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Friendly baby monsters disappear when they grow up #47145
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At present nope, there don't exist the right combination of effects and conditions to achieve that. It might be possible to add them without great effort but it feels like overkill. I'm not knowledgeable about tamed monsters but would think you'd just need to find why this works for some animals and not others and fix the gap. Having said that monsters do store variables so it might be possible to add a more sophisticated version of this where you have to increase how much they like you over time before taming them. That would still require adding some new dialog effect/conditions but would be a task better suited to effect_on_conditions. And a way to possibly use the having a conversation with monster feature it includes. |
I've looked over the code, and I can't see how LARVA would make a difference. |
According to the docs, LARVA only handles if they gib or not, but MONSTER.md can be a bit obtuse. The other difference I can think of is that they get their friendliness set wt their spawn in the hardcoded effect, and I don't know how dogfood etc works under the hood. |
BTW, if they don't have an applicable *FOOD tag, how does one make them friendly? |
On emergence out of you they have a flat 1-in-3 chance of popping out friendly. It's a bit weird, but it works for now (I have an alternative in mind for whenever mutations catch my fancy). |
I think I just spotted a bug in the dermatik attack code:
Shouldn't that be a |
A couple of things:
|
Thanks, that would be nice! This week will be a bit better, devtime-wise. |
EDIT: Had a moment this morning. |
Working on something else I noticed that one of the newer dinos is missing a juvenile version. That would definitely cause this issue. I'll fix once we're out of content freeze |
I've been working on more testing on this and now I see different behavior. Now I just have friendly baby hatchlings forever, even after debugging a couple of years to pass. |
Are the juveniles of the species in question tameable with food? |
Just replicated this with a baby chick with DinoMod disabled. Yes, many are but not all. I couldn't get any to grow up. |
And replicated with a baby chick without the FRIENDLY tag. |
I tried the same method suggested by mlangsdorf here #37283 and same result, still with DinoMod disabled, just working with one FRIENDLY chick and one normal. Neither upgrade into an adult chicken |
That looks like something going wrong with the grow_up code. Is zombie evolution still working right? (Currently compiling to check into #50390.) |
You may want to either change the title of this issue, or create another one. |
Done, thanks. Keeping this alive in case the new one is fixed and this one pops up again |
Describe the bug
DinoMod includes tameable baby dinos that cannot be tamed when they are adults. The intention is that you can therefore have huge and dangerous dino pets, in the same way that people have pet elephants and tigers today if you put in the time and effort. However, Discord user Elizzyble reports that the baby dinos just disappear instead of growing up into adult dinos with the "friendly" tag, I'm betting because they lack the same "catfood" or whatever tag to enable it.
Steps To Reproduce
Expected behavior
Adult spawns with the "friendly" tag
Versions and configuration
Mods loaded: DinoMod
Additional context
Second test from same player here https://discord.com/channels/598523535169945603/598523535169945607/783899516863774720 Can't find the first report
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