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Hi everyone! I was able to find the time tonight to look at the cause of the bug. It turns out that while the pawn was doing anything other than walking, recreational joy was not being processed. In fact, in many cases, it was going down instead of up.
It would look like this. Pawn walks up to pet, recreation goes down. Pawn starts walking to pet, recreation goes up. Pawn throws ball and watches pet fetch the ball, recreation goes down. Pawn starts walking again, recreation goes up. This usually led to minimal gain to recreation at all and probably explains the complaints about how some people were seeing little to no recreation gain.
The good news - it's fixed. I changed each of the toils (the steps of a job) to process recreational joy every tick. The change is so significant, that I am going to hold off on the recreation vs skill bar for now because it may be completely unnecessary. Lets wait a little bit and see how people feel about it.
Since walking a pet doesn't pause to throw a ball, walking a pet is unaffected from the bug. I'm going to fix this bug before I create the slider I mentioned. I am still unpacking my house (irl), but I will see if I can find a solution sometime tomorrow.
If you notice that the bar is not increasing while the pawn is walking to the next waypoint, it may be another mod you have is affecting recreational jobs.
I am working on a change that will allow you to choose how much recreation versus skill should be gained while playing with animals.
Hi everyone. I made a small update today that included a few internal bug fixes. When pawns are playing fetch with animals, they now start walking to the next waypoint after the animal fetches the ball a little sooner. This will help keep the animal's attention and cause them to wander off a little less while playing fetch.
Also, if the pawn runs out of the walking waypoints before the Walk a Pet job ends, the job now successfully ends without a warning.
Up next, skill gain versus recreation gain. This will take me a little while to figure out because a lot of the gain values are hard coded in the JobDef XML files and are not pulled from the customized mod settings.