I would legit paypal you like $10 to get this working again. Everything seems to function except for the "pet" button not toggling between tasks and following. I need Dipshit to fill my torches!
this was legit one of the best mods ive ever seen, its a real shame it never got updated. However, it was a blast playing with it while it was around! cheers for that :)
I just had to retire my sorter after destroying a chest caused the game to freeze every second while the AI struggled to figure out what to do. RIP Brummir you served me well, I will miss you. Any news on an update or your next project?
Really good job on this mod guys! I got a problem i can only call my greyling with the home button and it wont stop follow me if i press the "E" button someone got and idea what im doing wrong ?
Yes, but all players need to have the mod for it to work. The way Valheim handle mobs is that it is the client that first enters an area that "own" the mobs in that area. The owners client controls the mobs and all other connected clients is updated with the changes. So if the owner of a particular Greyling has this mod installed it will behave accordingly. It that player logs out or leave the area and a player without the mod takes ownership the greyling will just stand around looking dumb (or dumber). It should however still be tame. A player can take ownership of a slaveGreyling by renaming it.
Why didn't I think of that!? :D Hmmm. Wonder if Barg and Morg could check if the Greylings like the Longship. Maybe they could sit in the seats and help row the ship? I use MoreSkills Sailing, and that will give my ship more row-speed when crew man sits in the seats. :p
I think Greylings might be afraid of water. Harnessing a sea snake to pull the ship might be an alternative, but I guess steering can be tricky. //Morg
Barg and Morg; The Sea Snake Saga... This is hilarious! :D They would be reeeealy trick to get on board, I guess, especially if they don't like to be ON a ship, but would rather be under it, smashing the hull, with its puny hands... :D Maybe Barg and Morg could be able to tame the creature, as phase 1, then phase 2 would be to teach it specific tasks. But we must teach them every task manually, a task that is laid out to them, prepared for it. (to work the Kiln, a chest near by should have wood in it, and also a piece of coal, so it know where to put that.) So when we should give them commands, we could give them "tokens" from our hotbar. Give them a piece of coal, to work on the Kiln, and any kind of ore to work on the smelter. Or a carrot to work on the farm, piece of wood to keep all fireplace, torches, etc lit. Phase 3 would be teaching them to pick up stuff (clean up crew) and know what to do with the object. (Pick up coal, and put it directly in the Smelter if needed, or in a chest) Phase 4 would be to hand them tokens (re-programed, ingame objects) that could let them do more abstract tasks. Like keeping the boars feed, repair the base, move resources between chests, fishing, mining rock, combine simple tasks to more complex tasks, move resources through portals (??), etc And maybe order them to go sit in the boat :p
I like the feedback we get, seems like at least some of you like the idea. This type of variation need the FSM to work properly, but using some type of training to unlock task types is not a bad thought. We will continue simple and add more after time I think, so I am afraid you will have to bare with us for a while for most of the fun stuff. ;) //Morg
Just a question about dedicated server behaviour As I understand, to use this fantastic mod (really, that should be a n in-game feature!) all players on server do need to have the client-side mod installed. Otherwise (mixed mod-holders and unmodded clients) situation with Greylings 'deactivating' will be reoccuring, depending omn the control over mobs. I see a lot of funny interactions here ("Hey! That was my Woodbringer, not some random target practice!" "Oh well, I caught him doing nothing, you know, we can't afford to feed lazy ones...")
Not knowing how Valheim synchronizes stuff between clients in details, a stupid question: if the mod would be installed on dedicated server, is there any way to have that 'client' control over mob behaviour even if unmodded player enters the area/zone - so the mobs will continue to perform their tasks?
Regarding dedicated server controlling the mobs, there is (was?) a mod called Serverside Simulations that allows zones (areas) to be controlled by the server. It will however take over all zones with players in them and put a lot of strain on the server so I don't think it scales well. I have not tested it so I can't say if it works well or not.
We tried to make a version of this where zones with mobs but no player where handed out to player clients to control them but we never got it finished.
247 comments
I got a problem i can only call my greyling with the home button and it wont stop follow me if i press the "E" button someone got and idea what im doing wrong ?
Yes, but all players need to have the mod for it to work.
The way Valheim handle mobs is that it is the client that first enters an area that "own" the mobs in that area. The owners client controls the mobs and all other connected clients is updated with the changes.
So if the owner of a particular Greyling has this mod installed it will behave accordingly. It that player logs out or leave the area and a player without the mod takes ownership the greyling will just stand around looking dumb (or dumber). It should however still be tame.
A player can take ownership of a slaveGreyling by renaming it.
//Barg
Hmmm. Wonder if Barg and Morg could check if the Greylings like the Longship. Maybe they could sit in the seats and help row the ship? I use MoreSkills Sailing, and that will give my ship more row-speed when crew man sits in the seats. :p
//Morg
This is hilarious! :D
They would be reeeealy trick to get on board, I guess, especially if they don't like to be ON a ship, but would rather be under it, smashing the hull, with its puny hands... :D
Maybe Barg and Morg could be able to tame the creature, as phase 1, then phase 2 would be to teach it specific tasks. But we must teach them every task manually, a task that is laid out to them, prepared for it. (to work the Kiln, a chest near by should have wood in it, and also a piece of coal, so it know where to put that.)
So when we should give them commands, we could give them "tokens" from our hotbar. Give them a piece of coal, to work on the Kiln, and any kind of ore to work on the smelter. Or a carrot to work on the farm, piece of wood to keep all fireplace, torches, etc lit.
Phase 3 would be teaching them to pick up stuff (clean up crew) and know what to do with the object. (Pick up coal, and put it directly in the Smelter if needed, or in a chest)
Phase 4 would be to hand them tokens (re-programed, ingame objects) that could let them do more abstract tasks. Like keeping the boars feed, repair the base, move resources between chests, fishing, mining rock, combine simple tasks to more complex tasks, move resources through portals (??), etc
And maybe order them to go sit in the boat :p
This type of variation need the FSM to work properly, but using some type of training to unlock task types is not a bad thought. We will continue simple and add more after time I think, so I am afraid you will have to bare with us for a while for most of the fun stuff. ;)
//Morg
As I understand, to use this fantastic mod (really, that should be a n in-game feature!) all players on server do need to have the client-side mod installed. Otherwise (mixed mod-holders and unmodded clients) situation with Greylings 'deactivating' will be reoccuring, depending omn the control over mobs. I see a lot of funny interactions here ("Hey! That was my Woodbringer, not some random target practice!" "Oh well, I caught him doing nothing, you know, we can't afford to feed lazy ones...")
Not knowing how Valheim synchronizes stuff between clients in details, a stupid question: if the mod would be installed on dedicated server, is there any way to have that 'client' control over mob behaviour even if unmodded player enters the area/zone - so the mobs will continue to perform their tasks?
Regarding dedicated server controlling the mobs, there is (was?) a mod called Serverside Simulations that allows zones (areas) to be controlled by the server.
It will however take over all zones with players in them and put a lot of strain on the server so I don't think it scales well.
I have not tested it so I can't say if it works well or not.
We tried to make a version of this where zones with mobs but no player where handed out to player clients to control them but we never got it finished.
//Barg