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Friendly Animals [OPTIONAL RABBIT TWEAK] --4.5-- --DOORWAY UPDATE-- [RAIN UPDATE] is now available to download!

Friendly Animals!

Features

Non-Scurring Animals- This makes the animals which are frightened of you not be anymore

Optional Rabbit Tweak- The new Tweaks in the new update[MADE IT SO THEY RUN AWAY WHEN CLOSE EVEN IF YOUR ON THE OTHER SIDE THIS REMOVES THAT!]Have gone if you use this OPTIONAL FILE!

Installastion

Just put this into the "mods" folder and write

For optional rabbit tweak just place the "rabbitbrain.lua" into Friendly Animals/scripts/brains
ModManager:AddMod("Friendly Animals")

Change Log

--4.5--: Updated to Doorway and optional rabbit tweak

--4.0--: New Mod system update and rain compatible!

--3.0--: Added Baby beefalo and Gobblers

--1.5--: Added butterflys

--1.0--:And intial release Added Koelafant

Posted Image - Friendly Animals [OPTIONAL RABBIT TWEAK] --4.5-- --DOORWAY UPDATE--[RAIN UPDATE]

Edited by Alpaca's, Starving

im saying about angry bee not bee normal,tree guard should be passive :)

They are naturally enemies I wouldn't change them that would ruin the whole game and haven't you red the desc it's says "animals that scurry away from you"

I'm sorry but I think rabbits not scurring would be OP and pointless as it would break the game sorry 3:

Don't worry, i did it myself, thanks for nothing...You can cheat anyway in the game, soo...I just had to set the playerseedistance to 0I didn't want it so i can cheat, i wanted it to have a bunny as a pet.

Don't worry, i did it myself, thanks for nothing...You can cheat anyway in the game, soo...I just had to set the playerseedistance to 0I didn't want it so i can cheat, i wanted it to have a bunny as a pet.

Well, there you go. My mod doesn't include that you could of just done it your self :l

Hmm... sounds beyond my cabiblites but I'll still have a look and I think it might be possible!I'm looking at the pig prefab and seeing if the brain of the koalefant can handle it I'm currently looking at the eating meat pig brain thing I'll get back to you in a bit

Edited by Alpaca's, Starving

I was bored so I tried to make it so feeding a Koalefant a veggie will make him follow you for a time. (also the silly thing spawned an annoying distance from my base)

Posted Image

(it is following me, though admittedly that is difficult to show in a still image)

\Friendly Animals\scripts\prefabs\koalefant.lua

\Friendly Animals\scripts\brains\koalefantbrain.lua

Edit: For more fun add:

    inst:AddComponent("named")    inst.components.named.possiblenames = STRINGS.PIGNAMES    inst.components.named:PickNewName()
under local function create_base(sim). How can you harvest his delicious trunk when he has a name? You monster. :D

Also Edit: There's still some bugs somewhere that causes a crash (having to do with the leash function possibly, or it might be that I forgot to pause the game and died while they were still followers).

This:

IfNode(function() return self.inst.components.follower.leader ~= nil end, "has leader",				FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn )),

did not fix it, and it is far too late to be messing with code. UnU

Edited by eLe

Thanks I'll be sure to add it. I couldn't get around to making and testing it, sorry. I hate to get people files and make them apart of my mod when there not 3:EDIT: I'm getting alot of crashes :?

Edited by Alpaca's, Starving

I figured out why it was crashing; I needed to wrap ALL of the follower.leader bits in the ifnode [...] nil. This replaces the code starting at line 62 (probably):

    local root = PriorityNode(    {        WhileNode( function() return self.inst.components.health.takingfiredamage end, "OnFire", Panic(self.inst)),        ChaseAndAttack(self.inst, MAX_CHASE_TIME),        SequenceNode{            FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn, 0.5),            RunAway(self.inst, ShouldRunAway, RUN_AWAY_DIST, STOP_RUN_AWAY_DIST)        },		IfNode(function() return self.inst.components.follower.leader ~= nil end, "has leader",					IfNode(function() return self.inst.components.follower.leader ~= nil end, "has leader",					Follow(self.inst, function() return self.inst.components.follower.leader end, MIN_FOLLOW_DIST, TARGET_FOLLOW_DIST, MAX_FOLLOW_DIST))), --copied from pigbrain.lua		IfNode(function() return self.inst.components.follower.leader ~= nil end, "has leader",								WhileNode(function() return IsLeashable(self.inst) end, "Leashable", Leash(self.inst, LEASH_MAX_DIST, LEASH_RETURN_DIST))), --copied from chesterbrain.lua        IfNode(function() return self.inst.components.follower.leader ~= nil end, "has leader",				FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn )),        Wander(self.inst)    }, .25)
If the code is not there, and you die and resurrect, when you get out of the following distance the game will crash. I tested it to make sure it works by eating all of the monster meat. Over and over and over. :U

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