RimWorld

RimWorld

Giddy-Up 2 Forked
333 Comments
Sonder00 15 hours ago 
How do I make megaspiders rideable?
Pasaway 26 Sep @ 8:25am 
@Decimus Magnus: There is a way to keep colonist from riding animals off into space.... Have you tried using zones to make space a non-ridable area. See the original mod pictures.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2934245647
Lithe 25 Sep @ 11:57am 
For some reason, this mod prevents hybrids (or one kind at least) from VFE: Genetics from following their handlers :[
Decimus Magnus 14 Sep @ 8:28pm 
I wish there was a way to keep colonists from riding animals off into space. I'm playing a Save Our Ship 2 run, and my big wolves keep dying haha! I keep resurrecting them, but still...
Potato 11 Sep @ 4:16pm 
@Bongwater - This happened to me for another mod and I just generated it again and it worked fine. Try that.
Hanz 9 Sep @ 2:02am 
Is there any way to shift how pawns are drawn on individual animals on a user end? As an example, my pawns ride Medieval Overhaul griffons on their wingtips or the tip of their tail.
Bongwater 8 Sep @ 11:53pm 
this mod has a bug on my end, it makes it so some factions (like the empire) dont spawn when i generate a new world.
DocHolliday 3 Sep @ 10:39pm 
Is there a way to stop the mount accessibility settings from resetting everytime a save is loaded?
rats gaming 2 Sep @ 7:44pm 
I have a save with the old Giddy-up! mods installed (the 3 separate ones), but removing it causes my game to completely glitch out (Like it's not properly flushing the render buffer?!). Got any ideas why this might be and what I can do to fix it? I would like to switch to this version, but I can't even remove the old one from my save :(
Quilava 31 Aug @ 2:24am 
May i ask anyone here having problem with pawn wont die bug? Head cut off, part all gone, no immortal gene or anything yet still alive, it happen randomly to either ally or enemy.

Some post say it came from giddy up mod, i just want to know if it really is the case, since debug log doesnt say anything about mod name, so i cant tell where the problem come from :steamsad:
KingRomerius 30 Aug @ 10:23pm 
Same as @DocHolliday. "Forbid riding" doesn't seem to do anything. Pawns will ride through and hitch their mounts close to the target path rather than hitching close to a target destination in a forbidden area and continuing on foot like before. My halls are full of literal horse crap. ;(
DocHolliday 30 Aug @ 8:27am 
The "forbid riding area" zone does absolutely nothing unless I'm missing something... My pawns happily ride mounts straight through the house still unfortunately...
theredfox71 28 Aug @ 9:21am 
Can the enemies come on animals?
DocHolliday 25 Aug @ 1:02am 
Since it would appear owlchemist has retired or whatever, would you consider updating the other mods? Like the core and battle mounts?
ionizedJackal 24 Aug @ 12:54am 
im having the same problem as @Elijah and found to be your mod
Balthazad 23 Aug @ 5:10pm 
somethings broken on my end, my pawns ride my camels to wild ambrosia (to harvest it) and then leave them there, so in the end another pawn has to walk twice on foot to get it back
Elijah 18 Aug @ 12:29pm 
I noticed a potential incompatibility with this mod and VRE Android Factions. Log: https://pastebin.com/7fv1ncgq
Valethe 16 Aug @ 4:12pm 
hey thank you so much for keeping one of my favorite mods alive
Vlad Draculea 14 Aug @ 4:06am 
do VFE - Settler pawns gain access to horses
The_0nly_Greek 13 Aug @ 12:33pm 
@Valkyrie many many thanks !!!
Valkyrie 13 Aug @ 6:27am 
@The_0nly_Greek If you haven't found it already the mod addon "Saddle Up" should be close enough
The_0nly_Greek 9 Aug @ 2:54am 
Hello , i was wondering if you could add this function that used to be in the original GU RR mod where you could choose an animal to be mounted only by its master and no one else. It was very helpful but for some reason it's not part of the newest ones (GU-2 and yours), i'm playing on version 1.5 . If its too much of a problem then maybe someone can redirect me to a mod that does that .
DG_JEN 7 Aug @ 1:24pm 
@Volkov you can either unsubscribe from the mod not being updated or the mod that is being updated that's how it works or do it yourself. Thank you clocknot for keeping this mod going
Bones 5 Aug @ 10:40pm 
Volkov needs to drink a nice cupa tea
Volkov 5 Aug @ 3:17pm 
" Giddy-Up 2 : Won't be able to kill pawns if original mod is installed. Fix : Unsubscribe from original mod "

Wrong, your mod is the one causing this issue STILL come on man jesus what a huge bug
Ganonn 2 Aug @ 4:36pm 
Can you ride Mechanoids?
Spunky McGoo™ 2 Aug @ 4:12pm 
Does this work with vehicles expanded? I want to use it with bikes
clocknot  [author] 2 Aug @ 4:11pm 
@Large Hardon Collider I wasn't able to reproduce the bug with only Giddy Up installed in a test save but I think this happened to me once too, I will keep an eye on this
clocknot  [author] 2 Aug @ 4:09pm 
@Nimbus you can give https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3261311100 a try to see if it helps
Nimbus 2 Aug @ 11:20am 
PSA: if you try to remove this from a savegame, it won't load the map, so once you enable it, you gotta keep it :D
clocknot  [author] 1 Aug @ 5:24pm 
@Rave Hawk How is this related to giddy-up? Did you try without the mod and it doesn't happen?
clocknot  [author] 1 Aug @ 5:19pm 
@wolfstarblade you can ask for that or use another mountwith more carry capacity for heavier pawns
wolfstarblade 1 Aug @ 11:20am 
Ok so I need to go ask the mod owner to up the carry capacity for chocobos? No armor at all would be nuts atm, in this game
wolfstarblade 1 Aug @ 10:29am 
Am checking if it's all gear or just current loadout is the problem. I was also playing 1.3 like this with no probs til the update forced me to switch recently, so I'm sorry if I'm wasting your time on something dumb. (I also have limited cognitive ability for the weirdest stuff thanks to health problems, which is like living with a computer from the early 90's on dial up internet as your brain - and everyone else has the latest and greatest gaming rig and internet speeds,)
wolfstarblade 1 Aug @ 10:16am 
@clocknot I've uploaded screenshots of it to my community profile, its easiest as I'm mid-game rn
clocknot  [author] 1 Aug @ 9:38am 
@wolfstarblade https://imgur.com/a/hHtmLN7 I'm not able to reproduce, the stats used to determine if a pawn is too heavy is the mass of the pawn (in its stats) and the carry capacity of the animal. In the image, one pawn is too heavy (>75 kg, which is the carry capacity of the chocobo), the others are below so they are able to ride. Base adult pawns already weigh ~60kg so adding armors can make them too heavy for the chocobo.
wolfstarblade 1 Aug @ 9:00am 
Playing 1.5: I've got erin's Final Fantasy animals also installed and had previously added chocobos onto the mountable list. But I cant get pawns to ride chocobos in a caravan, cos the pawns are now 'too heavy' - but my pawns are definitely underweight according to both the gear and inventory weight tooltips. Many other people seem to be having similar problems, - would it be possible for you to help them with a patch or something?
clocknot  [author] 31 Jul @ 2:16pm 
@NoctisTheBogWitch I've tried creating ~10 new games with different mods from your list but I haven't been able to reproduce. Does this happen every time you try to start a colony? Could you try to gradually remove half your mods while keeping giddy-up to pinpoint which other mod interaction is causing this?
NoctisTheBogWitch 31 Jul @ 9:26am 
Yes.
RuneWulv 31 Jul @ 7:58am 
apologies if someone else has addressed this but has anyone else had an issue where while mounted when your pawn tries to rope and return an animal to a pen the rope seems to break at the gate and the pawn then gets into an infinite loop of re-roping the animal and then the gate breaking the rope again? The only way to get out of it is to manually dismount the animal and then have it rope the other animal on foot.
clocknot  [author] 30 Jul @ 5:46pm 
@Large Hardon Collider I will take a look this weekend
clocknot  [author] 30 Jul @ 5:45pm 
@NoctisTheBogWitch I was not able to reproduce the issue. This happens when generating the world when creating a new colony?
clocknot  [author] 30 Jul @ 5:43pm 
@Kenny Dave what do you mean by "standing bug"? Do you have any errors in your logs?
clocknot  [author] 30 Jul @ 5:40pm 
@Hades the King I sent a patch to Biomes! Prehistoric, just need them to patch and release a new version, but the error shouldnt cause any problems during your game.
Kenny Dave 30 Jul @ 4:42pm 
@ NoctisTheBogWitch Amazing, thank you. I'll give it a whirl.
NoctisTheBogWitch 30 Jul @ 4:37pm 
Mid save saver.
Kenny Dave 30 Jul @ 10:30am 
Is there a way to safely remove the mod? It's giving me the standing bug, but a simple remove causes errors that I haven't been able to work through.
NoctisTheBogWitch 30 Jul @ 8:46am 
Getting the error that makes factions not spawn. Heres my log: https://gist.github.com/HugsLibRecordKeeper/ac857e6344cc0d59f8996886f10484d8