox.rimworld.mod.animalslogic: IEnumerable`1 AnimalsLogic.ForgetMeNot+Pawn_TrainingTracker_TrainingTrackerTickRare_Patch:Transpiler(IEnumerable`1 instructions)
- TRANSPILER VFEInsectoidsMod: IEnumerable`1
Wrecker013 24 Jul @ 11:44am 
I'm having the same issue as Onyx, noticed my pawns retraining animals even though the options config (with training decay wildness set to 100%) is set to not have that.
Johnbot 24 Jul @ 9:42am 
[code]
public static bool TamenessCanDecay(Pawn pawn)
{
return !pawn.RaceProps.FenceBlocked && pawn.GetStatValue(StatDefOf.Wildness) > Settings.wildness_threshold_for_tameness_decay;
}
static IEnumerable<CodeInstruction> PatchTamenessDecay(IEnumerable<CodeInstruction> instructions, MethodInfo target, MethodInfo replacement)
{
var res = new List<CodeInstruction>(instructions);
for (int i = 0; i < res.Count; i++)
{
if (res .opcode == OpCodes.Call && res .operand == target)
{
res .operand = replacement;
break;
}
}
return res;
}
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
return ForgetMeNot.PatchTamenessDecay(
instructions,
AccessTools.Method(typeof(TrainableUtility), "TamenessCanDecay", new Type[]{typeof(Pawn)}),
AccessTools.Method(typeof(ForgetMeNot), "TamenessCanDecay", new Type[]{typeof(Pawn)}));
}[/code]
Johnbot 24 Jul @ 9:42am 
I think the method call in Pawn_TrainingTracker_TrainingTrackerTickRare_Patch needs to be replaced with a method taking a Pawn parameter
Onyx 24 Jul @ 7:38am 
Mod randomly stopped working? Had animal training decay interval set to minimum so it never happened, and all of a sudden its back to regular? Didn't add or remove any mods, no issues or error messages
ignis  [author] 21 Jul @ 9:29pm 
No spawn rate effects here, this mod does not change specific animals.
ignis  [author] 21 Jul @ 9:28pm 
As for predators, their logic is kinda weird. Turrets should target them, but it not always works.
ignis  [author] 21 Jul @ 9:27pm 
Nutrient paste also needs a patch that allows animals to eat from impassable feeders. I personally would recommend VE nutrient paste and kibble patch for it.
The Synx 21 Jul @ 7:44pm 
It seems animals still cannot take nutrient paste by themselves, overall I still greatly enjoy this mod!
OhBrod 21 Jul @ 3:39pm 
I don't know if its an issue with my mod list but while predators are considered enemies by my colonists, my turrets still ignore them which is really unfortunate. Would it be possible to make turret also target predators ?
smitty_the_smith 21 Jul @ 9:55am 
Does this mod affect the spawn rate of certain animals? Yahoo Yahoo! [search.yahoo.com] said that you did, but I didn't see that function mentioned here.
Ki_Shadow 21 Jul @ 7:17am 
I get an error on start up with this mod and the void mod
ignis  [author] 18 Jul @ 1:33am 
0, it means no delay between hauling tasks.
bashnako 17 Jul @ 9:39pm 
How to make animals haul more often? Hauling MTB 0 hours, or 3h?
ignis  [author] 17 Jul @ 5:23pm 
Still strange, load order should not matter.
Ken C. 17 Jul @ 4:26pm 
Nvm, got it fixed. Turns out it was just mod load order issue. Suuuure wish there was an easier way to figure what should go where. Anyway, sorry for that.
ignis  [author] 17 Jul @ 8:25am 
It should be 3rd checkbox from the top.
Ken C. 17 Jul @ 4:03am 
Can't seem to find the option to enable 'Converts any generic meat into chicken meat' where is it exactly? use to have it on as its very helpful but.. it just disabled suddenly, suppose from some mod update.
Kupie 15 Jul @ 5:38pm 
I reverted and stopped using the temu fork of PUAH "Pick Up And Haul 1.6 Forked", I would guess not using the Temu fork fixed it
Brigadier Pickles 15 Jul @ 4:49pm 
I had Steam validate the game files and mods. Hauling still doesn't work.
ignis  [author] 15 Jul @ 1:40pm 
Hmmm... It works for me in a current state. Make sure you actually have the latest mod version.
Kupie 15 Jul @ 11:31am 
It seems like the update actually broke my animal hauling... was working before today 😆
Thozel 15 Jul @ 3:19am 
thank you! Straight to test this now