Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






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.
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.
I am working on a change that will allow you to choose how much recreation versus skill should be gained while playing with animals.
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.
I also fixed a bug that prevented the Max Animal size slider to go above 100mm. It now goes up to 500mm. So, feel free to play fetch with any playful cows and horses you may have in the barn.
If you encounter any issues, let me know. My next update will fix an issue with animals trying to wander off mid-play.
I am going to add support for Bonded Animal preference in the next update. Afterwards, I will allow the option to adjust how much recreation vs skill gain is applied to the pawn.
I will think of something though. Not many people want to go for a walk with a pet slug. Unless maybe it talks.
If the setting is "Don't Care" - animal selection will occur like it does currently.
If the setting is "Only Bonded" - the pawn will only choose from Bonded animals. If none are available, the pawn won't be eligible to play.
If the setting is in-between - there will be a chance to want to only play with Bonded animals. If no bonded animal is available, the pawn will choose from any animal like it does currently.
I'll let everyone know when I have added it. I think by default, I will make it 50% in-between to start with.
@Lagii - The mod, by default, will provide the option to spend time with cute (nuzzling) animals for recreational fulfillment. Since recreation is chosen at random from a pool of activities (cloud watching, walking, playing pool, swimming, etc.), the more recreational activities you provide, the less likely a pawn will be constantly spending time with their animals.
It's a riot any time I see a pawn play fetch with their pet T-rex.
I love the idea of this mod. I'll probably use it regardless. But if I see my pawn going for a walk with a rat or playing fetch with a rabbit I'm going to laugh.
Mr. Krill - after looking into it, that message is a warning that I created. It happens when the time it takes to travel the walking path is shorter than the maximum time the pawn wants to spend with the animal. I plan to change it to choose another new walking path when this occurs, which the pawn will follow until the end of the recreational job. For now, this is safe to ignore as it is a warning and not an error. (yellow text, not red)
* Add automated testing
* Create a new UI which will allow a searchable and scrollable list of animals you would like to override. If the animal or pawn type is in the list, you will see the ability to allow or disallow playing for each of the play types. (For example, allow walking, but not fetch)
* Add new types of play
Here are things that I will be working on:
* version 1.6 compatibility (the preview of the game engine is available now)
* There are a couple of hard coded settings that I will make user configurable
* Adding a setting to change the level of skill gain vs level of recreation gain
* Add protection for invalid waypoints due to mod interference
* Add option to allow masters to play with bonded animals (which will override the cute setting)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
AnimalsAreFunContinued.AnimalsAreFunContinued:LogWarning (string,int,string)
AnimalsAreFunContinued.JobDrivers.PathableJobBase:PullNextWaypoint (bool)
AnimalsAreFunContinued.JobDrivers.PathableJobBase/<>c__DisplayClass1_0:<CreateNextWaypointDelegate>b__0 ()
AnimalsAreFunContinued.Toils.PawnActions/<>c__DisplayClass2_0:<WalkToWaypoint>b__1 ()
(wrapper dynamic-method)
https://gist.github.com/HugsLibRecordKeeper/2be3f8dff29bb95532e9148458aa8851
My colonists keep playing fetch with chicken ("Animals Nuzzling Detect Horrors" plus "All Animals Nuzzle" make them cute as far as this mod is concerned). Right until they have a mental breakdown due to drowsiness or hunger because chicken are ... kinda slow fetching a ball.
Give me a few days and I'll add this in the mod options.
If you play tonight, please unsubscribe and resubscribe to this mod to ensure you download the latest version with the fix.
Thank you for pointing this out!
The very first step of the job is to choose a path. I should choose a path as the very last part of checking if both the pawn and pet are capable of the job. Currently, if the job starts, but the path isn't reachable, then the job stops and the pawn picks up a new job. In your case, its immediately trying to play fetch or going for a walk again.
I'll see if I can get this fixed either tomorrow night or Friday night.
I have fixed the issue and moved the "Must Be Cute" setting to the experimental section of the mod settings. If "Must Be Cute" is enabled (which it is by default), pawns should not try to play with penned animals. You should be able to turn this setting off if you have very large penned in areas or the entire pen extends to the walls of your base.