RimWorld

RimWorld

Holo Fauna
101 Comments
Hoddrock 19 Apr, 2024 @ 3:12am 
wheres 1.4?
Hoddrock 31 May, 2023 @ 4:33pm 
any chance that there is a 1.14 and make it so you need start with holo-animal in the senerio to start with an holo-animal
Greggorian Gregg 7 May, 2023 @ 4:54am 
Your work is very much appreciated! Take care!
Carnagion  [author] 7 May, 2023 @ 3:55am 
Yes, I'm working on it right now. I've been busy with life and university lately, so I haven't found as much time to work on my mods in the past few months.
Greggorian Gregg 2 May, 2023 @ 9:29am 
Hey, I just wanted to ask - is this mod going to get a 1.4 update?
TillaSiren 20 Apr, 2022 @ 11:25pm 
@Carnagion I would like to state that similar to Mousebite I have had the issues of my holo cores the one time I have purchased them thus far not do anything and disappear. I will test it again later myself as well since I haven't exactly cleaned up my modlist of errors currently (recently jumped back into the rim so things are a bit unclean error wise, but I haven't crashed yet lol)
Carnagion  [author] 10 Jan, 2022 @ 8:16am 
@Mousebite sorry for taking so long to reply. I was on vacation.
I will look into the errors at some point. It might be something that a recent update broke.
However, it will take me a while to fix as I'm currently quite busy and not actively modding anymore.
Thanks for the logs and the error reports though. They're really helpful.
Mousebite 9 Dec, 2021 @ 3:38pm 
Following up on Cables comment, I pulled an isolated modlist with just this mod and modmanager still on and got the same error. However, I didn't have that problem on my normal game.

https://pastebin.com/BPXbbkVW

Also Holographic Life Cores seem to not be working. When used they disappear and throw out this error message:

https://pastebin.com/3t8RhcPV

If you come back to this at some point, I hope these help.
Carnagion  [author] 11 Sep, 2021 @ 3:53am 
@Cables I can do it just fine. It might be a mod conflict with another mod, or maybe you haven't re-updated Holo Fauna from the workshop (it's a common Steam issue).

@Max that error is appearing because Holo Fauna has a comp that repeatedly trains holo animals without a trainer (basically "null") since they can't be trained normally (they don't eat food). Unfortunately, that has the side effect of causing Callouts to freak out whenever the holo animals are trained, because it doesn't like null references.
Not much I can do about that because that's the way Ludeon made the animal training system. You need food to train animals.
What you could try is ask the author of Callouts to modify their code a bit so that null references are checked and don't constantly throw errors.
Max 9 Sep, 2021 @ 3:05pm 
Hi there! Found a conflict with Callouts. Reported it there as well.

https://pastebin.com/Fd4WAwX4
Cables323 28 Aug, 2021 @ 7:38am 
Can anyone else can't open the debug actions menu with this mod installed?
Carnagion  [author] 23 Aug, 2021 @ 11:00pm 
@Frank most likely just RNG. For every animal you have, you also have a holo animal, which means at any time there's a 50% chance of getting a holo animal, and a 50% chance of getting a regular animal. Their "petness" is also pretty high, so maybe the odds are weighted more towards them.
Frank 23 Aug, 2021 @ 2:03pm 
I've noticed every time i went in to test some mods for a new playthrough, when creating a new game using the default start where you get one animal and 3 colonists, you always start with a holo animal, and that's arriving from drop pods. I have a feeling that the holo animals are overriding all drop pod animals since it was effecting drop pods from Vanilla Achievements Expanded as well. Just from my observation at least, could be something else
AlotMaster 21 Aug, 2021 @ 3:32pm 
while it has been incredibly funny watching enemy raids kill themselves with friendly fire on these holo animals, they have been a bit annoying. thank god they can be killed
Carnagion  [author] 21 Aug, 2021 @ 6:11am 
@AlotMaster just throw an EMP grenade at them (or use any other EMP weapon) and they'll die instantly.
AlotMaster 20 Aug, 2021 @ 1:43am 
Is there any way to kill holo animals? I have enemy ones on my map and i havent found a way to remove them.
Frank 17 Aug, 2021 @ 12:16am 
Ah that makes sense, fair enough.
That sounds fantastic, nice job with the mod and keep up the great work!
Carnagion  [author] 16 Aug, 2021 @ 11:41pm 
@Frank wild holo animals aren't tameable due to them not eating any kind of food. Unfortunately, that's just how the game works, and trying to change that is rather time-consuming.
As for the random colours, it's definitely possible. Right now I'm working on another project, but I will implement the feature once I have the time. Thanks a lot for the suggestion.
Frank 16 Aug, 2021 @ 2:39pm 
When using Vanilla Achievements Expanded and Alpha Animals, using the Spawn Alpha Animal Cargo Pod I've been getting holo animals, which aren't able to be tamed. I'm not sure if this is a bug or not.

Also may I suggest making it so the colors of the holograms are random every time instead of a single color for all? Would be awesome to have a collection of different colored holograms
Reianor 7 Aug, 2021 @ 1:02am 
Note to self - if/when RW starts lagging double check my mod list for mods with auras.

For implementing the creation idea - there are mods out there that “scan” animals. Rimpedia and Animal dictionary, I think. Dunno how you feel about looking at other mods for methods, but their's might be helpful.

Have fun on your vacation.
Carnagion  [author] 7 Aug, 2021 @ 12:28am 
@Reianor the creation process idea makes sense, but it'll be a bit tricky to implement. It's not my priority at the moment (not to mention I'm on vacation for another week), so don't expect anything soon. I will try to do something like that though.
As for the nuzzling, I think we can agree to disagree. I'm not going to remove nuzzling. I'm pretty sure they have a beauty rating anyway, but I'll re-check. Non-stacking mood buff is a no, since it'd decrease performance if there are a lot of pawns on the map.
Reianor 5 Aug, 2021 @ 5:00am 
The nuzzling idea also doesn't quite fly. It's a hologram, it's actions don't feel affectionate to living beings (which is the whole point with real animals). Maybe give them a beauty rating and a surrounding area non-stacking mood buff instead? I mean, aside from a combat decoy, that's really all they are - a fancy distilled eye candy. Animated cat pics in 3D, you could say.
Reianor 5 Aug, 2021 @ 5:00am 
"Holographic animals are better than regular animals in almost every way"
"they can't be trained to attack, haul, or rescue."
Think you could sell pastries to pirates?

Anyway, can you do something creative about the creation process?
I don't think having them just turn into a random animal is much fun, maybe make it so they take a form of a chosen existing animal? (As is existing right now, on the colony map, not just inside game files.)
It also kinda spoils the fun of discovery. You install a big animal mod (alpha, for example) for the first time and you haven't yet met the real deal exotic animal, yet it justs pops out as your starting random animal.
Carnagion  [author] 30 Jul, 2021 @ 12:38am 
@Renewablefrog thanks for reporting. I'll have a look at it.
Renewablefrog 30 Jul, 2021 @ 12:37am 
It seems like this mod isn't compatible with Pawnmorpher. Not sure which one causes it, but when both mods are active Rimworld isn't happy and disables all mods
Carnagion  [author] 26 Jul, 2021 @ 3:48am 
@Muronelkaz nothing I can do about that, unfortunately. RimWorld's UI is a bit... primitive, and isn't very optimised for large a number of animals at all. I'll try and see if I can remove the holo animals from the auto-slaughter menu somehow, but I can't guarantee anything.
Blazerik 25 Jul, 2021 @ 5:55pm 
@Muronelkaz Even just using Alpha and Dinos is enough to cause auto slaughter to lag, since this mod doubles your animal count its even worse. The Auto Slaughter menu needs a serious redesign to account for animal mods & the roping mechanic needs some features as well.
Muronelkaz 25 Jul, 2021 @ 11:33am 
These animals show up in the auto-slaughter manager, which combined with Alpha Animals means the menu lags on open.

Removing this broke auto-slaughter, I'm guess it's just because I removed it from an ongoing save.
Carnagion  [author] 20 Jul, 2021 @ 9:51pm 
@Bonedragon1300 that's weird. The mod doesn't even touch steel so I have no idea how that would happen.
It might be a potential mod conflict with another mod.
Please send your log files and modlist so I can figure out what's wrong. Thanks.
Worgensnack 19 Jul, 2021 @ 11:43pm 
for some reason when I add the mod all the steel on the map disappears, like I can walk right through where the steel deposit was
Carnagion  [author] 18 Jul, 2021 @ 10:36pm 
@shadowstalker1857 that's intentional. Holo animals do not have any melee attacks and will not be able to deal damage to anything. They will move towards their target when trying to attack but no damage will be dealt.
Usually, RimWorld would throw an error if a Pawn has no attacks, but Holo Fauna uses a patch to suppress that error, because it's working as intended.
shadowstalker1857 15 Jul, 2021 @ 11:28am 
Not sure why but some of the holo-animals don't seem to attack at all even when they go mad and i did try to see error logs but nothing showed up at all.
Carnagion  [author] 4 Jul, 2021 @ 11:27pm 
@Crippsey no problem. It's understandable. I know it seems very out-of-place for them to get diseases.
☆GrimGrin☆ 4 Jul, 2021 @ 11:24pm 
@Carnagion you're right, sorry. I should have waited instead of immediately commenting haha
Carnagion  [author] 4 Jul, 2021 @ 9:34pm 
@Crippsey it is. The plague will disappear on its own after 250 ticks (about 4 seconds). It's a workaround; I couldn't figure out how to prevent them from getting diseases, so I just made any diseases on them periodically be removed.
☆GrimGrin☆ 1 Jul, 2021 @ 1:14pm 
Great mod, one problem however:
One of my holo-animals just got the plague.
I'm guessing that this isn't supposed to happen.
Daunmi 1 Jul, 2021 @ 9:26am 
Eh, nothing you need to apologise for.

@Blazerik
I've found that they can be powered by ANY light source, so as long as you have it near a fire (or lamp, if you've researched electricity) it should get energy back. I don't know if the percentage has any affect on charging rates though.
Carnagion  [author] 30 Jun, 2021 @ 11:50pm 
@Blazerik the amount of time it takes for holo animals to lose energy is calculated by a formula based on the creature's health and body size. Bigger creatures with more health and body size take a long time to recharge and lose energy quickly. In this case I assume holo T-rexes must be huge. I'll try to change the formula but that might throw off the game balance for the other holo animals. I'll try allowing them to be charged by external sources.

@Daunmi I checked, it seems to be a RimWorld UI issue. I couldn't figure out why exactly it happens or how to fix it, so unfortunately large animals will probably just have their sprites cut off in the trading window. Sorry. Fortunately, it's a very minor issue and shouldn't have any impact on gameplay whatsoever.
Blazerik 30 Jun, 2021 @ 5:10pm 
I have a Holo T rex that I started with on a tribal run. It passes out every night and causes a downed animal alert and if a colonist is awake they will try to carry it to a bed. Is it intentional that the Trex can't generate/store enough power to last through the night? (I don't mind it lacking power but the alerts and rescuing are iffy)
Also can they be powered by external sources?
Carnagion  [author] 28 Jun, 2021 @ 3:31am 
@Daunmi thanks for reporting. Judging from your description, it seems to be a problem with RimWorld's UI being unable to show large items properly, but I'll take a look at it anyway.
Daunmi 27 Jun, 2021 @ 8:02am 
When I'm trading and holo thrumbos are for sale the top and bottom of the animal is cut off in the trade window.

Don't know if this is because of this mod, or also for vanilla animals (because I never see thrumbos for sale).

Also happens for holo archothrumbos from SOS2, which makes me think it's an issue with the trade window showing large animals, and I'm not sure if there's anything you can do about it, or if it's even something you should be responsible for fixing since that'd make it a Rimworld issue I guess?
Carnagion  [author] 19 Jun, 2021 @ 6:57am 
@Taranchuk I have left drop pods as they are haven't done it because I don't think it's important enough to remove holo animals from drop pods. But it can certainly be done with a Harmony patch or something.
The slaughter button works like normal, it'll allow colonists to kill the holo animal if they don't have any EMP weapons lying around. Don't wanna remove it in case it causes problems later on, and I'm too lazy to create a customised button to slaughter them.
Taranchuk 19 Jun, 2021 @ 3:19am 
Also what "Slaughter" button does? It seems that colonists shouldn't slaughter them.
Taranchuk 19 Jun, 2021 @ 3:18am 
Is it possible to exclude holo animals from drop pod events (including starting crashlanding drop pods)?
Carnagion  [author] 16 Jun, 2021 @ 6:59am 
@Daunmi you're welcome. Glad to hear you're enjoying the mod. Btw, those bugs (more like oversights really) should be fixed now.
The guinea pigs thing isn't really a bug, it's just that they're very small animals, so their outline isn't very thick. That makes it difficult to see unless you look closely. But they do have the glowy outline, just like all the other holo animals.
Daunmi 16 Jun, 2021 @ 12:22am 
And thank you. Snuffles and Fluffles, my two holo thrumbos, have been a nice addition to my settlement.

As have the 10 as-yet unnamed holo snowhares that randomly joined.
Daunmi 16 Jun, 2021 @ 12:20am 
Also just noticed that different holo animals have different weights. I thought they'd all weigh the same as a holo projector.

It's a mostly irrelevant thing, of course.
Carnagion  [author] 13 Jun, 2021 @ 10:53pm 
@Daunmi those seem like bugs. I'll take a look at it. Thanks for reporting.
Daunmi 13 Jun, 2021 @ 9:03am 
Is there a reason why holo animals track dirt everywhere? It's kind of strange to watch holograms that can't interact with physical things make a mess.

Also, guinea pigs seem to be missing the glowy outline.
Carnagion  [author] 7 Jun, 2021 @ 10:05am 
@ec#2718 not really, no. You can individually disable specific holo animals in mod settings, and that will reduce the count of holo animals that are generated.

The corpse restrictions window going haywire is a UI problem, and Holo Fauna doesn't touch UI. My guess is that RimWorld's UI wasn't made to be able to handle hundreds of animals. Trying to fix that would likely be insanely difficult, because I've tried to change RimWorld's UI code before and it was a terrible experience.
You can try doing it yourself if you'd like. The source code is at https://github.com/Carnagion/HoloFauna .

You can safely let the holo corpse restrictions be unchanged though. All holo animal corpses have a comp that automatically destroys it after 250 ticks (~4 seconds). So no animal would ever be able to eat holo corpses because they'd just disappear before they could.