边缘世界 RimWorld

边缘世界 RimWorld

Autonomous Animals (formerly VPE - Better summons)
50 条留言
jaeger972  [作者] 11 月 21 日 上午 11:17 
already working on it :)
Vndr3i 11 月 21 日 上午 9:51 
i found something


VPE_RockConstruct49992 tried to find food to bring to Tugba but VPE_RockConstruct49992 is incapable of Manipulation.
jaeger972  [作者] 11 月 18 日 下午 10:45 
I'm currently working on the mod and already have improved performance and split up fighters and hunters. Once i'm done testing and refining this I'll upload this version.
After that i'm gonna try to split it into vanilla-ish roles as well as introduce some more trainability/body size/predator based options so you can use more generic assignments.
Random Tank 11 月 18 日 下午 7:40 
Loving how much better haulers stuff like my dryads are, but I wish the worker roles could be more split up. Going from being able to do only hauling, to then to be able to build, plant, mine and clean is a big jump, but as far as I can tell I can't make it so some stuff cleans and some stuff only mines and others can only plant, it's one or the other... could we have more roles possibly?
Rince 11 月 18 日 上午 3:52 
thanks:KSmiley:
jaeger972  [作者] 11 月 18 日 上午 3:47 
@Rince you can do that yourself in the settings tab
just click on "assignment" and then "add animals"
Rince 11 月 18 日 上午 3:15 
jaeger972  [作者] 11 月 16 日 上午 8:40 
i haven't had that issue yet but i'll check :)
Mcsqizzy 11 月 16 日 上午 7:23 
noticed animals set for the mod will clean filth instead of joining caravan
Mcsqizzy 11 月 15 日 下午 5:28 
jaeger972  [作者] 11 月 15 日 下午 4:48 
I'll probably add settings for trainability for hauling and working and predators for hunting so you don't have to select everything manually
Mcsqizzy 11 月 15 日 下午 4:08 
a whitelist for animals with advanced training please ☜(゚ヮ゚☜)
ignore i have read and learned it is a thing
bing bong 멍청한 병신 11 月 15 日 上午 8:58 
epic
jaeger972  [作者] 11 月 15 日 上午 7:13 
i made a stupid when i allowed fire fighting and enemy seeking to interrupt other jobs
jaeger972  [作者] 11 月 15 日 上午 7:12 
@OhBrod just updated :)
jaeger972  [作者] 11 月 14 日 下午 6:46 
found the issue
i'll update it later
bing bong 멍청한 병신 11 月 14 日 下午 6:44 
@OhBrod are you also using animal leader ?
jaeger972  [作者] 11 月 14 日 下午 6:14 
I'll look into it
OhBrod 11 月 14 日 下午 6:05 
Fighter is not on, I've tried to restore defaults as well in case the config somehow bugged but that didn't work either. Setting the aggression range to 20 seems to help a bit.
jaeger972  [作者] 11 月 14 日 下午 5:47 
that should already be the case
have you set rock constructs to fighters in the settings?
OhBrod 11 月 14 日 下午 5:45 
My rock construct keep killing themselves chasing enemies, can this behaviour be changed so only fighters will seek enemies?
Krankus Wrexus 11 月 9 日 下午 7:28 
Okay thank you
jaeger972  [作者] 11 月 9 日 上午 6:49 
nope
that's outside the scope for this one
there's a few other mods that let you do stuff like that
Krankus Wrexus 11 月 9 日 上午 1:40 
Does this mod let you equip your animals with weapons
jaeger972  [作者] 11 月 8 日 上午 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  [作者] 11 月 8 日 上午 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  [作者] 11 月 8 日 上午 6:23 
i'll add the sowing no problem
Questforben 11 月 8 日 上午 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  [作者] 11 月 7 日 下午 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 11 月 7 日 上午 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 11 月 3 日 下午 3:39 
Okay thank you
jaeger972  [作者] 11 月 3 日 下午 3:30 
I'm pretty sure it isn't.
BigGovernment 11 月 3 日 下午 3:25 
Is there compatibility for the mining job with the Quarry mod?
Gordon_Wolfich 11 月 3 日 上午 10:39 
Good!
jaeger972  [作者] 11 月 3 日 上午 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 11 月 3 日 上午 9:28 
This looks great now, loving the new stuff, but what does the includes column do in the assignment tab?
5katz 11 月 3 日 上午 4:12 
W mod, great updates and great idea initially!
jaeger972  [作者] 11 月 2 日 下午 7:10 
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 11 月 2 日 下午 7:10 
game
jaeger972  [作者] 11 月 2 日 下午 7:09 
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  [作者] 11 月 2 日 下午 7:06 
Crisis averted and VPE dependency removed.
bing bong 멍청한 병신 11 月 2 日 下午 7:01 
will this have incompatibility with Animal Commander if i tried to use this on animals ?
jaeger972  [作者] 11 月 2 日 下午 5:31 
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  [作者] 11 月 2 日 下午 5:00 
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  [作者] 11 月 2 日 下午 2:32 
thanks :)
bing bong 멍청한 병신 11 月 2 日 下午 2:07 
this looks ♥♥♥♥♥♥♥ awesome
jaeger972  [作者] 11 月 1 日 下午 7:39 
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  [作者] 10 月 29 日 下午 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  [作者] 10 月 29 日 下午 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 10 月 29 日 上午 11:15 
Does this require VPE as a required mod?