RimWorld

RimWorld

Giddy-Up 2 Forked
263 Comments
not sure what was it. if it's not your mod that caused this, please, guide what was it. error on pod landing, new map.

Exception ticking DropPodIncoming46265 (at (228, 0, 65)). Suppressing further errors. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 9ECE4230]
at GiddyUp.Harmony.Patch_DetermineNextJob.Postfix (Verse.AI.Pawn_JobTracker __instance, Verse.AI.ThinkResult& __result) [0x00172] in <d1a4c78bbdc4403a9b7e1f5abf35a5a7>:0
at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree, System.Boolean ignoreQueue) [0x00109] in <981a33edf24d499488b0f820d94638e1>:0
- POSTFIX GiddyUp: Void GiddyUp.Harmony.Patch_DetermineNextJob:Postfix(Pawn_JobTracker __instance, ThinkResult& __result)
...
https://gist.github.com/HugsLibRecordKeeper/d60681c1e2fdddfdc8dca4c64c0f7fa8
Howling Moon 6 hours ago 
what about giddy up 2 battle mounts?
Avers 8 hours ago 
@clocknot is it in any way possible to set the mount as "reserved" or something while it's roped near the rider doing the job (mining for exanple) so that other pawns that have high priority animal handling wont rope those mounts back to the pen and force the rider to walk back home instead?
clocknot  [author] 10 hours ago 
Oopsie that was my bad forgot to upload the update, should be good now
Apt52 23 hours ago 
@clocknot https://gist.github.com/HugsLibRecordKeeper/20aad95b0f421fba678ddaa6cb0a5274

Apologies if it's just another mod causing the conflict. I notice that I'm also on V2.2.3, but I can't get Steam to pull a newer version. Unsubscribing and resubscribing didn't change anything there,
Ryan 23 hours ago 
@clocknot Hmm, its not giving me the latest version even if i verify my files, unsubscribe, or delete the workshop files itself. Its still giving me the v2.2.3
clocknot  [author] 19 Jul @ 6:14pm 
@Ryan it seems like you are on V2.2.3 of the mod, the fix to not auto-mount is on V2.2.4, let me know if it still happens with that version
Ryan 19 Jul @ 3:56pm 
@clocknot Sure https://gist.github.com/HugsLibRecordKeeper/5af6cc8417322f5c59fec53cdc91d49a

Hopefully this is what you needed
How I recreated it was on an asteroid and there was a chunk that needed to be picked up. I had already removed the vacuum from the mine and the chunk was pretty far away from the drop spot so one of my pawns took a mount to retrieve the chunk. There was also an item on the outside of the asteroid that needed to be hauled so after dropping off the chunk, the pawn immediately went for the item outside without getting off of the mount
clocknot  [author] 19 Jul @ 10:57am 
@Ryan Could you send a log with the mod setting "Giddy up -> Ride and Roll -> Enable dev mode logging" enabled?

The way i did it is if the pawns are in a map with vacuum (ie: space), they should not try to auto-mount to do new jobs, doesn't matter where the job is.
clocknot  [author] 19 Jul @ 10:55am 
@Skybsky i would need the complete log to be able to fix this (see the Bug reports section in the mod description)
clocknot  [author] 19 Jul @ 10:54am 
@Apt52 @Eeo This does not seem to happen on my side, could you post a log with the mod setting "Giddy up -> Ride and Roll -> Enable dev mode logging" enabled?
Apt52 18 Jul @ 8:16pm 
Similar problem to Eeo below: pawns are no longer auto-mounting animals. I'm running 1.5 with mods. Log: https://gist.github.com/HugsLibRecordKeeper/69ad8a89ccacb3f961ec733dd0d8c6b8
Skybsky 18 Jul @ 3:22pm 
Funny, but if pawn dies on mounted animal while on global map in caravan, animal will continue the road with dead pawn due to this bug:
Error while killing Rarsaiño during phase 5: System.NullReferenceException: Object reference not set to an instance of an object
[Ref AACDBC00] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Auspician 18 Jul @ 7:43am 
In the Odyssey DLC, the forbid riding zone on your gravship does not persist through map changes. But things like the vanilla home area do. Would it be possible to update this mod to allow the forbid riding area relevant to the gravship to persist between map changes?
King DaMuncha 17 Jul @ 11:01pm 
Patch Operation Failed with Biomes: Prehistoric.
Ryan 17 Jul @ 10:43pm 
Maybe its because they are doing a task in a non dangerous area while mounted and get the order to do a job in a dangerous area while mounted? Idk how it works just spittin
Ryan 17 Jul @ 10:34pm 
Looks like pawns will still mount the animals into a vacuum but now the animals just die from the exposure I just stopped them by putting a forbid riding area around the asteroid
SiaNKs 16 Jul @ 7:42pm 
Fun fact, author of original Mod is alive, he recently helped with ReBuild Doors mod, i guess he doesnt really care about this mod anymore, that would explain it
Avers 15 Jul @ 10:37pm 
Pawns set to handling will "steal" animals from other pawns to take them back to the pen.
Daklin 13 Jul @ 4:10pm 
awesome thankyou :steamhappy:
clocknot  [author] 13 Jul @ 3:18pm 
@Joomin Cool 🤘
clocknot  [author] 13 Jul @ 12:18pm 
@Daklin took a quick look and indeed it seems like Meadow aves are disabled by default for a reason that escapes me. While I try to find a fix, you can enable the animals you want in the mod settings, enabling them through there works.
clocknot  [author] 13 Jul @ 11:48am 
@Ryan V2.2.4 changes the auto-mount logic so that pawns don't try to mount animals when they are in space, thanks for the report!
Joomin 13 Jul @ 11:30am 
Thanks for the mod. Just as an FYI I've added a patch to allow Dark Ages Imperial Red hounds to be ridden. Thanks!
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3524922584
Daklin 13 Jul @ 3:25am 
does this not work with alpha animals anymore, or have I messed some thing up? vanilla animals are mountable, but it says aves from alpha animals arent mountable animals when I right click em to mount
Ryan 13 Jul @ 2:17am 
In Odyssey, colonists will mount animals and drag them out to the vacuum of space and the animals become immune to that vacuum as long as they are mounted lol
Eeo 12 Jul @ 1:11pm 
Problem with mounting behavior fixed: minimize distance at which a colonist will consider mounting, so that basically theyre always mounted all the time.

New Problem induced by fix: Pawns that are trying to do 'construct' based jobs specifically will freeze in place if they are too far from mounts to auto-mount, or if mounts are not allowed/able to access the location the pawn is (Via disallowed riding area or other area restrictions, or physical blocked pathing or other). This can be overcome by move the pawn next to the object(s) to be constructed, raising their job priority in construction to highest, then forcing the pawn to build a thing in that area. Convoluted enough that I might uninstall the mod until a real fix is found, honestly, but we'll see
moo 12 Jul @ 10:25am 
GiddyUp doesn't seem to like multiple same-named animals

[Giddy-Up] An error occured calling AllWildAnimals. This may happen if a mod has malformed PawnKindDef when the game is trying to process the def database for the first time. Skipping...

System.ArgumentException: An item with the same key has already been added. Key: Alligator

- alphaanimals
- megafauna
Eeo 12 Jul @ 6:34am 
Ok, so animals are mountable with odyssey installed, but colonists basically refuse to mount animals and when they do they only do so for half of a trip - they go to a place mounted, dismount, do w/e they were doing, then walk back even when their mount is right next to them. The only way to get around this is to manually mount an animal, then shift queue actions. Which somewhat defeats the purpose, I feel. I'm not sure what happened to change this as the only difference is that I've added Odyssey to the list
[SsT] Paradigmed 12 Jul @ 5:02am 
At least in my mod-list this seems to be crashing out at map generation...
clocknot  [author] 4 Jul @ 12:37pm 
@chainlinc3 should be fixed in 2.2.2
Odd Bunny 1 Jul @ 2:01pm 
It works fine for me without it
Force 30 Jun @ 11:07pm 
can you fork the core mod too i cant even use this without core sooo
Auspician 29 Jun @ 7:46pm 
I'm curious what happened to the "forbid riding" zone. Is it no longer necessary in this implementation of the mod?
Enchantress 29 Jun @ 10:27am 
does anyone know of a forked copy of the saddle mod or if another version is in the works? i've yet to start my game up since it got removed...crossing fingers my save is still ok.
chainlinc3 28 Jun @ 7:38pm 
Correction: The missing animals *do* show up, eventually, and loiter near the edge of the map where the caravan came in from.
chainlinc3 28 Jun @ 7:26pm 
Getting some fun errors like this:
Exception in JobDriver fixed tick for pawn Muffalo172361 driver=JobDriver_Mounted (toilIndex=1) driver.job=(Mounted (Job_287153) A = Thing_Human172289 Giver = ThinkNode_QueuedJob [workGiverDef: null])
https://gist.github.com/HugsLibRecordKeeper/d6843a62c19de944eda69e933a1679f6

They pop up when trade caravans show up-- and frequently the animal that's getting called out doesn't even show up in the caravan, so I assume it's getting nuked by the error? I'm nowhere near a perfect mod list, but I'm pretty sure this one is caused by Giddy-Up.
VolatileGlitchAviator 28 Jun @ 4:10pm 
@Katieclysm Sarg did, just decided to nuke it out the blue, cause steam apparently has a limit on the amount of data you can do in modding apparently, -rolls eyes- luckly i managed to save a copy cause i had rimworld running a the time he decided to nuke it so i saved it manually for my play through.
Dongas 28 Jun @ 12:37am 
@clocknot Many thanks!
Katieclysm 27 Jun @ 6:32pm 
So apparently Owlchemist or someone unpublished the Animal Saddles Giddy-up add-in?
clocknot  [author] 27 Jun @ 12:26pm 
@Dongas V2.2.1 re-enabled the zone in rimworld < 1.6, still doesn't work in 1.6 tho.
Dongas 27 Jun @ 11:36am 
@clocknot I understand, I'd really appreciate it if you could enable it just for <=1.5, if it is possible.
constantdisplay 27 Jun @ 10:48am 
that being nuked better not fuck up my save 😭
VolatileGlitchAviator 27 Jun @ 9:32am 
@Sarg Well that was unforunate I was using that saddles mod in my current play through LOL
Sarg Bjornson 27 Jun @ 7:02am 
@clocknot: Ok, nuking the submod then, I don't like its graphics, it's way too old
clocknot  [author] 26 Jun @ 4:51pm 
@Dongas Ive disabled it for the time being, spent a couple hours trying to make it work with the new pathfinding algorithm but wasn't able to. I am waiting for a mod like https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3328743204&searchtext=path+avoid to update so I could look at their code, if it takes too much time ill take another crack at it.
clocknot  [author] 26 Jun @ 4:47pm 
@Sarg Bjornson not really looking to add more things to the mod, im just trying to keep it running
Dongas 26 Jun @ 8:30am 
I'm not sure if it's just me, but the Forbid riding (or mount?) area seems to be missing from the Zones category—or from any category, for that matter—in the Architect menu. I'd appreciate it if you could take a look.
Slydragon05 25 Jun @ 8:23am 
Do you know of any incompatibilities that might be causing a memory leak? I've found it occurs with adding either this mod or Dragon Bonds mod, so don't really know what to do aside from removing both.
Slydragon05 25 Jun @ 8:11am 
This mod is causing a memory leak for me, is there something that might be causing that? 1.5