RimWorld

RimWorld

Autonomous Animals (formerly VPE - Better summons)
26 kommentarer
jaeger972  [ophavsmand] For 1 time siden 
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] For 1 time siden 
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] For 2 timer siden 
i'll add the sowing no problem
Questforben For 3 timer siden 
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] For 21 timer siden 
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 For 21 timer siden 
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
jaeger972  [ophavsmand] 3. nov. kl. 15:30 
I'm pretty sure it isn't.
BigGovernment 3. nov. kl. 15:25 
Is there compatibility for the mining job with the Quarry mod?
Gordon_Wolfich 3. nov. kl. 10:39 
Good!
jaeger972  [ophavsmand] 3. nov. kl. 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 3. nov. kl. 9:28 
This looks great now, loving the new stuff, but what does the includes column do in the assignment tab?
5katz 3. nov. kl. 4:12 
W mod, great updates and great idea initially!
jaeger972  [ophavsmand] 2. nov. kl. 19:10 
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 2. nov. kl. 19:10 
game
jaeger972  [ophavsmand] 2. nov. kl. 19:09 
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.
jaeger972  [ophavsmand] 2. nov. kl. 19:06 
Crisis averted and VPE dependency removed.
bing bong 멍청한 병신 2. nov. kl. 19:01 
will this have incompatibility with Animal Commander if i tried to use this on animals ?
jaeger972  [ophavsmand] 2. nov. kl. 17:31 
I have just noticed how incredibly stupid I am. Summons from VPE are always tamed so I never needed to check. Now that I added other animals...
Anyway, the wildlife is building my base now.

Pushing out an update soon that checks for tameness and needs like sleep and food.
If you don't add any extra animals in the settings then functionally nothing has changed.
jaeger972  [ophavsmand] 2. nov. kl. 17:00 
Another massive update. Settings are no longer summon specific but group type specific.
I have now allowed to EVERY animal to be added to a group. This means that you can now add any animal of your choice to a group for fighter, worker and or hauler.
This is intended to be used with intelligent creatures like Thrumbos, Dryads and Dragons but if you wanna go nut then be my guest.
jaeger972  [ophavsmand] 2. nov. kl. 14:32 
thanks :)
bing bong 멍청한 병신 2. nov. kl. 14:07 
this looks ♥♥♥♥♥♥♥ awesome
jaeger972  [ophavsmand] 1. nov. kl. 19:39 
Massive update with additional work types like hunting, building and harvesting.
Massive performance optimizations. Now runs decently with 200+ working summons in vanilla Rimworld.
Compatibility with skeletons and steel construct as well with mod settings to go with it.
jaeger972  [ophavsmand] 29. okt. kl. 12:34 
it seems that i have so many mods installed that i can only set items up to starting with an s as a required mod
i had to favorite VPE for it to work but VPE is goated anyway :D
jaeger972  [ophavsmand] 29. okt. kl. 12:25 
yes
i have it as a dependency in the about.xml but forgot to add it here as well
thanks for the notice though :)
Pasaway 29. okt. kl. 11:15 
Does this require VPE as a required mod?