边缘世界 RimWorld

边缘世界 RimWorld

Animals Logic
1,382 条留言
Jetharius 10 小时以前 
That was what I did, chunks at a time while watching a movie. I used RimPy to save my progress each time so I had a record of which mods I took out each time. I wonder if they have the same thing in common causing the issue with Ignis' assembly.
HazeyInDaHead 12 小时以前 
I have the same issue as Jetharius and do not have the Quirks or Forbidden mod.Not sure how to troubleshoot besides standard 50/50 disabling.

https://rentry.co/6hr9qra5
Jetharius 9 月 30 日 下午 9:19 
Of all of the weird mods to interact, my issue was caused by the Quirks addon for the "Forbidden Mod". I've reached out to that mod author about it since its only been released recently since the latest update for the main mod.
Jetharius 9 月 30 日 上午 3:39 
Ill see if i can use binary sorting to figure out which mod conflict is causing the fuss tomorrow.
ignis  [作者] 9 月 30 日 上午 2:38 
I can not replicate the missing options issue, so no idea how to fix it.
Jetharius 9 月 29 日 下午 11:09 
Having an issue with options not appearing as well.
Auspician 9 月 24 日 下午 12:33 
The issue I'm experiencing is present in the vanilla game, and becomes more pronounced on larger maps with more animals. Get a few hundred animals in your colony, and you too will see AM lag spikes when all the animals awaken across the map (regardless of mods or vanilla). I was hoping you would be willing to add the functionality I mentioned to your lovely mod as it fits the general theme of what you're already doing here, ignis.
ignis  [作者] 9 月 23 日 下午 7:25 
I don't think this mod can cause such affect. Maybe it is a daily autosave?
Auspician 9 月 23 日 下午 5:43 
Any colony with a higher number of animals will experience lag spikes around dawn each day when all of the wild and colony animals simultaneously wake up. This mod seems a likely candidate for fixing this annoying issue as it fits in well with the other things you're doing to make animal behaviors more realistic and fun.

Would it be possible in a future update to stagger animal wake-up times over 1-2 hours to avoid this inevitable lag-spike? Thank you for your consideration @ignis!
Mysti de Meline 9 月 12 日 上午 1:37 
I completely forgot that bug for several days, so it seems to be working ! My thrumbos are thanking you so much ! \o/
D a R i U z Z 9 月 9 日 下午 7:48 
I haven't seen my handlers need to train anymore, thanks for the patch.
ignis  [作者] 9 月 3 日 下午 8:17 
I use VEF and I don't have any problems. My only idea is for someone who experiences it to use binary search.

Disable half of the mods, see if the problem is still there. If yes, disable half of the remaining, if no enable half of recently disabled. Repeat until the problem causing mod is found.
Mechanomical 9 月 3 日 下午 7:58 
Still not getting mod options, which means that training is still decaying, can't seem to locate the source of the problem. Someone else seemed to mention some kind of problem with Vanilla Expanded Framework?
ignis  [作者] 8 月 29 日 下午 1:40 
Tameness/training decay settings should work now
O R'lyeh Chiko Stan? 8 月 25 日 下午 10:33 
Training decay doesn't work despite the options being set correctly.
Faelas 8 月 21 日 下午 12:46 
Yep, taming decay is not working, just had a few animals go rogue, also my options disappeared
KAPPAROTO 8 月 18 日 上午 10:39 
+1 to the people reporting that training decay seems to be not working. Mod options show up fine and they are correctly set to the option that would stop decay from happening. Doesn't work, my trainers keep having to train skills which have decayed.
ignis  [作者] 8 月 17 日 上午 9:21 
No, you need to use surgery. It is a delicate procedure.
I.A.N.A.S 8 月 17 日 上午 4:12 
does this work with auto-slaughter for the explosive animals?

i want to know how effective my boomalope farm will be on my gravship
Stryyyder 8 月 10 日 上午 2:35 
yet another person to report that training decay functionality simply isn't working. my mod options are showing up fine, and i have them defined correctly, but it isn't mattering.
Alien Xenomorph 8 月 9 日 上午 10:31 
My colonists have to retrain colony animals despite of lowest position of trainig decay slider. So yes, trainig decay functionality is broken.
Morgreth 8 月 6 日 下午 3:22 
Got the same issue to report as Posh Octavia, training decay no longer seems to work in 1.6
Not sure if they maybe changed something to the code with the addition of the "special skill" training type (like digging or foraging)
MacBad 7 月 30 日 下午 1:13 
And one more to the pile of people who say that they have no Options for this mod, I just found out about it myself.
横冲直撞小影子 7 月 30 日 上午 5:55 
@ 3_As https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3426432471 this mod still working.but there is some problem.
横冲直撞小影子 7 月 30 日 上午 5:53 
the mod which allow animals to use paste dispenser have some problem during Solar flare.maybe you can fix it?
Abra_Willow 7 月 28 日 下午 9:59 
@TheSoundOfTrees i have the same issue on windows so i don't think that's the problem.
TheSoundOfTrees 7 月 28 日 上午 2:11 
I have the same problem as Nebulos : there is no option page available, the mod is simply absent from the list. I am on linux, so it could be a naming problem ( a space in a file name or case sensitiity ?)
Posh Octavia 7 月 27 日 下午 2:45 
a few people have mentioned it, but i figured i should add on, training decay is ignoring settings in the mod
团长团子团 7 月 27 日 上午 6:45 
In Odyssey, animals don’t automatically return to the ship area when launching—you have to manually control their zones. Could you add this feature to avoid repetitive operations?
3_As 7 月 27 日 上午 12:00 
As you said,
I needed “Pets Can Eat from Wall Refrigerator.” Thank you for solving my foolish problem.
ignis  [作者] 7 月 26 日 下午 11:18 
To allow animals to use paste dispenser you need an additional mod. Maybe I should just integrate it.
3_As 7 月 26 日 下午 10:46 
My elephants won't use the paste dispenser.
Of course, I've enabled it in the options, and I've made sure that the paste dispenser and the space around it fit within the restricted zone.
I thought it might be caused by Animal Controls, so I tried removing it, but that didn't work either.
Nebulos 7 月 26 日 下午 12:05 
No mod options for some reason?
polat.cal 7 月 26 日 上午 6:19 
Red error on startup - thanks for all precious efforts.

https://gist.github.com/HugsLibRecordKeeper/dd068f333bd6b4a168641585c9aa3e83
D a R i U z Z 7 月 25 日 下午 5:01 
Began having issues just now, animals losing training despite setting it to 100%
Rune Balot 7 月 25 日 下午 4:36 
I got same problem still need too retraining. :bienfucrying:
Wrecker013 7 月 25 日 上午 11:12 
Thank you so much!
ignis  [作者] 7 月 24 日 下午 4:59 
Should work now.
Porcyon 7 月 24 日 下午 2:11 
I'm getting errors every few seconds relating to the Tameness Decay on some Quaggas from Vanilla Animals - Endangered, I can provide full logs if needed (cut off for word count):

Exception ticking AEXP_Quagga1266525 (at (111, 0, 83)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref B9D8549E]
at AnimalsLogic.ForgetMeNot.TamenessCanDecay (Verse.ThingDef def) [0x00000] in <12585d00e2414d01974d347c1d90ddc8>:0
at RimWorld.Pawn_TrainingTracker.TrainingTrackerTickRare () [0x0018c] in <323997631b604b6db469e110087828ac>:0
- TRANSPILER net.quicksilverfox.rimworld.mod.animalslogic: IEnumerable`1 AnimalsLogic.ForgetMeNot+Pawn_TrainingTracker_TrainingTrackerTickRare_Patch:Transpiler(IEnumerable`1 instructions)
- TRANSPILER VFEInsectoidsMod: IEnumerable`1
Wrecker013 7 月 24 日 上午 11:44 
I'm having the same issue as Onyx, noticed my pawns retraining animals even though the options config (with training decay wildness set to 100%) is set to not have that.
Johnbot 7 月 24 日 上午 9:42 
[code]
public static bool TamenessCanDecay(Pawn pawn)
{
return !pawn.RaceProps.FenceBlocked && pawn.GetStatValue(StatDefOf.Wildness) > Settings.wildness_threshold_for_tameness_decay;
}
static IEnumerable<CodeInstruction> PatchTamenessDecay(IEnumerable<CodeInstruction> instructions, MethodInfo target, MethodInfo replacement)
{
var res = new List<CodeInstruction>(instructions);
for (int i = 0; i < res.Count; i++)
{
if (res .opcode == OpCodes.Call && res .operand == target)
{
res .operand = replacement;
break;
}
}
return res;
}
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
return ForgetMeNot.PatchTamenessDecay(
instructions,
AccessTools.Method(typeof(TrainableUtility), "TamenessCanDecay", new Type[]{typeof(Pawn)}),
AccessTools.Method(typeof(ForgetMeNot), "TamenessCanDecay", new Type[]{typeof(Pawn)}));
}[/code]
Johnbot 7 月 24 日 上午 9:42 
I think the method call in Pawn_TrainingTracker_TrainingTrackerTickRare_Patch needs to be replaced with a method taking a Pawn parameter
Onyx 7 月 24 日 上午 7:38 
Mod randomly stopped working? Had animal training decay interval set to minimum so it never happened, and all of a sudden its back to regular? Didn't add or remove any mods, no issues or error messages
ignis  [作者] 7 月 21 日 下午 9:29 
No spawn rate effects here, this mod does not change specific animals.
ignis  [作者] 7 月 21 日 下午 9:28 
As for predators, their logic is kinda weird. Turrets should target them, but it not always works.
ignis  [作者] 7 月 21 日 下午 9:27 
Nutrient paste also needs a patch that allows animals to eat from impassable feeders. I personally would recommend VE nutrient paste and kibble patch for it.
The Synx 7 月 21 日 下午 7:44 
It seems animals still cannot take nutrient paste by themselves, overall I still greatly enjoy this mod!
OhBrod 7 月 21 日 下午 3:39 
I don't know if its an issue with my mod list but while predators are considered enemies by my colonists, my turrets still ignore them which is really unfortunate. Would it be possible to make turret also target predators ?
smitty_the_smith 7 月 21 日 上午 9:55 
Does this mod affect the spawn rate of certain animals? Yahoo Yahoo! [search.yahoo.com] said that you did, but I didn't see that function mentioned here.
Ki_Shadow 7 月 21 日 上午 7:17 
I get an error on start up with this mod and the void mod