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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.
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.
@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.
https://pastebin.com/Fd4WAwX4
That sounds fantastic, nice job with the mod and keep up the great work!
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.
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
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.
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.
"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.
Removing this broke auto-slaughter, I'm guess it's just because I removed it from an ongoing save.
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.
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.
One of my holo-animals just got the plague.
I'm guessing that this isn't supposed to happen.
@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.
@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.
Also can they be powered by external sources?
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?
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.
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.
As have the 10 as-yet unnamed holo snowhares that randomly joined.
It's a mostly irrelevant thing, of course.
Also, guinea pigs seem to be missing the glowy outline.
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.