• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

[MOD] Friendly Animals - Friendly animals united against the zombie hordes!

That's an interesting problem. I think the issue is any entities who get spawned using the biome spawner aren't saved, but I think anyone spawned by the entity spawner instead does get saved. The problem is that I don't know how to trigger entity spawner events besides when using creative mode where you can select either the biome spawner or entity spawner to spawn an entity if I'm remembering right. If you look at spawning.xml you'll see entity spawning on various days for spawning various wandering zombie hordes, and you also have POI entity spawners. I assume to have friendly animals not vanish, they'd have to be either POI or day spawned. You'll notice there is a WolfGroup and WolfPack called by the day spawners, and I swear I've seen this happen before where we got a wolf pack spawning around our den on one day and they actually were around for long enough that they helped out with the 7 day horde that came a few days later.
So, best bet would be trying to figure out how to control the day spawners to do what you wanted them to do, and as often as you wanted them to do it. I assume all of those will always be around the player, though, so you'd still want the random biome spawning friendly animals for when you're running around elsewhere.
That's helpful, thank you! I looked it up and there does seem to be a console command you can use to spawn in an entity. That will make getting one inside again much easier and we can just spawn it in again if we lose it.

 
Well it needed to be renamed from animalBear, which is now an invalid entity class name due to the friendly name change so that it shows as Bear on your map rather than animalBear, to a valid one, either Bear or animalZombieBear as it was causing the game to be unplayable when using both mods as Myrrah reported here. Or are you saying that the GuardsFemale group should be friendly to the player instead of hostile, so should be Bear/animalBear rather than animalZombieBear? ^n.n^
GuardFemale would be friendly to the player unless they're stupid enough to shoot a woman carrying an AR15. :p

When I finish working on it, that is.

 
GuardFemale would be friendly to the player unless they're stupid enough to shoot a woman carrying an AR15. :p
When I finish working on it, that is.
Cool thanks, I've changed them from zombie bears back to bears for v2.8.

 
Would it be possible to make chickens not run from players and not jump as high? It would make our chicken coop work much nicer!
View attachment 27503
That's definitely possible yes, in fact I could make it so all non-zombies don't flee from players and only from zombies. You could even give them a zillion hitpoints too if you wanted them to be safe as well. All you'd have to do is in FA v2.7's entityclasses.xml file change:

Code:
	<append xpath="/entity_classes/entity_class[@name='animalTemplateTimid']">
	<property name="EntityType" value="Animal"/>
   	<property name="AITask-1" value="Swim"/>
   	<property name="AITask-2" value="RunawayWhenHurt"/>
   	<property name="AITask-3" value="RunawayFromEntity" param1="EntityPlayer"/>
   	<property name="AITask-4" value="RunawayFromEntity" param1="EntityZombie"/>
   	<property name="AITask-5" value="RunawayFromEntity" param1="EntityVulture"/>
    <property name="AITask-6" value="RunawayFromEntity" param1="EntityZombieDog"/>
   	<property name="AITask-7" value="RunawayFromEntity" param1="EntityEnemyAnimal"/>
   	<property name="AITask-8" value="Look"/>
   	<property name="AITask-9" value="Wander"/>
</append>
to:

Code:
	<append xpath="/entity_classes/entity_class[@name='animalTemplateTimid']">
	<property name="EntityType" value="Animal"/>
   	<property name="AITask-1" value="Swim"/>
   	<property name="AITask-2" value="RunawayWhenHurt"/>
   	<property name="AITask-3" value="RunawayFromEntity" param1="EntityZombie"/>
   	<property name="AITask-4" value="RunawayFromEntity" param1="EntityVulture"/>
<property name="AITask-5" value="RunawayFromEntity" param1="EntityZombieDog"/>
   	<property name="AITask-6" value="RunawayFromEntity" param1="EntityEnemyAnimal"/>
   	<property name="AITask-7" value="Look"/>
   	<property name="AITask-8" value="Wander"/>
</append>
Or you could only do it for chickens by changing:

Code:
<!-- animalChicken -->
<remove xpath="/entity_classes/entity_class[@name='animalChicken']/property[@name='Parent']"/>
<remove xpath="/entity_classes/entity_class[@name='animalChicken']/property[@name='Faction']"/>
<append xpath="/entity_classes/entity_class[@name='animalChicken']">
	<drop event="Harvest" name="resourceAnimalFat" tag="butcherHarvest" count="1"/>
</append>
to

Code:
<!-- animalChicken -->
<remove xpath="/entity_classes/entity_class[@name='animalChicken']/property[@name='Parent']"/>
<remove xpath="/entity_classes/entity_class[@name='animalChicken']/property[@name='Faction']"/>
<append xpath="/entity_classes/entity_class[@name='animalChicken']">
	<property name="AITask-1" value="Swim"/>
	<property name="AITask-2" value="RunawayWhenHurt"/>
	<property name="AITask-3" value="RunawayFromEntity" param1="EntityZombie"/>
 	<property name="AITask-4" value="RunawayFromEntity" param1="EntityVulture"/>
	<property name="AITask-5" value="RunawayFromEntity" param1="EntityZombieDog"/>
	<property name="AITask-6" value="RunawayFromEntity" param1="EntityEnemyAnimal"/>
	<property name="AITask-7" value="Look"/>
	<property name="AITask-8" value="Wander"/>
	<drop event="Harvest" name="resourceAnimalFat" tag="butcherHarvest" count="1"/>
</append>
 
Is there any way to make them not jump? I've been looking through the code, but animals don't seem to have the jump strength stuff that zombies and players do.

 
Is there any way to make them not jump? I've been looking through the code, but animals don't seem to have the jump strength stuff that zombies and players do.
No clue. Are they actually jumping or do they just have high block climbing/scaling capability when they walk? Because if so it might be called something else besides "jumping" in the code.

 
No clue. Are they actually jumping or do they just have high block climbing/scaling capability when they walk? Because if so it might be called something else besides "jumping" in the code.
It might be a block scaling thing, yeah. Might not be as much of an issue now they're not trying to get away from us, though.

 
When do you plan 2.8. ? :)
I don't have any changes implemented yet aside from rolling back the Darkness Falls setting which currently isn't impacting anyway to my knowledge. I haven't gotten to play with any of the new ideas yet to see how or if they can be implemented. Here's my list so far:

1. Make friendlies spawn with a spawner that won't remove them upon game stop/starts, or getting too far away.

2. Buffs for being in proximity to friendlies.

3. Noise or call to summon friendlies to your position.

4. Add map markers for timid animals? Might get too cluttery but could be an optional feature.

5. Make friendlies appear on your compass as well as your map like air drops can.

That's what I have so far. Sorry if I missed someone's neat idea!

 
Friendly Animals 2.8 released!

Change Log:

2.8:

* Small Darkness Falls compatibility tweak change.

So nothing really to see, however I did add three optional mods to the Friendly Animals Nexus Mods page:

Easier Near Death Trauma

Human Zombies Harvestable Again

Raise Max Level

 
Friendly Animals 2.9 released!

Change Log:

2.9:

* Added Darkness Falls compatibility version. Tested with Darkness Falls v2.11 but may work with other versions.

* Fixed buggy health.

* Fixed general mod compatibility version.

 
Friendly Animals 3.0 released!

Change Log:

3.0:

* Initial A18E Compatibility. Lost map compass markers for friendly animals, but they will return as soon as I figure out how to bring them back.

 
Friendly Animals 3.0 released!
Change Log:

3.0:

* Initial A18E Compatibility. Lost map compass markers for friendly animals, but they will return as soon as I figure out how to bring them back.
Look in the buffs file. There's a buff for tracking animals.

 
Look in the buffs file. There's a buff for tracking animals.
Thanks! Yeah with what I read in entityclasses I assumed as much, but don't know how the system works yet and need to play with it. After looking in buffs, I realize what perkAT1 means! :D

I wonder if I should make a new separate buff just for friendly animals that is either learnable like perkAT or isn't and is always permanently on, or a way of just flipping map markers permanently on. While it could be cool to have separate learnable skills (if perkAT is a learnable skill) it's also more useful to know about friendly animal whereabouts early-game so perma-on might be better.

 
Last edited by a moderator:
Neat! Yep this code definitely got me excited:

Code:
	<property name="Tags" value="entity,animal,hostile,mountainlion,perkAT5"/>
<property name="MapIcon" value="ui_game_symbol_tracking_mountain_lion"/>
<property name="TrackerIcon" value="ui_game_symbol_tracking_mountain_lion"/>
I envision having friendlies being blue/green map markers, timids being green/yellow/white, and zombies being red. Something like that might be pretty cool! Although did they implement a mini-map? Because a mini-map or the ability to put them on your compass would be useful. I'll have to read about the AT perk because maybe they're already doing that since checking your big map constantly would be annoying!

 
Back
Top