RimWorld

RimWorld

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Autonomous Animals (formerly VPE - Better summons)
   
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Mod, 1.6
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29. okt. kl. 5:42
8. nov. kl. 7:36
6 ændringsbemærkninger ( vis )

Abonner for at downloade
Autonomous Animals (formerly VPE - Better summons)

I 1 samling af jaeger972
Mods I made
13 genstande
Beskrivelse

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:
29 kommentarer
Krankus Wrexus For 1 time siden 
Okay thank you
jaeger972  [ophavsmand] For 14 timer siden 
nope
that's outside the scope for this one
there's a few other mods that let you do stuff like that
Krankus Wrexus For 19 timer siden 
Does this mod let you equip your animals with weapons
jaeger972  [ophavsmand] 8. nov. kl. 7:50 
oh and ticking is staggered now so not all animals look for a job in the same tick
they also only check every 3000 ticks (3 seconds) and it goes up to 10000 if they can't find anything for a while
jaeger972  [ophavsmand] 8. nov. kl. 7:44 
Updated changes I've been working on over the past 3 days.
Should be much more performance friendly and sowing should also work but I haven't really tested it.

Firefighting and hostile seeking behaviour now work when a pawn is resting. They also are the only jobs that can interrupt other jobs now.

Please tell me if anything isn't working anymore because testing this mod in a controlled environment can't compare to actually playing the game with this active.


technical stuff:
-removed reflection where possible
-reworked scheduling relying on the vanilla schedule manager
-cached common behaviours where possible
-cached defs that don't use quality for building
-hostile seeking behaviour is now limited to hostile pawns and exits early if they are downed, fleeing or unreachable
-added verbose logging
jaeger972  [ophavsmand] 8. nov. kl. 6:23 
i'll add the sowing no problem
Questforben 8. nov. kl. 5:24 
If I can somehow use this in tandem with the VFE Insectoid mod to make my insectoids manage small rice farms my soul is yours.
jaeger972  [ophavsmand] 7. nov. kl. 12:01 
yeah that's intentional on my side
though considering i'm providing options for pretty much anything i might as well add it
I wanted to have some reliance on actual colonists but others might not
ShadowEater25 7. nov. kl. 11:57 
I had noticed that while the animals can harvest plants and cut plants, they cannot sow plants, aka they can't grow more plants in fields
BigGovernment 3. nov. kl. 15:39 
Okay thank you