RimWorld

RimWorld

Customize Animals
369 kommentarer
Syrus  [ophavsmand] For 20 timer siden 
Actually, nevermind with the latter part...curious mainly.

"Error in static constructor of CustomizeAnimals.HarmonyPatches: System.TypeInitializationException: The type initializer for 'CustomizeAnimals.HarmonyPatches' threw an exception. ---> System.NullReferenceException: Null method for syrus.customize_animals"

"Exception from asynchronous event: System.TypeLoadException: Could not resolve type with token 0100003c from typeref (expected class 'RimWorld.CompProperties_AbilityRequiresTrainable' in assembly 'Assembly-CSharp, Version=1.6.9371.18214, ...)"

Those are the exceptions, out of the many, many other errors, that stood out in regards to CustomizeAnimals - and to be honest, I have no idea how either of these two is possible to occur.
There is nothing that should be null during the HarmonyPatches initialization, nor should the base-game type "CompProperties_AbilityRequiresTrainable" be unresolved.
But I'm probably missing something in all that mess...
Syrus  [ophavsmand] For 20 timer siden 
@kReoSo
Well, that's almost 13k lines of log...guess that's the biggest log I had to look through for an error and there are a lot of them.
Could you post a log you get when doing the exact same thing while not using Customize Animals?
Luka 17. okt. kl. 5:46 
Is it possible through this mod to change a creature and make it so they lay unfertilised eggs? I'm thinking of the Quail, for example. I'm wondering if I missed it or if it's just not possible to do so. Thanks in advance!
Syrus  [ophavsmand] 15. okt. kl. 10:34 
Please post an error log of the issue, via HugsLib (CTRL+F12) if you have it, otherwise the exception/error that is thrown in the log!
kReoSo 14. okt. kl. 15:36 
I used this mod well, but it causes an error while generating maps some time ago. The game works well excluding only this mod, but it also works enabled this mod only. So, there should be a compatibility issue but Idk which is among 600 mods :(
Syrus  [ophavsmand] 10. okt. kl. 12:06 
Version 1.6.11
Code update, mainly for SpecialTrainables
Luka 10. okt. kl. 3:38 
You have my thanks! No need to be sorry either, the day I found this mod changed my playthroughs for the better, as it's so versatile it even works on other mods like Dragons etc...
I'll play with it even with a few bugs here and there haha (although this is the first one I ever found)
Much love and good day to you!
Syrus  [ophavsmand] 9. okt. kl. 13:53 
Version 1.6.10
Fixed CanCrossBreedWith, CrossAggroWith & SpecialTrainables being cleared when other settings are modified while these are unchanged

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The three settings should now no longer be cleared when unchanged.
Also did some other reworking, hopefully all still works properly.

While I'm unhappy about bugs, I'm happy when they are found and reported, that way I can fix them, and at some point, maybe, it will be bug free! The issues are ususally careless copy-paste and not testing all the edge cases, coupled with many reworks as I get new ideas for how to tackle certain issues... sorry!
Luka 9. okt. kl. 2:48 
That's a lot already, thanks a lot for keeping this wonderful mod to date! For the moment we do the whole modifying two trainables or changing the one that exist to make a pack animal kind of thing, but will download it again once you update it! :)
Syrus  [ophavsmand] 8. okt. kl. 16:16 
Pretty sure I found the bug with those three (CrossBreed, CrossAggro, SpecialTrainables) and fixed it, but I want to change something else still and it's very late already, so will push an update tomorrow hopefully.
Luka 8. okt. kl. 10:26 
I went and checked and indeed, the xml config after modifications still doesn't have the "special training" added to the instance of the animal that is created upon any modifications to said animal (and that didn't have modifications done to special training or cross breeding).
Even modifying the xml manually out of the game, adding the special training back, just causes the mod to "reset", in the mod configs in game (nothing is blue/edited anymore, the xml resets to blank).
If someone found a workaround or knows what causes this (Windows?? Me and my partner have 10 and 11, we both have this issue), I'm all ears! Don't know if mod author is still there either, but thought I'd share if anyone is wondering why their settings don't stay.
Luka 8. okt. kl. 10:25 
Hi and thank you for the wonderful mod. I observed some quirks that are happening when changing configs.
When changing an animal (to make it a pack animal for example), and not touching special training/crossbreeding, when relaunching the game, it removes their "special training" and cross-breeding, if there is any by default.
When adding/changing a special training, everything else added/changed stays the same including the special training (eg: adding forage to an animal or changing their special training to another one, stays).
Pelagia 30. sep. kl. 19:51 
Thank you for this beautiful mod. I'm mad I didn't find it sooner.
MathTutor 29. sep. kl. 16:00 
Could an option be added to change the taming skill required for an animal? I looked, but I didn't quite see it. Trying to adjust the required animal skill needed on some 'lisks from Alpha Animals, and I can't.
LoneStarRhino34 18. sep. kl. 21:50 
Thanks so much for this mod! Blows my mind that Rhinos are packable in vanilla. Any leads on good mods for adding saddles or rhino packs??
Syrus  [ophavsmand] 10. sep. kl. 11:19 
The option to train an animal for hauling or rescuing will only show up if they are set to Advanced trainable and are either of correct size or the respective "disable ... limits" setting is set.

If the option to train them is there, then they should do those tasks sporadically once they are trained to do so.

Tested it with monkeys and rats (smallest animal I could think of) and as far as I can tell it worked for both of them.
Protok 10. sep. kl. 9:13 
Hi, thanks for the mod.
Does "Trainability: disable body size limits" option work? I switched it for Haul but my terriers and monkeys still cant haul because of body size limit. Game was restarted.
QOMRADEQUEER 31. aug. kl. 10:06 
Nice, thanks!
Syrus  [ophavsmand] 31. aug. kl. 2:23 
@QOMRADEQUEER
You can set both "Food type" (what an animal eats) and "Will never eat" (what an animal shall never eat) to adjust that
QOMRADEQUEER 30. aug. kl. 19:25 
What about animal diet? I'd love to tweak some mod animals and prevent them from eating trees.
Syrus  [ophavsmand] 30. aug. kl. 15:28 
Version 1.6.9
Added fence blocked settings, allowing overriding animals being blocked by fences

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Hoping it works fine and all...
z3r0shadows 30. aug. kl. 10:46 
Is there any way for me to change the pack animal carry mass? The carrying capacity doesn't seem to affect it.
JACK 27. aug. kl. 15:35 
my first thought about sentience catalysts was that they'd put this mod out of business, but nope, still as useful as ever
Miller 25. aug. kl. 17:47 
I would also love a version for plants, some plants have insanely long grow times (glowstools with their 40 days to grow)
Syrus  [ophavsmand] 23. aug. kl. 12:45 
Version 1.6.8
Added toxic environment resistance setting

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@KawwaK
I'd love to have this for plants, weapons, etc... But it was lot of work to make, though adding new settings is now mostly copy & paste, so making something for plants, weapons or something else would at least not require me to redo the whole UI/settings, probably...it's still a ton of work.
KawwaK 23. aug. kl. 1:17 
Nice mod. I'd like this but for weapons.
Syrus  [ophavsmand] 22. aug. kl. 9:36 
@Sycamore
Interesting to hear about the apparently version related issue. Wonder what happened there.
And "Toxic Environment Resistance"? Never heard of that, will put it on my list to look into (the todo list for CA was currently empty actually)

@waghhhhhhhhhhhh
Glad to hear!
waghhhhhhhhhhhh 21. aug. kl. 20:02 
A quick and elegant fix, now everything is fine. Thank you!:steamthumbsup:
Sycamore 21. aug. kl. 19:21 
Ah, also is there any plan to add Toxic Environment Resistance as an editable category? Most animals have 50% Toxic Resistance but some like rats and boomalopes also have 80-100% environment resistance that protects them even more against toxic fallout and even helps against rot stink.
Sycamore 21. aug. kl. 18:34 
Huh, I had the same issue with this mod as Zalbag, where the local map refused to load. Even on a new save with just this and Harmony (and the DLCs) on. But I was running an older version of Rimworld (1.6.4518) and now that I've updated to 1.6.4543 the issue disappeared. Which I am grateful for as this mod rocks! I was so sad to see that "colossus" toads weren't even as big as a horse but now I can fix that without having to learn how to make my own mod :)
Syrus  [ophavsmand] 21. aug. kl. 12:48 
Version 1.6.7
Check for SteamAppId for Odyssey instead of Name

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Should work now, I hope. Didn't expect the DLC names to get translated
waghhhhhhhhhhhh 21. aug. kl. 12:09 
Oh… yes, you’re absolutely a genius. I mainly play the game in Simplified Chinese, and I just switched the game language to English—the Vacuum Resistance option appeared! Maybe it’s a translation error… But what’s strange is, I swear that before the 1.6.5 update, I used this mod to set the Vacuum Resistance of the creatures in my kemomimihouse to 100%. After the update, those options disappeared. I tried re-subscribing to the mod and even enabling it alone, but I really didn’t expect it to be a language issue…
Syrus  [ophavsmand] 21. aug. kl. 11:15 
Are you certain you actually have Odyssey active/selected in your mod list though?
Or hm...do you play the game in another language? ... I don't know...
waghhhhhhhhhhhh 20. aug. kl. 20:03 
Since the 1.6.5 update, my Vacuum Resistance option has disappeared, as well as the Special Trainables. Before this, Vacuum Resistance was available. I also own Odyssey and it is activated.
Syrus  [ophavsmand] 20. aug. kl. 13:03 
Version 1.6.6
Added CanCrossBreedWith & CrossAggroWith settings
Syrus  [ophavsmand] 19. aug. kl. 11:55 
Wasn't expecting it to also fix the Game_FinalizeInit_Postfix bug for you, but hey, if it works, it works and that's all that matters
Zalbag13 18. aug. kl. 17:05 
@syrus omfg. ok, it was the vacuum res. i unsubbed and resubbed, because for some reason, the fix didnt auto update. it looks like it's all working fine now. you did a great job tracking that. big ups. :D
Zalbag13 18. aug. kl. 16:55 
@syrus i'm sorry i did leave out one thing you asked for: what i was doing:. it's on map load. doesn't matter what type, either new game, or a save. the overworld can render but getting into any area causes "error loading map". esc still brings up menu and i can save/quit, return to menu, etc. but no map will load.
Zalbag13 18. aug. kl. 15:31 
@syrus so i retested a few minutes ago, i removed everything i had except harmony and hugslib (and core) and custom animals. same error. mostly i wanted to do this so i could give you a github link with just your mod so you can see where it's tripping.
but.. you mentioned a check for vacuum res, you think it's an issue with me not having any DLC?
vacuum res. might not be the only DLC specific trait the mod incorporates? idk, the crashlog shows a loop of "Could not regenerate layer" fog_of_war, and snow

here's the link:
https://gist.github.com/HugsLibRecordKeeper/dbba226d192705c0e9d331b4a2d02fc9

i hope this helps
Syrus  [ophavsmand] 18. aug. kl. 12:36 
Version 1.6.5
Added check for Odyssey being active for Vacuum Resistance & Special Trainables

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@Zalbag13
That solves one the vacuum resistance error, but without further info I'm unsure what the Game_FinalizeInit_Postfix issue is.
Syrus  [ophavsmand] 18. aug. kl. 11:20 
Post the error (log), preferably a HugsLib log if you use that, and maybe a description of what you were doing, if it's a more complex process to replicate it, not what some AI says about it - I could do the latter myself if I had any care for what AI says - and it's never more helpful than the logs.
Zalbag13 17. aug. kl. 21:50 
chat had this to say: "These errors point squarely at CustomizeAnimals itself—not necessarily a conflict with another mod—specifically during its setup phase:

The first crash happens even before game generation proceeds, inside the mod's global settings initialization.

The second occurs when the mod tries to hook into the game's start process via Harmony.

This is unlikely to be caused by load order or another mod"


"Based on the stack trace, the issue lies in GlobalSettings.Initialize() and HarmonyPatches.Game_FinalizeInit_Postfix()."

i'm hoping this is helpful, if you want i can give you the github link for the full report.
Zalbag13 17. aug. kl. 21:50 
getting a failed to load the map error when i run the mod. i asked gpt to scan the error log

"Exception: System.TypeInitializationException: The type initializer for 'CustomizeAnimals.Settings.SettingVacuumResistance' threw an exception. —> System.NullReferenceException: Object reference not set to an instance of an object
at CustomizeAnimals.GlobalSettings.Initialize () …
at CustomizeAnimals.CustomizeAnimals.Initialize () …"

and

"Exception from asynchronous event: System.NullReferenceException … at CustomizeAnimals.HarmonyPatches.Game_FinalizeInit_Postfix()"
were the stand outs."
Syrus  [ophavsmand] 17. aug. kl. 15:37 
Version 1.6.4
Added special trainables setting (i.e. "training types")

Might have a little performance impact on loading a save file due to having to make sure all animals have the correct abilities, hope it works fine.
Syrus  [ophavsmand] 14. aug. kl. 13:40 
For the todo-list:
- blocked by fence -> rejected: it depends on roaming behaviour, any animals that roams will be blocked by fence, all others will not. While I thought of a way that might work to dettach the two behaviours, it would likely cause sideeffects, so I decided to not implement it
- training types (Odyssey) -> todo: yet to look into it because I mistook it with normal training types earlier
- vacuum resistance (Odyssey) -> done: tested and worked with humans, hopefully also with animals
Syrus  [ophavsmand] 14. aug. kl. 13:38 
Version 1.6.3
Added vacuum resistance setting
Made toxic resistance setting available for humans -- don't remember why it wasn't but it seems to work? Hopefully there's no reason I'm missing/forgot about why I did not include that setting for humans...
cocoa 8. aug. kl. 21:51 
The corrected part works perfectly. Thanks a lot!
Visoth 8. aug. kl. 8:15 
I would like to suggest allowing us to change if an animal can do the new jobs that animals can do in Odyssey (not sure if its a 1.6 thing or Odyssey mechanic). The comfort, digging, etc jobs (theres probably more, just these two I have found so far).

For example, an otter should be able to "comfort" if a Seal is, by default, allowed to. And they should be allowed to dig, considering in the description it even mentions Otters using simplistic tools like rocks, to open shellfish.
Corpse 7. aug. kl. 21:27 
Okay, thank you!:steamhappy: