RimWorld

RimWorld

Yayo's Animation (Continued)
687 Comments
KeiwaM 2 Sep @ 9:46am 
@tanyfilina Melee Animations lists this mod as compatible, so yes. They are compatible.
tanyfilina 31 Aug @ 11:59am 
Maybe it's silly to ask, but is it compatible with Melee Animation? Or does it include the same functions (swinging the melee weapons)?
天哪,那是接近的 30 Aug @ 9:53am 
I don't quite understand why the recoil animation failed, and there are no error logs
Kait 28 Aug @ 2:44pm 
description says you can turn off animation individually
does it mean every one of them can be disabled ?
I dont see the option, only big categories like "work animation

to be precise i'd like to disable the "relax socially" animation because it looks a bit silly when the pawn is alone in his room :D
Soky  [author] 26 Aug @ 8:34am 
@Zal this is a cleanup that the mod does once per day to make sure there's no data stored for anything or anyone that' died, is not on a map, etc.

The cleanup itself should be pretty fast and unnoticeable... However, thinking about it now, it is also done at a time when a lot of mods may consider doing similar cleanup. Perhaps there's a lot of mods just doing the cleanup at the same time, adding up to a longer freeze. Alternatively, one (or some) of the mods just take a lot of time to do their own cleanup.
Zal 25 Aug @ 11:48pm 
I've noticed my game locks up for a good 30 seconds every 10 minutes or so and notifications like this show up:

[Yayo's Animation] GC : animation data count [32 -> 10]

Any idea what might be going on?
Peers 21 Aug @ 4:20pm 
holy, I thought these were always vanilla lol
Pesto Posta 17 Aug @ 4:23pm 
I can not understand why this is not vanilla.
Soky  [author] 14 Aug @ 4:21pm 
This mod is only affecting graphics, and only does something when the game is working on graphical stuff. It also never saves anything at any point.

The only way it could affect something else in the game is if a serious error happened, which there should (hopefully) be none. I haven't seen any reported in a while.
KimPanDan 14 Aug @ 3:53pm 
safe for saves?
Decadance 12 Aug @ 9:19pm 
Tell me, does this mod somehow affect the vanilla balance? Are any characteristics of the pawns changed?
蟹ミソアイス 10 Aug @ 2:21am 
When using the Ideology chair for reading, the pawns are not oriented correctly.

読書の際にIdeologyの椅子を使用しているとポーンの向きがおかしくなってしまいます。
Poose 30 Jul @ 3:44pm 
Surprised nobody has remade or done their own version of this mod. Thanks for keeping the old one going! Adds so much life to the static pawns
MezzerliptikJay 24 Jul @ 1:28pm 
@Soky Thanks for the explanation
Soky  [author] 24 Jul @ 10:14am 
The "work animations" is just badly named. In-game term for basically anything any colonist/animal/mechanoid/etc. are doing is called a job, so I just plugged it all under the term "work" and called it a day.

It likely won't be changed until I release the remake for the mod, but that may be a while before it actually happens.
MezzerliptikJay 24 Jul @ 9:02am 
@Devonte I noticed this too, I only use the walk animations for pawns and animals, but if i turn off work animations it turns off everything else, im guessing all the animations are tied to the work code unfortunately (apart from walk and attack)
GamerRoman 23 Jul @ 8:49am 
I've got the same issue as BoBovich describes with pawns that are relaxing socially on chair are completely still.
Devonte 22 Jul @ 7:53pm 
i dsiabled walking and working animations and thats it; But with these two disabled no other animations appear. No lovin, sleeping, fire, marriage, joy, zero animations. Im pretty sure this works with only this mod enabled.
BoBovich 22 Jul @ 10:52am 
When my colonist doing social relaxing, they just stand on the chair and do nothing. Just like they stuck there.I try to enable or disable other Mods many times. I found that It might conflict with "Common Sense" . When I disable it, get fixed. Sorry, my English is poor.
tokara 20 Jul @ 6:58pm 
When attacking downward with a melee weapon, the weapon's handle ends up pointing downward. Is this the expected behavior?
It doesn’t seem to sync properly with the 'Show Me Your Hands' mod."
seeki 20 Jul @ 12:23am 
I am struggling with a conflict with Yayo's Animation mod.

When Yayo's Animation mod is enabled, my custom JobDriver orientation changes made in Toil using pawn.Rotation or pawn.rotationTracker.FaceTarget are invalidated.
When Job animation is on, the Pawn faces a strange direction when the custom Job is executed.

If possible, I don't want to force my users to partially disable Yayo's Animation.
Yayo's Animation mod is a great mod.
So, can Yayo's Animation mod respect the Pawn orientation changes made in the original JobDriver provided by other mods?

Thanks for continuing to make great mods.
教会生まれのNさん 20 Jul @ 12:06am 
It seems that there's a conflict with GiverMOD, which enables animals to perform special actions such as feeding others. As a result, we observed a strange behavior where animals were feeding others from their rear ends. Could this kind of behavior be prevented on the Yayo's Animation (Continued) side as well?
Soky  [author] 19 Jul @ 3:47pm 
Sounds like outdated Yayo's Animation. The issue should be fixed now.
тетеря, блин 19 Jul @ 2:35pm 
Error in Yayo's Animation (Continued), assembly name: yayoAni, method: GiddyUp:MountingPawn, exception: System.MissingFieldException: Field not found: Verse.Pawn GiddyUp.Jobs.JobDriver_Mounted.rider Due to: Could not find field in class
...
https://gist.github.com/HugsLibRecordKeeper/cc654f8ba64a262273ed2321e1c7586c
Realm Imp 19 Jul @ 7:32am 
im bussin a nut :buzzed:
Soky  [author] 19 Jul @ 7:31am 
Bug fixing issues:

- Updated/fixed Giddy-Up 2 compatibility
- Fixed item stands having being affected by weapon animations
- Fixed item stands sometimes causing errors when failing to use combat animations
- Fixed the mod causing more significant errors and issues if a pawn broke for some other reason
Realm Imp 18 Jul @ 9:33pm 
hope this gets fixed soon
Heldgalaxy 17 Jul @ 6:52pm 
Hey for some reason my characters randomly just vanish and are unable to do anything and checking the log it seems its trying to do something relating to Yayaos animation core :49 ifs anyone has any fixes would love to hear them.
Потужнiй 16 Jul @ 1:51pm 
why stand has animations
Kazoid 16 Jul @ 8:09am 
Looks like weapons on mannequins are animated when they shouldn't be.
VoxelTron 16 Jul @ 6:36am 
This gives loads of errors alongside the new armour stands fyi, probably because armour stands *with* weapons count them as "in combat". Nothing game breaking but my logs are not happy.
KomejiKoishi 15 Jul @ 10:53pm 
Encounter bug when load with toddlers mod. The baby's walk animation fails sometimes
SKEL 15 Jul @ 3:10pm 
Works with Melee Animation?
StixxyTape 15 Jul @ 2:41pm 
There's an error with this mod where while it's installed, you can't access the in game mod options menu to change the configs of other mods. No pressure to update, just fyi it gives an error when I start the game up. Everything else is working fine.
Просточелик 15 Jul @ 2:54am 
will it be possible to disable animation at the clothing rack?
greensniperhat 14 Jul @ 5:25am 
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:Run ()
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation/<>c:<.cctor>b__7_0 (object)
UnityEngine.UnitySynchronizationContext/WorkRequest:Invoke ()
UnityEngine.UnitySynchronizationContext:Exec ()
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
greensniperhat 14 Jul @ 5:25am 
Got this bug:

Error in Yayo's Animation (Continued), assembly name: yayoAni, method: GiddyUp:MountingPawn, exception: System.MissingFieldException: Field not found: Verse.Pawn GiddyUp.Jobs.JobDriver_Mounted.rider Due to: Could not find field in class
[Ref EC6C19E6] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)

cont...
Rainbow Rabbit 13 Jul @ 4:48am 
hello I think I encountered a bug that's not intended, the weapon twirling animation is being played on the armour stand from the odyssey dlc. I don't use any other animation or other armour stand mod, and I used the default setting - so I think it might because the armour stand is counted as 'colonist' in Rimworld's base logic?

I can share my current mod list, also thank you so much for the update! I love the mod and it's been my essential for Rim world forever!
Carl 12 Jul @ 9:07am 
Got an odd issue, whenever a pawn holds a ranged weapon, they vanish. can I share the error log with you somehow?
Soky  [author] 12 Jul @ 5:15am 
@TeH_Dav not at the moment. First I'd need to get it into a state where I got all the basics down, I suppose.
Raven 11 Jul @ 3:39pm 
Thank you for the update!
TeH_Dav 10 Jul @ 9:10am 
@Soky Is there a way to help contribute to the framework/yayo's anims? :3
取名字好难 10 Jul @ 4:21am 
Thank you for the update!
月羽狐 9 Jul @ 3:43pm 
Thank you for the update!
MezzerliptikJay 9 Jul @ 12:44pm 
Thank you for the update
Incursion 9 Jul @ 12:09pm 
Thank you for your work, can’t live without this mod, lol.
frost.9 9 Jul @ 9:54am 
Awesome man, thank you!

You made this game even better
Soky  [author] 9 Jul @ 9:17am 
@mayonez
- Split the mod into "Animation Framework" (will need to think of a name for it) and "Yayo's Animation"
- Animations are no longer designed in C# code but in the XML files
- Other mods can add animations, framework does nothing on its own and requires addons
- A single interaction can have multiple animations (picked at random, maybe something more complex later?)
- Each interaction can be configured in options (disable specific animations for it, add other animations to it, etc.)

Will probably take some time to do. Especially since I'm not sure how much time will have with some of my other responsibilities.
mayonez 9 Jul @ 8:31am 
@Soky what does the rework entail? optimized code? thanks for updating!!!
TeH_Dav 9 Jul @ 8:27am 
A literal god. Can't wait for the rework too, tho!