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Animal Hauling and Jobs

Posted: Sun Feb 12, 2017 2:14 pm
by EddieCZE
Hi Devs,
I am really interested into your game that finally hit my genre of sandbox progression game. I tried to make some mod, particularly one whose name is the title of this article, but I can't find the specific game mechanic so I like to point some ideas here.

I would appreciate to add some commands to my pets. This idea came from my last base when I settle in a bad spot and my resource outposts were scattered around so I had to have person who haul my resources back to my main base. Suddenly I watch my domesticated bull with empty backpack just standing in the middle of it and doing nothing. :(

If there is a job queue why should not the bulls or other animals have their own jobs? (for start just restrict them for hauling jobs to storage containers).

Other usefull commands should be Patrol (that should involved implementing of waypoints) or Trade(Bull can act like shopping counter)

Re: Animal Hauling and Jobs

Posted: Sun Feb 12, 2017 5:48 pm
by Hatsune_Neko
EddieCZE wrote:If there is a job queue why should not the bulls or other animals have their own jobs? (for start just restrict them for hauling jobs to storage containers).
Current list is only protecting and fallowing and to be honest i'm not sure if you can add in commands, it could very well be hard coded into the game to be as they are.
on a personal note. animals kinda take after Rl ones. you can't tell a cow to go over to point a and then point b and drop off stuff its carrying. let alone pick things up. Kenshi has some basic rules it tries to follow and most of them ( though broken at times to fit the game's mechanics and ideas ) stay true to real life limitations.
EddieCZE wrote:Other useful commands should be Patrol (that should involved implementing of waypoints) or Trade(Bull can act like shopping counter)
waypoints i think are already ingame, but i forget the command you use. ( never really used it myself ) and i believe a patrol type command system is planned. but i haven't really seen anything about it so not quite sure on that.
as for trade counter. the game requires a building to be set to public so the NPC's know where to go to shop, a animal does not have that option and unlikely that it can be modded in. there are wandering traders but that's setup for the player so easier to stock the NPC accordingly. and also code.

you could do that to a NPC character. add more traders to the game. it's a command line in the FCS that states if they can trade or not. course you have to set them up with everything to trade in their backpack and such. not something i have personally meddled with so not sure how to go about that fully.