边缘世界 RimWorld

边缘世界 RimWorld

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Autonomous Animals (formerly VPE - Better summons)
   
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Mod, 1.6
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453.394 KB
10 月 29 日 上午 5:42
11 月 3 日 上午 7:28
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Autonomous Animals (formerly VPE - Better summons)

在 jaeger972 的 1 个合集中
Mods I made
10 件物品
描述

So this mod has very quickly grown way past my original intentions. This started out as VPE - Better Rock Construct and only allowed them to do more hauling adjacent stuff like filling processors or delivering food. This evolved into VPE - Better Summons that allowed work for rock constructs and skeletons from VPE and combat/hunting for skeletons and steel constructs. Now it has become another beast entirely that I am no longer capable of testing thoroughly myself.

This mod, in it's current state, allows you to select any animal (intended for special ones like summons, dryads and thrumbos) and give them 1 or more of 3 groups, namely Fighter, Worker and Hauler.
What each group is capable of can be configured in the the mod settings. Animals are incredibly performance efficient compared to colonists or mechanoids since their needs are very simple. This allows you to potentially create hordes of constantly working creatures.
I have tested it with 205 skeletons from VPE and did not dip below 60tps.

All of this to say: Now I need your help with testing this mod, finding bugs and most of all finding a new name for this thing. The dependency from VPE is now gone entirely. Please leave any suggestions or found bugs in the comments and I'll try my best to maintain this thing.


Original Description:

Allows many hauling related tasks as well as other optional things. Performance impact is minimal compared to colonists or mechanoids.
Offensive summons will find targets on the map and are capable of hunting.
With the options enabled, rock constructs and skeletons will do simple work like mining, construction and plant cutting. Their skills cap at 0 so skilled pawns are still relevant.

I wanted summons to feel more like mechanoids so this is perfect for solo technomancer or necropath playthroughs.

Every work type and job/aggression ranges are configurable in the mod settings.
Sometimes summons interrupt each other's work and they can't build buildings with quality (not that you'd want that with 0 skill) or roofs, but in the name of decent tps with 100+ summons I'll take that.

If there are any other VPE summons you want me to take a look at then leave me a comment and I might work on it on my own time :)

Compatibility:
-Hauling for Medieval Overhaul buildings
-Urgent Hauling from AllowTool


My Mods:
20 条留言
BigGovernment 11 月 3 日 下午 3:39 
Okay thank you
jaeger972  [作者] 11 月 3 日 下午 3:30 
I'm pretty sure it isn't.
BigGovernment 11 月 3 日 下午 3:25 
Is there compatibility for the mining job with the Quarry mod?
Gordon_Wolfich 11 月 3 日 上午 10:39 
Good!
jaeger972  [作者] 11 月 3 日 上午 9:57 
It basically means active. I'll rename it in the next update.
This is for when you want to deactivate an animal but still keep the preset.
Remove removes it from the list entirely.
Random Tank 11 月 3 日 上午 9:28 
This looks great now, loving the new stuff, but what does the includes column do in the assignment tab?
5katz 11 月 3 日 上午 4:12 
W mod, great updates and great idea initially!
jaeger972  [作者] 11 月 2 日 下午 7:10 
My mod is also very very powerful if applied to all normal animals. It is intended to be used for special animals like thrumbos and dragons but i wont stop you from making a rat army that is constantly working.
bing bong 멍청한 병신 11 月 2 日 下午 7:10 
game
jaeger972  [作者] 11 月 2 日 下午 7:09 
i can't say for certain but i don't think it should be much of an issue
my mod is checking whether an animal is currently busy or has unfullfilled needs
so whenever an animal isn't doing a Animal Commander job then they will be doing one of mine.

If animal commander uses similar logic then it might happen that it checks if an animal is busy while it is doing one of my jobs.
I don't think there will be anything gamebreaking though.