RimWorld

RimWorld

Yayo's Animation (Continued)
668 Comments
tokara 9 hours ago 
When attacking downward with a melee weapon, the weapon's handle ends up pointing downward. Is this the expected behavior?
It doesn’t seem to sync properly with the 'Show Me Your Hands' mod."
seeki 20 Jul @ 12:23am 
I am struggling with a conflict with Yayo's Animation mod.

When Yayo's Animation mod is enabled, my custom JobDriver orientation changes made in Toil using pawn.Rotation or pawn.rotationTracker.FaceTarget are invalidated.
When Job animation is on, the Pawn faces a strange direction when the custom Job is executed.

If possible, I don't want to force my users to partially disable Yayo's Animation.
Yayo's Animation mod is a great mod.
So, can Yayo's Animation mod respect the Pawn orientation changes made in the original JobDriver provided by other mods?

Thanks for continuing to make great mods.
教会生まれのNさん 20 Jul @ 12:06am 
It seems that there's a conflict with GiverMOD, which enables animals to perform special actions such as feeding others. As a result, we observed a strange behavior where animals were feeding others from their rear ends. Could this kind of behavior be prevented on the Yayo's Animation (Continued) side as well?
Soky  [author] 19 Jul @ 3:47pm 
Sounds like outdated Yayo's Animation. The issue should be fixed now.
тетеря, блин 19 Jul @ 2:35pm 
Error in Yayo's Animation (Continued), assembly name: yayoAni, method: GiddyUp:MountingPawn, exception: System.MissingFieldException: Field not found: Verse.Pawn GiddyUp.Jobs.JobDriver_Mounted.rider Due to: Could not find field in class
...
https://gist.github.com/HugsLibRecordKeeper/cc654f8ba64a262273ed2321e1c7586c
Realm Imp 19 Jul @ 7:32am 
im bussin a nut :buzzed:
Soky  [author] 19 Jul @ 7:31am 
Bug fixing issues:

- Updated/fixed Giddy-Up 2 compatibility
- Fixed item stands having being affected by weapon animations
- Fixed item stands sometimes causing errors when failing to use combat animations
- Fixed the mod causing more significant errors and issues if a pawn broke for some other reason
Realm Imp 18 Jul @ 9:33pm 
hope this gets fixed soon
Heldgalaxy 17 Jul @ 6:52pm 
Hey for some reason my characters randomly just vanish and are unable to do anything and checking the log it seems its trying to do something relating to Yayaos animation core :49 ifs anyone has any fixes would love to hear them.
Потужнiй 16 Jul @ 1:51pm 
why stand has animations
Kazoid 16 Jul @ 8:09am 
Looks like weapons on mannequins are animated when they shouldn't be.
VoxelTron 16 Jul @ 6:36am 
This gives loads of errors alongside the new armour stands fyi, probably because armour stands *with* weapons count them as "in combat". Nothing game breaking but my logs are not happy.
KomejiKoishi 15 Jul @ 10:53pm 
Encounter bug when load with toddlers mod. The baby's walk animation fails sometimes
SKEL 15 Jul @ 3:10pm 
Works with Melee Animation?
StixxyTape 15 Jul @ 2:41pm 
There's an error with this mod where while it's installed, you can't access the in game mod options menu to change the configs of other mods. No pressure to update, just fyi it gives an error when I start the game up. Everything else is working fine.
Просточелик 15 Jul @ 2:54am 
will it be possible to disable animation at the clothing rack?
greensniperhat 14 Jul @ 5:25am 
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:Run ()
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation/<>c:<.cctor>b__7_0 (object)
UnityEngine.UnitySynchronizationContext/WorkRequest:Invoke ()
UnityEngine.UnitySynchronizationContext:Exec ()
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
greensniperhat 14 Jul @ 5:25am 
Got this bug:

Error in Yayo's Animation (Continued), assembly name: yayoAni, method: GiddyUp:MountingPawn, exception: System.MissingFieldException: Field not found: Verse.Pawn GiddyUp.Jobs.JobDriver_Mounted.rider Due to: Could not find field in class
[Ref EC6C19E6] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)

cont...
Rainbow Rabbit 13 Jul @ 4:48am 
hello I think I encountered a bug that's not intended, the weapon twirling animation is being played on the armour stand from the odyssey dlc. I don't use any other animation or other armour stand mod, and I used the default setting - so I think it might because the armour stand is counted as 'colonist' in Rimworld's base logic?

I can share my current mod list, also thank you so much for the update! I love the mod and it's been my essential for Rim world forever!
Carl 12 Jul @ 9:07am 
Got an odd issue, whenever a pawn holds a ranged weapon, they vanish. can I share the error log with you somehow?
Soky  [author] 12 Jul @ 5:15am 
@TeH_Dav not at the moment. First I'd need to get it into a state where I got all the basics down, I suppose.
Raven 11 Jul @ 3:39pm 
Thank you for the update!
TeH_Dav 10 Jul @ 9:10am 
@Soky Is there a way to help contribute to the framework/yayo's anims? :3
取名字好难 10 Jul @ 4:21am 
Thank you for the update!
月羽狐 9 Jul @ 3:43pm 
Thank you for the update!
MezzerliptikJay 9 Jul @ 12:44pm 
Thank you for the update
Incursion 9 Jul @ 12:09pm 
Thank you for your work, can’t live without this mod, lol.
frost.9 9 Jul @ 9:54am 
Awesome man, thank you!

You made this game even better
Soky  [author] 9 Jul @ 9:17am 
@mayonez
- Split the mod into "Animation Framework" (will need to think of a name for it) and "Yayo's Animation"
- Animations are no longer designed in C# code but in the XML files
- Other mods can add animations, framework does nothing on its own and requires addons
- A single interaction can have multiple animations (picked at random, maybe something more complex later?)
- Each interaction can be configured in options (disable specific animations for it, add other animations to it, etc.)

Will probably take some time to do. Especially since I'm not sure how much time will have with some of my other responsibilities.
mayonez 9 Jul @ 8:31am 
@Soky what does the rework entail? optimized code? thanks for updating!!!
TeH_Dav 9 Jul @ 8:27am 
A literal god. Can't wait for the rework too, tho!
RAD EMERALD 9 Jul @ 8:13am 
YEAH HELL!
Alihon 9 Jul @ 8:09am 
You are GOD!!
You are DADDY!!!
YOU ARE MY GOD DADDY!!!
RAD EMERALD 9 Jul @ 8:08am 
WOOOOOOOOOO!!!!!!!!!!
OffYourTopic 9 Jul @ 7:08am 
We're so back
williamb1995 9 Jul @ 7:02am 
thx my lord
Soky  [author] 9 Jul @ 6:59am 
And I've got a feeling that unless I update the mod soon, I'll just get spammed with "1.6" and "update to 1.6" messages in 2 days :p
Soky  [author] 9 Jul @ 6:58am 
I didn't really get much time to work on the rework, and I'm not sure how long it would take, so I've decided to update to 1.6 for now. New 1.6/Odyssey stuff likely won't get the animations applied to them until I'm done with the rework though.
许小年 8 Jul @ 1:08am 
please update 1.6.
RAD EMERALD 6 Jul @ 3:14am 
pls upate 1.6?
Joren 5 Jul @ 4:29pm 
@Soky Thank you for helping with Vanilla Expanded mods! If all these impatient people could take a moment to read/think, I'm sure they'd agree that you're a credit to the community. I for one can be patient, and appreciate your efforts.
XYM04689733 3 Jul @ 10:13pm 
1.6
SP4RTAN 1 Jul @ 10:29pm 
You people have zero patience
米饭香香 28 Jun @ 9:49pm 
WE NEED 1.6,DAD
小心分身 24 Jun @ 6:09am 
1.6 please.@v@
glitch_goblin 23 Jun @ 11:17pm 
my takeaway from all the impetuous "1.6?" comments before 1.6 is actually even released is that this must be a very popular mod indeed
2941026574 20 Jun @ 3:50pm 
1.6
=>PR<= XxDEM0NIKSxX 20 Jun @ 3:00pm 
update it 1.6 big dawg
Papito 20 Jun @ 1:54am 
Great news! Thank you for your service
Soky  [author] 18 Jun @ 1:50pm 
Update is planned, but I'm currently busy with other mods. Right now helping out with Vanilla Expanded mods, once those are done I'll be looking at my own mods.

I may finally finish making the rework/sequel, but depending on how big it will I could end up delaying it and just updating this version as well.