RimWorld

RimWorld

Giddy-Up 2
Owlchemist  [developer] 16 Feb, 2023 @ 6:31am
Copy of the change notes from beta
v2.0.51
- Forgot to include a fix in that previous update: Animals will cancel their "waiting for rider" state if manually roped by a pawn.

v2.0.50
- Fixes small bug in the "wait for rider" job when the game is saved.
- Routine animal handlers will leave animals alone if they're waiting for their rider, and will only rope them back home after a 4 hour expiration.

v2.0.49
- Technical change, for other modders: If you want a JobDef to be doable while mounted, instead of adding it to a whitelist, this is now a simple mod extension you just add to the def itself: GiddyUp.CanDoMounted. See wiki for help.

v2.0.48
- Improved upon the way that data sanity is handled on save load to better clean out any obsolete Giddy-Up store data (in other words, avoid save file bloat).

v2.0.47
- The caravan mounting feature that was rolled back in build 36 is back (after many days working out the kinks). To recap: pawns will prioritize riding in upon their pack animals before spawning with new ones.
- Fixes the "chance to mount" sliders in the caravan tab of mod options not applying correctly.
- Fixes escortee-related job errors being thrown (guest caravans)

v2.0.46
- The time that it takes to interact with a mount and hop on is no longer a hardcoded "150 ticks". It is now based on a combination of the beast's size, their wildness, and the rider's animal handling skill.
- Pt III on fixes related to roping and mounting behavior during complex caravan formations. This clears out the last of any caravan-related issues I'm aware of.
- Fixes some reservation-related bugs that could occur if a colonist suddenly dies.
- More code cleanup.

v2.0.45
- Fixes job bug related to when a waiting animal paths to a location but gets interrupted mid-way.
- Fixes autohitching considerations when starting from a penned area.
- Fixes non-caravan colonists trying to mount an animal that was already reserved for a caravan mission.

v2.0.44
- The VFE: Medieval patch in the previous update has been removed, because it has now been integrated on their side. They adopted the patch faster than I expected!
- Fixes some logic and math errors related to how enemies select which mounts to spawn with. Thanks to OttersHoldHands for the insight.

v2.0.43
- Adds a built-in patch to support Vanilla Factions Expanded: Medieval faction. This patch adds calvary units and biases high ranking royals to ride more impressive mounts, with the faction leader themselves riding upon a Thrumbo. Ideally, this patch will be handed over to the VE team if they'd like creative control, but for the moment it acts as a working example for other modders.
- Adds support for VE Framework's "Do not flee" animal behavior. Mounts that lost their rider and have this behavior extension will now act accordingly.
- Some code cleanup

v2.0.42
- Big improvements to automount system: If a pawn had to dismount an animal mid-job (for example, going into a warehouse to pick something up, because the mount was not allowed to come inside), they will now return to their mount mid-job and continue. In the event the rider decides not to return to their mount for whatever reason (eg too far away to be worth it), the mount will now path towards the rider's new destination, assuming they're not roped.
- The "wait for rider" state now works properly for roped animals.
- The "wait for rider" state has also been optimized.
- Fixes some errors that could occur when loading a save that had mounted pawns.
- When right-clicking an injured animal, if they cannot be ridden due to injury, it will now explain this. Furthermore, the threshold for animals being in too injured to ride has been changed from 100% health to 75%.
- Chinese translation keys updated.

v2.0.41
- Adds a new mod extension: ResearchRestrictions. This allows modders to only allow the mounting of a specific animal if research is complete. It can also restrict being able to use that animal for mounted combat.
- Adds a new right-click command: Switch Mount, allowing pawns to automatically dismount and mount a different animal.
- Fixes the "release animals" gizmo throwing the rider off when clicked.
- Rider abilities that are based on the Vanilla Expanded Framework can now be used while mounted (for example combat psycasts).

v2.0.40
- The "Allow anyone" automount checkbox in the animal tab has been split into 2: Allow Colonists, and Allow Slaves. If you don't have much use for the slave column, you can turn it off in the mod options.
- Minor optimizations to stat transformers.

v2.0.39
- Major optimization: the logic behind whether or not a pawn needs to dismount has been consolidated and is now only handled by the mount.
- Some of the logic is now also periodic (not done every tick).
- The areas (forbidden ride zones and drop off points) are now cached.
- This substantially reduces overhead, to the tune of the mod practically running twice as fast compared to build 38 (which was already about 10x faster than GU1).

v2.0.38
- Fixes overlays that use the sideOverlay graphic and are facing east.
- Fine tunes the layering so that the side overlay draws in between a pawn's held weapon and themselves.
- The included ibex, caribou, cougar overlays now use HD textures based on Vanilla Expanded Textures' HD versions.
- Adds a new mod extension "Mountable", which acts as counterpart to the NotMountable extension.
- Fixes mod options so that if you enable the allowance of a new mountable species, the offsets cache automatically.

v2.0.37
- Fixes a bug in the name label offset patch that may cause pawn interaction overlays to not render (such as the NPC trader ? icon)
- Fixes drafted pawns doing mount-forbidden jobs. They will now ride to this job and dismount once they're close.
- Animals now require Guard training in order to assist in melee combat with their rider.
- Some small bug fixes for a mount's "wait for rider" state.
- Some optimizations to the job drivers.

v2.0.36
- Rolling back the caravan mount feature from build 34. Few issues I gotta look into.
- NRE fix.

v2.0.35
- Adds a failsafe to visitor animals. If they're hitched and their handler dies or for some reason abandons them, they'll shake free and rejoin the group like normal.

v2.0.34
- Visitors, such as trade caravans, will now prioritize riding upon their pack animals before generating new additional mounts.
- Fixes colonist animals potentially getting hitched to guest parking.

v2.0.33
- Fixes a particularly nasty NRE when viewing the animal tab. Please update your mod.
- Fixes a mount speed stat being misread sometimes by pawns thinking about doing an automount.

v2.0.32
- New feature: autohitching. If a pawn wants to ride out to a jobsite but there's no drop off spots nearby, they will do a temporary hitching spot themselves nearby. There is a new mod option to configure this.
- As part of this change, some logic improvements were made to the automounting system.
- Lots of code reorganization.

v2.0.31
- The whole "wait for rider" mechanic has been re-added (or rather, it hasn't been working since the initial overhaul).
- Some more little roping logic fixes.
- Chinese translation updated.
- NRE fix with mount job.

v2.0.30
- Various small fixes to roping behavior for NPCs and colonists.

v2.0.29
- Added a new feature to the Caravans mod options: give caravan speed bonus, like back in the v1.2 version. It uses an algorithm to try and bestow a caravan riding bonus to animals that don't have it, emulating the values that the vanilla animals have such as horse, thrumbos and dromedaries by analyzing their size, speed, wildness, and other stats.
- Unified all the dismount code, it all now uses the same library. This completes the last of the code unification process, and makes me happy.
- NRE fix with new world creation
- Chinese translation keys updated (Credit: SY1102)

v2.0.28
- Improvement to the fix in the previous update.
- The code related to enemy raids spawning with mounts has been overhauled, as detailed below:
- It seemed the whole tribal chance mod option setting wasn't even working before. It has been rebuilt, relabeled as "pre-industrial" so that modded medieval factions will apply too.
- Biome in/out and non-wild animal chances weren't working before. This has all been rebuilt and you should now see raiders spawning in with more sensible mounts.
- Default values in the mod options retooled.
- Lots of optimizations.

v2.0.27
- Fixes issue where pawns riding out on a caravan will neglect roping animals when there aren't enough pawns.

v2.0.26
- If a pawn is riding an animal that needs to be penned (like a horse), they will now just hitch them at the drop-off points instead of seeking out a pen. If there are no drop off points, they'll use a pen.
- Added a new mod option: minimum animal handling skill. Enemies/guests need to have at least this much skill to spawn as mounted.
- Some code optimizations for raiders/guests mount spawning.
- Pt. II code unification for all the mounting-related code from the previous update.

v2.0.25
- Fixes caravan forming behavior when you select a mount that is currently being used.
- Unified the code related to telling a pawn to mount up. The code is now centralized across all the various sub-systems for ease of development / troubleshooting.
- Quite a handful of logic optimizations for the job drivers.

v2.0.24
- Unified the "is mountable?" checking logic. Before, all the various subsystems had their jumble of logic to determine this. Now it's all centralized and paves the way for scaling the mod to new features (like mechs).
- Pawns can now mount roped animals. They'll unrope them upon mounting.
- Changed default automount range from 200 -> 120.

v2.0.23
- Fixes pawn name label overlap while mounted.
- Fixes custom age rules mod hook.

v2.0.22
- Put together a default def list that automatically filters some animals off the mountable list, mainly for players who don't like to muck around mod options and customize it themselves.
- All five of the mod hooks have been updated in some way, notably standardizing their fields and removing old legacy support. Figure that if mods are going to have to update their patches anyway, may as well.

v2.0.21
- Fixes guests (such as wandering traders) not riding their mounts.
- Various fixes and refinements to the form caravan UI screen.
- Removal of more defunct code.

v2.0.20
- Replaced all 6 designator icons, trying to make them blend into the vanilla style better.
- Some label cleanup and rewording related to these icons.

v2.0.19
- Started working on some more high-effort optimizations now. Converted the two heaviest harmony patches into transpilers, greatly reducing their performance cost.
- Discovered and fixed a memory leak. Looks like it's been there quietly lurking for years now, clear back to the days of rimworld beta 18. The fix for this also doubles as a nice performance improvement as well.

v2.0.18
- Removal of old unused language keys.
- Identified and removed old defunct code.
- Slight optimizations all throughout, mainly via removing redundancies between the sub modules.

v2.0.17
- Fixes the "draw behind" behavior (one of the mod options) not working. Hasn't been working since RimWorld 1.2 as far as I could tell.

v2.0.16
- Data unification: The way data was stored between Giddy-up and its 3 sub-mods were all disjointed and semi-independently handled. This has all been reworked and they now read and write data to the same spot.
- Quite a few data fields are no longer saved, either because they were legacy data or the code was reworked and are no longer needed.
- These two combined, the amount of bloat to the save file has been substantially reduced (by about 3x).
- Some bug fixes related to pawns trying to rope reserved mounts.

v2.0.15
- Namespaces consolidated as part of a code refactor. You'll get some errors when you load in next time for a few things and you'll need to rebuild any Giddy-up zones you had. Sorry 'bout that, nature of a beta build though!
- Lots of logic change regarding automatic dismounting.
- Whitelisted jobs (jobs that can be done while mounted) are now no longer hardcoded and exposed to the XML
- As part of this change, Pickup And Haul is now better supported.
- Extends the support for too-young children being unable to ride to caravan ride-out.

v2.0.14
- Fixes alert misreporting.

v2.0.13
- Fixes draw behavior of mounted pawns when saving and reloading.
- Fixes horse graphic overlays.
- Major optimization for variant texture overlays such as what the horses use (10x faster).
- Major code refactoring.
- Removal of the CompProperties_Mount component, replaced as a more lightweight mod extension.
- Integrated support for children - specifically, they need to have handling skill unlocked before they can ride mounts now (usually age 7).

v2.0.12
- Automounting logic now accounts for if the animal needs to be penned or not.

v2.0.10
- Major overhaul of the automount logic, basically rebuilt from scratch.
- Minor optimizations all throughout.

v2.0.9
- Fixes the "allow anyone to mount" checkbox in the animal tab not appearing in the UI. And while I was at it, moved its position to be next to the other icons. The 2nd checkbox - only usable by master - has been removed, as this will be replaced by an assignments feature later.

v2.0.8
- Fixes caravan behavior when they enter a map. They should remain on their mounts now.
- (WIP) Changed the logic regarding a pawn's decision to go find an animal to ride to their job. See the mod options -> Ride and Roll section for details. However, there's still some work to do on it.

v2.0.7
- NRE fixes related to Caravans module + some code clean up

v2.0.6
- Completed functionality for being able to disable Caravans module.

v2.0.5
- First optimization pass on Caravans module.

v2.0.4
- Finished folding in the Caravans module.

v2.0.3
- Finished folding in the Battle Mounts module.

v2.0.2
- Finished compartmentalizing the Ride and Roll module. It can now be enabled/disabled in the mod options.

v2.0.1
- Fixes various issues with the mod options, one of which was preventing the mount rules from working
- Another pass of general code optimizations all throughout.
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枳杼 18 Feb, 2023 @ 3:09am 
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