边缘世界 RimWorld

边缘世界 RimWorld

170 个评价
Animal Namer
7
   
奖励
收藏
已收藏
取消收藏
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
13.827 MB
2020 年 9 月 14 日 下午 9:48
7 月 13 日 下午 9:43
21 项改动说明 ( 查看 )

订阅以下载
Animal Namer

描述
Do you love your animals?
OF COURSE YOU DO!

Think they should be named as you take care of them?
OBVIOUSLY!

This mods lets your pawns name your animals while sheering, milking, or training them! [default: 20% chance]

======CURRENTLY DISABLED======
[NEW] Along with the update to 1.5, you can now find naming tales in your artwork!!
Now you can see amazing artistic masterpieces like this:


Naming frequency can be changed in the mod settings!



Incompatibilities
None yet. Animal Namer should work with any animal packs as long as they aren't added as human-like pawns.



FAQ

Is it safe to add or remove this from a saved game?
It should be safe to add/remove from games in progress.

As a mod developer, how do I prevent the grim-dark Warhammer 40k type animals in my mod from being named "Fluffy"?
If you've written a mod that adds animals to the game and you don't want them subject to Animal Namer, you can add the Trade Tag "AnimalNamer_IgnoreTag" to the animal race trade tags and this mod will not name them.



Credits
onceupon2635 - Developer
demwilson - I write pretty words (including these) and provide images



Major Updates
v1.2.0
* Animals will now potentially be named after sheering/milking.
* Artwork tales have been temporarily disabled while we work on some stuff.

v1.1.0
* Added support for 1.4!
* Added support for art based on animal naming!

v1.0.x
* Initial release and bug fixes
95 条留言
onceupon2635  [作者] 9 月 27 日 下午 4:47 
@Luckspeare - ah shoot, I must've missed that one. Thank you! I'll get on that.
Luckspeare 9 月 27 日 上午 2:11 
Just a headsup: In the Mod Options dialog, I see what AI tells me is a missing translation. NonInteractiveNamingChanceLabel is shown with all-accented characters.
badsissel 7 月 14 日 下午 1:32 
i couldnt live without this
PyroRaider47 #ILikeIt0001 7 月 13 日 下午 10:13 
thank you
onceupon2635  [作者] 2024 年 9 月 13 日 下午 11:18 
@Yoann Thank you! Rope is what I was thinking of for the "farm-type" animals for sure. I thought about proximity naming (naming within a certain distance), but that'd make the mod a bit heavier since it'd have to check pawn location.

Was also thinking possibly animals could be named during caravans, but not everyone uses those very often, so not sure on that. ¯\_(ツ)_/¯
Yoann 2024 年 9 月 13 日 上午 12:35 
In vanilla, every starting animals are named. Outside of that, they are named only when bond (since ~1.2), and only animals with at least Intermediate trainanility can bond.
Outside of training, bond can happens during tending, during taming, and when animals spend time near master (drafted, and maybe field work).

You could cover all animals by adding:
_tame (1%)
_tend (0.4%)
_nuzzle (for cats)
_rope (for horses, pigs, chicken...)

Independent settings could be good as some activities happen lot more often (milking every day, shearing every 10~15 days...).

Good luck with your new job
onceupon2635  [作者] 2024 年 9 月 12 日 下午 10:02 
@Yoann - not sure on horses off the top of my head, but I believe cats (and dogs) get names by default. I do have plans to implement naming for animals that aren't trainable/shearable/milkable, but I just started a new job, so it may be a bit before I can dig into that.
Yoann 2024 年 9 月 11 日 上午 6:20 
Animals like cats or horses are not supported?
onceupon2635  [作者] 2024 年 8 月 11 日 下午 9:41 
Many thanks to @Church.exe for helping test the versioning issues! Stable 1.5 version should be up now!
onceupon2635  [作者] 2024 年 8 月 11 日 下午 9:07 
@Church.exe well that is weird as heck. The workshop page says 6/10 at 11:32 pm for me, and I can definitely state I haven't uploaded anything since then, lol. Now I'm concerned. Sounds like I need to get the actual update out sooner rather than later.