(https://i.imgur.com/UqvzSpL.png)
Topic discontinued. Go to the new one instead. (https://ludeon.com/forums/index.php?topic=30708.0)
Does this allow meal selection for each individual prisoner like how you can select what type of medicine to use on each prisoner?
No you can't... Not yet !
But if you don't want your prisoners to get the mood loss for awful meals then don't have a dispenser at all.
when i 1st decided to try modding, my idea was to do exactly this, but with animals. So colonists wouldn't prioritize the best food for injured animals. Turned out to be harder than i expected. Can you do it?
Quote from: mabor0shi on November 07, 2016, 07:38:15 PM
when i 1st decided to try modding, my idea was to do exactly this, but with animals. So colonists wouldn't prioritize the best food for injured animals. Turned out to be harder than i expected. Can you do it?
It's a good idea. I'll try to do it for colonists feeding injured/incapacitated animals. I'm not sure I can make animals pick the best food themselves.
ideally, we would be able to Disallow tamed animals from eating meals & growable plants or Restrict them to kibble only or raw food only. Then I could have animals haul crops and not having to adjust allowed areas so often would cut down micromanagement.
Maybe it'd be simpler to make an easily trainable ability (i.e. Obedience Lvl.2) that removes meals, smokeleaf, psychoid, devilstrand (all the stuff no one willingly feeds animals in any situation) from their diet list.
Thanks for the mod! It was really annoying me that prisoners were getting the good stuff even thought I was planning to take some of their parts for medical needs and then let them go if they live through the experience.
Thank you so much for hearing my prayers! Installing now.
Quote from: picatso on November 07, 2016, 08:27:19 PM
Thanks for the mod! It was really annoying me that prisoners were getting the good stuff even thought I was planning to take some of their parts for medical needs and then let them go if they live through the experience.
That's a lot to do..
I tried to apply restrictions to animals but I could do for now was to restrict to eat meals. They will still eat plants and won't have priority order (vegetarian = kibble).
Where does 'prepared survival meals' fall in this order?
I would think they should be last because those are very good meals to be feeding to a prisoner early on, when you are still struggling to make simple meals.
Also, do the meals from mods like 'vegetable garden' get affected by your mod also? I haven't had time to play since you've released this..
Quote from: Seinne on November 08, 2016, 08:16:42 AM
Where does 'prepared survival meals' fall in this order?
I would think they should be last because those are very good meals to be feeding to a prisoner early on, when you are still struggling to make simple meals.
Also, do the meals from mods like 'vegetable garden' get affected by your mod also? I haven't had time to play since you've released this..
packaged survival meals falls in fine meals since it is vanilla defined so.
I updated the mod and rename it from "Awful meals to prisoners" to "Smarter food selection".
Changes:
-Now make tamed animals pick their food more carefully "no plants or liquors, will avoid meals". (see more above).
-Food selection for prisoners should now works fine.
Is this mod also compatible with the Silage animal feed item from Vegetable Garden?
Quote from: DarkSlayerEX on November 16, 2016, 11:38:43 AM
Is this mod also compatible with the Silage animal feed item from Vegetable Garden?
I have no idea. I don't use this mod but I will consider making it compatible if it's not already.
So far so good. I've seen prisoners get raw meat before raw veggies before, though. thought that was odd.
Also, is there a mechanism involved in getting raw foods that fill your belly up more over raw foods that don't?
Will have to watch for the tamed animal aspect to see if its working fine also.
Quote from: Seinne on November 16, 2016, 03:43:21 PM
So far so good. I've seen prisoners get raw meat before raw veggies before, though. thought that was odd.
Also, is there a mechanism involved in getting raw foods that fill your belly up more over raw foods that don't?
Will have to watch for the tamed animal aspect to see if its working fine also.
I'm not sure to understand your question.
Every raw food (tasting good and bad) have the same nutrition level (0.05).
Sorry, I thought I saw some having more than others... maybe foods from other mods then? I'll keep watch for it.
Still it's just what I wanted.
Could you please create a mod head folder for the zip file ? So you can right unzip into the mod folder without creating one ?
Quote from: Canute on November 16, 2016, 05:16:33 PM
Could you please create a mod head folder for the zip file ? So you can right unzip into the mod folder without creating one ?
Damn I totally forgot that... thanks for letting me now !
I fixed it.
Hi, your mod is awesome !
It is something that always bother me in the vanilla game.
I would like, if possible, to have it on steam. It is easier to deal with every mods I have.
Just fixed the bug with empty nutrient paste dispenser.
It seems that with this MOD my tamed animal will stave on wild grass. Can grass also be part of allowed diet?
Quote from: cainiao on November 19, 2016, 06:05:42 AM
It seems that with this MOD my tamed animal will stave on wild grass. Can grass also be part of allowed diet?
Well this wasn't supposed to happen... I'll have a look a this.
I'm preparing an new version of the mod.
I could make wardens feed prisoners they are trying to recruit with the best meals possible (just like they do in vanilla).
However, if the "chat and recruit" option is set, you won't be able to feed them like other prisoners and I don't know how to tweak UI to fix that...
Quote from: Wishmaster on November 20, 2016, 08:27:39 PM
I'm preparing an new version of the mod.
I could make wardens feed prisoners they are trying to recruit with the best meals possible (just like they do in vanilla).
However, if the "chat and recruit" option is set, you won't be able to feed them like other prisoners and I don't know how to tweak UI to fix that...
Wouldn't that contradict the purpose of this mod? Making sure prisoners don't eat better than your pawns?
Quote from: Seinne on November 20, 2016, 08:38:07 PM
Quote from: Wishmaster on November 20, 2016, 08:27:39 PM
I'm preparing an new version of the mod.
I could make wardens feed prisoners they are trying to recruit with the best meals possible (just like they do in vanilla).
However, if the "chat and recruit" option is set, you won't be able to feed them like other prisoners and I don't know how to tweak UI to fix that...
Wouldn't that contradict the purpose of this mod? Making sure prisoners don't eat better than your pawns?
Not really.
Prisoners you are NOT trying to recruit will still be fed poorly, waiting you sell them for slavery or harvest their organs...
The purpose of this new feature would be to increase the prisoners mood which AFAIK makes them easier to recruit.
I was wondering how much meal quality affected recruitment.
I think it does, the same way all moods factor do.
edit: just checked, it indeed does.
I think your mod is awesome. It forces pawns to eat with the most optimal strategy, especially with animals. Currently I have to enforce my animals to be in some zone to so they'll only eat certain types of food, and this is annoying. My mod Food Analytics Tab works exactly using the best food strategy for animals, I think it will work nicely with your mod.
Quote from: mugenzebra on November 21, 2016, 01:56:07 AM
I think your mod is awesome. It forces pawns to eat with the most optimal strategy, especially with animals. Currently I have to enforce my animals to be in some zone to so they'll only eat certain types of food, and this is annoying. My mod Food Analytics Tab works exactly using the best food strategy for animals, I think it will work nicely with your mod.
I don't know your mod. Wouldn't it be stacking features instead ?
Well this wasn't supposed to happen... I'll have a look a this.
[/quote]
yup, grass is not edible for my animals.
I don't think this is due to the mod.
What animals are you talking about ? what's your mod list please ?
chickens don't eat grass when the mod is enabled , they do eat when the mod is disabled.
Mods are ;
EPOE,prepare carefully,crafting hysteresis,defensive positions,colony manager, more vamilla turrets, map reroll, quality builder, efficient light,animals tab, smarter food selection
in that order
Quote from: golgepapaz on November 21, 2016, 02:22:05 PM
chickens don't eat grass when the mod is enabled , they do eat when the mod is disabled.
Mods are ;
EPOE,prepare carefully,crafting hysteresis,defensive positions,colony manager, more vamilla turrets, map reroll, quality builder, efficient light,animals tab, smarter food selection
in that order
Oh I misunderstood what you said.
As said, with this mod, animals will never eat plants... This was made to protect your crops but I forgot about grass.
I'm preparing a new release and grass will be the first priority.
Hello,
Can you remove awfull raw meals from prisoners's selection ?
It make my prisoner berserk.
Quote from: hiepbg on November 22, 2016, 08:21:15 AM
Hello,
Can you remove awfull raw meals from prisoners's selection ?
It make my prisoner berserk.
Do you mean awful meals (paste) or raw food ?
Raw food comes right after simple meals but I will change that make them come right after fine meals.
I love this mod, I think of it as an improvement to the base game, so to give some feedback I've found a bug where tamed animals will no longer feed on wild grass and so they will starve (as Wishmaster stated in a previous post).
Perhaps this is fixable?
Thank you for working on this, to you and to all this beautiful community.
FINALLY this mod exists :D
Quote from: poolday on November 22, 2016, 11:35:40 AM
I love this mod, I think of it as an improvement to the base game, so to give some feedback I've found a bug where tamed animals will no longer feed on wild grass and so they will starve (as Wishmaster stated in a previous post).
Perhaps this is fixable?
Thank you for working on this, to you and to all this beautiful community.
Thank you. I'm already aware of that issue and this will be fixed in the next release.
Quote from: lance789 on November 22, 2016, 12:49:00 PM
FINALLY this mod exists :D
Thanks for your encouragement.
Quote from: Wishmaster on November 22, 2016, 10:29:28 AM
Quote from: hiepbg on November 22, 2016, 08:21:15 AM
Hello,
Can you remove awfull raw meals from prisoners's selection ?
It make my prisoner berserk.
Do you mean awful meals (paste) or raw food ?
Raw food comes right after simple meals but I will change that make them come right after fine meals.
Awful raw food :D
Quote from: Wishmaster on November 22, 2016, 01:54:35 PM
Quote from: poolday on November 22, 2016, 11:35:40 AM
I love this mod, I think of it as an improvement to the base game, so to give some feedback I've found a bug where tamed animals will no longer feed on wild grass and so they will starve (as Wishmaster stated in a previous post).
Perhaps this is fixable?
Thank you for working on this, to you and to all this beautiful community.
Thank you. I'm already aware of that issue and this will be fixed in the next release.
I add some data to this known bug, in case you need it.
I have a secluded area for my animals, with growing zones sown with grass, haygrass and dandelions, plus the usual wild grass, bushes and plants, and both the cow and the mamuffalo don't eat any of the above.
It's not only with grass.
Furthermore, they seem to disregard all growing zones, even when I let them roam free in the colony. They just go for the stored meals (the cow eating a cheeseburger is my favourite ever, anyway !!!).
Any test you need me to carry out, just tell me !
:)
Quote from: PaoLorenz on November 23, 2016, 02:57:31 AM
Quote from: Wishmaster on November 22, 2016, 01:54:35 PM
Thank you. I'm already aware of that issue and this will be fixed in the next release.
I add some data to this known bug, in case you need it.
I have a secluded area for my animals, with growing zones sown with grass, haygrass and dandelions, plus the usual wild grass, bushes and plants, and both the cow and the mamuffalo don't eat any of the above.
It's not only with grass.
Furthermore, they seem to disregard all growing zones, even when I let them roam free in the colony. They just go for the stored meals (the cow eating a cheeseburger is my favourite ever, anyway !!!).
Any test you need me to carry out, just tell me !
:)
Tamed animals cows and mamuffalo ( :p ) are made wise and won't eat any crops, even haygrass. They should however eat harvested hay as top propriety. AFAIK harvested hay is more nutrition efficient than its crop.
As said above, I will add wild grass to their wise diet.
For the current version I don't need further testing but for the upcoming one, I probably will !
Well you can try it from now after all. This is an experimental version... so be warned.
http://bit.ly/2fRrc3F
Quote
New: Trade caravans / Visitors pets (if ever they have any) will now behave like colony's pets and pick their food wisely.
New: Taming colonists will now pick the best food for taming (Hay > Kibble > ....) .
New: IF ENABLED, wardens will feed prisoners you are trying to recruit with the best food.
New: EXPERIMENTAL. IF ENABLED, colonists to tame and train animals with corpses and humanlike corpses.
New: Added configuration file.
Fix: Food selection for animals works better.
Fix: Grass is now part of pets diet.
Fix: Pets and warden now care about the distance. They won't cross the entire map to get an awful instead of a simple meal.
Fix: Fine meals now comes before raw food for prisoners. Fine meals are more cost-efficient.
Fix: Reworked the entire code...
Quote from: Wishmaster on November 23, 2016, 11:05:28 AM
Well you can try it from now after all. This is an experimental version... so be warned.
http://bit.ly/2fRrc3F
Quote
New: Trade caravans / Visitors pets (if ever they have any) will now behave like colony's pets and pick their food wisely.
New: Taming colonists will now pick the best food for taming (Hay > Kibble > ....) .
New: IF ENABLED, wardens will feed prisoners you are trying to recruit with the best food.
New: EXPERIMENTAL. IF ENABLED, colonists to tame and train animals with corpses and humanlike corpses.
New: Added configuration file.
Fix: Food selection for animals works better.
Fix: Grass is now part of pets diet.
Fix: Pets and warden now care about the distance. They won't cross the entire map to get an awful instead of a simple meal.
Fix: Fine meals now comes before raw food for prisoners. Fine meals are more cost-efficient.
Fix: Reworked the entire code...
Nice....
There is an error entry in debug log though which was in the previous version also.
"Could not determine food preferability for EggChickenFertilized" in function determineFoodPrefLevel(Thing)
it intermittently shows up when I have some egg laying around
Quote
Quote from: PaoLorenz on November 23, 2016, 02:57:31 AM
I add some data to this known bug, in case you need it.
I have a secluded area for my animals, with growing zones sown with grass, haygrass and dandelions, plus the usual wild grass, bushes and plants, and both the cow and the mamuffalo don't eat any of the above.
It's not only with grass.
Furthermore, they seem to disregard all growing zones, even when I let them roam free in the colony. They just go for the stored meals (the cow eating a cheeseburger is my favourite ever, anyway !!!).
Any test you need me to carry out, just tell me !
:)
Tamed animals cows and mamuffalo ( :p ) are made wise and won't eat any crops, even haygrass. They should however eat harvested hay as top propriety. AFAIK harvested hay is more nutrition efficient than its crop.
As said above, I will add wild grass to their wise diet.
For the current version I don't need further testing but for the upcoming one, I probably will !
Can see your point.
If you think it's worth the effort (and if it can be done) consider to alter priority and behaviour in case of starvation.
I mean, they have no way to feed in their current environment (take my scenario above), the choices are starve or misbehave and eat what is available, including crops in the allowed area.
I'd go for eating whatever I have there, no brainer.
They ignore it unless they really are at the very edge of starvation. Survival instinct, you may call it.
Outside their allowed area, they go with the usual behaviour !
:)
Quote from: PaoLorenz on November 24, 2016, 03:08:51 AM
Quote
Quote from: PaoLorenz on November 23, 2016, 02:57:31 AM
I add some data to this known bug, in case you need it.
I have a secluded area for my animals, with growing zones sown with grass, haygrass and dandelions, plus the usual wild grass, bushes and plants, and both the cow and the mamuffalo don't eat any of the above.
It's not only with grass.
Furthermore, they seem to disregard all growing zones, even when I let them roam free in the colony. They just go for the stored meals (the cow eating a cheeseburger is my favourite ever, anyway !!!).
Any test you need me to carry out, just tell me !
:)
Tamed animals cows and mamuffalo ( :p ) are made wise and won't eat any crops, even haygrass. They should however eat harvested hay as top propriety. AFAIK harvested hay is more nutrition efficient than its crop.
As said above, I will add wild grass to their wise diet.
For the current version I don't need further testing but for the upcoming one, I probably will !
Can see your point.
If you think it's worth the effort (and if it can be done) consider to alter priority and behaviour in case of starvation.
I mean, they have no way to feed in their current environment (take my scenario above), the choices are starve or misbehave and eat what is available, including crops in the allowed area.
I'd go for eating whatever I have there, no brainer.
They ignore it unless they really are at the very edge of starvation. Survival instinct, you may call it.
Outside their allowed area, they go with the usual behaviour !
:)
If I allow them to eat crops in case of starvation, they will get few nutrition at a very high cost for the colony (crops, beers).
I still can add this to the config file.
But don't forget they are animals.
They don't care if their owner starve, so long they get something to eat.
Just posted the latest version and added a new mod, related to prisoners aswell !
Quote from: golgepapaz on November 23, 2016, 11:47:42 AM
Nice....
There is an error entry in debug log though which was in the previous version also.
"Could not determine food preferability for EggChickenFertilized" in function determineFoodPrefLevel(Thing)
it intermittently shows up when I have some egg laying around
Should be fixed now.
Quote from: Canute on November 24, 2016, 09:32:17 AM
But don't forget they are animals.
They don't care if their owner starve, so long they get something to eat.
You get a point...
Thanks for a very useful mod :)
Do you know where pemmican fits in on the animal food preferences, if it's factored in at all? It can be a very good animal feed as it adds a lot of extra nutrition over the base ingredients and lasts for a long time. Thanks.
It seems that newer version will spam red error of unable to determine food preference level for mod added drug & food.
One big example is the alcohols added by vegetable garden.
Quote from: cainiao on November 28, 2016, 05:16:53 AM
It seems that newer version will spam red error of unable to determine food preference level for mod added drug & food.
One big example is the alcohols added by vegetable garden.
It's not compatible with vegetable garden.
As much as I like this game I've noticed an INSANE drop in FPS with it installed. I've tested and it's clearly this one. It lags to an extreme degree that I get a frame every 5 seconds. Any idea what might be doing it? I'd really like to continue using this mod.
I'm getting massive FPS drops and freezes every few seconds when I have this mod enabled, I have.. quite a few other mods enabled. I don't get any errors(at least none come up)
The ones that seem like they might conflict are:
Hand Me That Brick
Refactored Work Priorities
Cooks can Refuel
Animals Tab
PetFollow
If I can give anymore info or if you want a full mod list let me know
Quote from: brehmluke on December 02, 2016, 12:53:47 AM
I'm getting massive FPS drops and freezes every few seconds when I have this mod enabled, I have.. quite a few other mods enabled. I don't get any errors(at least none come up)
The ones that seem like they might conflict are:
Hand Me That Brick
Refactored Work Priorities
Cooks can Refuel
Animals Tab
PetFollow
If I can give anymore info or if you want a full mod list let me know
Quote from: MissQuinn122 on December 01, 2016, 08:39:55 PM
As much as I like this game I've noticed an INSANE drop in FPS with it installed. I've tested and it's clearly this one. It lags to an extreme degree that I get a frame every 5 seconds. Any idea what might be doing it? I'd really like to continue using this mod.
Do you have a lot of pets or a massive infestation ?
I know there are big performances issues when it is the case. However I'm quite surprised you went down to 5 fps...
Anyway you should try the current version I am working on:
WM-Smarter-food-selection-v1.0b-prerelease.zip (http://bit.ly/2fSyGjh)
It should fix the following issues:
- FPS drop
- Spaming error messages
- Insect following the same diet as pets (ooops...)
Tell me if it makes the difference
Quote from: Wishmaster on December 02, 2016, 07:06:48 AM
Quote from: brehmluke on December 02, 2016, 12:53:47 AM
I'm getting massive FPS drops and freezes every few seconds when I have this mod enabled, I have.. quite a few other mods enabled. I don't get any errors(at least none come up)
The ones that seem like they might conflict are:
Hand Me That Brick
Refactored Work Priorities
Cooks can Refuel
Animals Tab
PetFollow
If I can give anymore info or if you want a full mod list let me know
Quote from: MissQuinn122 on December 01, 2016, 08:39:55 PM
As much as I like this game I've noticed an INSANE drop in FPS with it installed. I've tested and it's clearly this one. It lags to an extreme degree that I get a frame every 5 seconds. Any idea what might be doing it? I'd really like to continue using this mod.
Do you have a lot of pets or a massive infestation ?
I know there are big performances issues when it is the case. However I'm quite surprised you went down to 5 fps...
Anyway you should try the current version I am working on:
WM-Smarter-food-selection-v1.0b-prerelease.zip (http://bit.ly/2fSyGjh)
It should fix the following issues:
- FPS drop
- Spaming error messages
- Insect following the same diet as pets (ooops...)
Tell me if it makes the difference
It seems to be working just fine so far, no lag or error spams. I'll have to do a bit more testing to make sure that the meal assignments are consistent, but otherwise seems to be a perfect fix!
(Also I didn't say 5 frames per second. I said 1 frame per 5 seconds. Yes, it was that bad.)
i just set true in the config and thos will be activated ? maby you can do the mod options in game witch will help make thos more user friendly
Quote from: Smexy_Vampire on December 02, 2016, 04:47:05 PM
i just set true in the config and thos will be activated ? maby you can do the mod options in game witch will help make thos more user friendly
I just don't know how to do this ! And I think it would be pointless for now.
found error with fish indestrys conflict with this (http://i.imgur.com/y0M5y8L.jpg)
It's not compatible with mods that adds new food, maybe unless they have vanilla properties to determine their mood effect (fine, simple, raw...).
I made a new version and it should be ready right now.
It has some nice new features:
- Visitors can now use the Nutrient Paste Dispenser.
- Predators pets will now prefer hunting when not injured.
- Colonists can now use Nutrient Paste Dispenser in prisoner's room.
- Add restrictions for incapacitated colonists.
I would like some people to test it.
WM-Smarter-food-selection-v1.0b-prerelease2.zip (http://bit.ly/2ga6iJH)
Quote from: Wishmaster on December 03, 2016, 05:42:42 AM
It's not compatible with mods that adds new food, maybe unless they have vanilla properties to determine their mood effect (fine, simple, raw...).
I read that too late xD
I got spammed with:
Could not determine food preferability for Coffee
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for Coffee
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for Coffee
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for Coffee
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for Fruitdrink
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for Fruitdrink
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for Taffy
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for Taffy
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for AJO_SpectagoTea
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for AJO_SpectagoTea
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for CP_BottledWater
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for CP_BottledWater
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for AJO_SpectagoTea
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for AJO_SpectagoTea
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for coconutmilk
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Could not determine food preferability for coconutmilk
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
This was with vegetable garden.
That mod has a problem with the preferability of the food it mades, sometimes paws carry around food that tastes bad having several kinds of other foods at their disposal.
Edit: Cupropanda's aditional joy object ads some food too (Spectago tea, Bottled Water).
Hi, could we get an A16 update to Smarter food selection? I'd update it myself but you didn't release a source.
Quote from: Love on December 19, 2016, 09:28:59 AM
Hi, could we get an A16 update to Smarter food selection? I'd update it myself but you didn't release a source.
I'm working on that already ! I made it compatible with A16 but it has some issues. I'll try to release it ASAP.
Updated Smarter food selection for A16 !
I did nothing for A15 however, I like A16 too much :3 .
Changes:
- New: Updated to A16
- New: Added in game UI mod options. (Thank you HugsLib). And removed the config file.
- Fix: Improved performances (again).
- Fix: Fixed few bugs.
Is "No thoughts for hostile prisoners" compatible with A16?
Not currently adding in mods yet just wanting to make a list for myself. Love the idea of that mod as I am really into using prisoners for spare parts. lol
Quote from: SilentSada on December 20, 2016, 04:11:36 PM
Is "No thoughts for hostile prisoners" compatible with A16?
Not currently adding in mods yet just wanting to make a list for myself. Love the idea of that mod as I am really into using prisoners for spare parts. lol
I just tried the A15 version in A16 and no, it's not.
I'll try to upgrade it.
Edit: I just tried to upgrade it and it is harder than expected. I won't update it before a week.
Wishmaster, you shouldn't distribute HugsLib with your mod. Much like CCL it's going to be receiving a lot of updates, and it's better to link people to HugsLib directly rather than including it.
Quote from: Love on December 22, 2016, 01:56:04 PM
Wishmaster, you shouldn't distribute HugsLib with your mod. Much like CCL it's going to be receiving a lot of updates, and it's better to link people to HugsLib directly rather than including it.
or simply upload your mod at steam workshop
Quote from: Love on December 22, 2016, 01:56:04 PM
Wishmaster, you shouldn't distribute HugsLib with your mod. Much like CCL it's going to be receiving a lot of updates, and it's better to link people to HugsLib directly rather than including it.
Fixed. Thank you.
Smarter food selection is causing massive fps lag when animals are unable to pathfind to a nearby source of food due to either being in a restricted area or locked in a room. When food is in the room the lag disappears, or if they fall asleep.
Quote from: SilentSada on December 20, 2016, 04:11:36 PM
Is "No thoughts for hostile prisoners" compatible with A16?
Not currently adding in mods yet just wanting to make a list for myself. Love the idea of that mod as I am really into using prisoners for spare parts. lol
There is a "guilty" tag for prisoners. I don't really know how to make a mod would balance this now.
Quote from: Zakhad on December 23, 2016, 10:10:18 PM
Smarter food selection is causing massive fps lag when animals are unable to pathfind to a nearby source of food due to either being in a restricted area or locked in a room. When food is in the room the lag disappears, or if they fall asleep.
Can I have your save game please ?
I don't have that specific save anymore. I have the mod on my setup but its disabled. But I am able to reproduce it with my current save (From a new restarted game), by simply enabling it and putting animals in an enclosed room inside my mountain base with no access to food it repeats exactly the same with crippling repeating failed path finding lag. It's not specifically anything I'm doing but it could be what mod's I have that might play afoul of it. At first I thought it was a conflict with better path finding but it doesn't matter whether better path finding is enabled or not. Only when smarter food selection is enabled, as far as I know only better path finding and smarter food selection are the only 2 mods that that I have that modifies path finding algorithms, (I'm not sure if combat realism does) I am assuming the only reason you'd want my save is for my mod list? Otherwise you'd need each mod I that I use to be able to reproduce my environment.
[attachment deleted by admin due to age]
Just upload the save, please. He wants it for testing.
Quote from: Love on December 26, 2016, 08:32:49 AM
Just upload the save, please. He wants it for testing.
Forgive me for asking but what use is a save if you can't load it? (I mean sure you could load it but then you're not emulating the same environment so the whole point of it is moot. As far as I know the game doesn't record errors into the savefile it's why we have output_logs, and speaking of which here is the output_log with the save game.
It did say one interesting thing; "Could not determine food preferability for Mechanoid_Scyther_Corpse, Ignoring thisThingDef... Are you using an unsupported food mod ?" The only mod I know of that I have which changes scythers is combat realism, perhaps it wasn't defined as null food type or some such?
The output log's only really useful for the last few entry's as its 99% of the game running without the mod
https://www.dropbox.com/s/mj7ml38x7hza916/output_log.txt?dl=0
https://www.dropbox.com/s/3jne1fl0yvn0vz2/Savegame%20with%20mod%20enabled.rws?dl=0
[attachment deleted by admin due to age]
Quote from: Zakhad on December 26, 2016, 09:15:43 AMForgive me for asking but what use is a save if you can't load it?
It is not hard to generate the same environment, within every save is a list of all the mods you are using in the exact order you are using them, and one need only download those mods and use the same order.
But in many cases, actually loading the save isn't even required, but merely looking inside of it. You might not know this but .rws files are actually plain-text. They store a LOT of data but if you know what you are looking for you can debug things rather efficiently.
If a mod author asks you for a bugged save, always provide. It helps more than you know.
"Could not determine food preferability for Mechanoid_Scyther_Corpse, Ignoring thisThingDef... Are you using an unsupported food mod ?"
My mod outputs this warning message, but don't worry, it's harmless for mechanoid corpses. I'll just suppress it.
Regarding the lag.
I can't play your save game, you have too many mods. Thank you anyway ^^'.
So I did the same thing with many pets and figured out that the game goes laggy when few animals (even 3-4 or more) are hungry and begin to seek for food at the same time.
But that don't happen with all races... It's very weird. I don't know exactly what's happening.
Smarter food selection doesn't change the pathfinding itself, only the food score.
I'm having a bad time trying to improve the performance of the food score calculation.
Quote from: Wishmaster on December 26, 2016, 10:00:54 AM
"Could not determine food preferability for Mechanoid_Scyther_Corpse, Ignoring thisThingDef... Are you using an unsupported food mod ?"
My mod outputs this warning message, but don't worry, it's harmless for mechanoid corpses. I'll just suppress it.
Regarding the lag.
I can't play your save game, you have too many mods. Thank you anyway ^^'.
So I did the same thing with many pets and figured out that the game goes laggy when few animals (even 3-4 or more) are hungry and begin to seek for food at the same time.
But that don't happen with all races... It's very weird. I don't know exactly what's happening.
Smarter food selection doesn't change the pathfinding itself, only the food score.
I'm having a bad time trying to improve the performance of the food score calculation.
Someone in the modding discord might be able to help
Definitely. I will post my mod on Github... one day.
Quote from: Wishmaster on December 26, 2016, 10:00:54 AM
I can't play your save game, you have too many mods. Thank you anyway ^^'.
I think said modders deserve modder of the year if they go through that much effort as to download the save & download each mod just to emulate the environment.
Quote from: Love on December 26, 2016, 09:18:56 AM
If a mod author asks you for a bugged save, always provide. It helps more than you know.
I was hesitant to offer my save because It's not the same save that I had stated when you asked me to upload the save. I have been able to reproduced it under different set of circumstances, one being with it enabled throughout the game my original enquiry, and now with the mod disabled throughout the game only to enable it just to have it repeat the same problem, that would indicate that the problem isn't unique to my save game, but perhaps a strong indication towards a conflict of the mods.
Perhaps I am jumping the gun by not knowing the specifics a save game's data can hold, to the best of my knowledge he'd be looking for something like a "Last task / Current task" of an animal if he were to look inside the file, but a single state of that isn't too useful an output log would be better served in that regard, again another reason for me not wanting to upload my save. Anyways I'm starting to go on a tangent, the save is up, I just felt that it wasn't relevant to upload, and your first remark towards my lack of save came across as quite dismissive please or no, and so I was compelled to argue the validity of it.
Finally yeah i'm aware of save files being viewable, I've had edit a few lines to debug a mod and *cough* scum/edit *cough* the plague immunity ;)
Quotethat would indicate that the problem isn't unique to my save game, but perhaps a strong indication towards a conflict of the mods.
I had not much doubts the problem comes from the mod.
Yet I want to examine the exact situation when possible and sometime, player don't have so many mods (I personally do !) so I ask for a save.
It's definitely causing lags for me. The constant frame drops (much more noticeable at speed 3) is gone with this mod removed.
And yes, I do have a lot of mods.
Save: https://drive.google.com/file/d/0BxBo-WAVAzaMeVFsLXBxMWtrQ00/view?usp=sharing
P.S. Is there any way to get rid of that FIVE verification questions? It's pretty annoying.
Quote from: rfctksSparkle on December 26, 2016, 11:42:29 PM
It's definitely causing lags for me. The constant frame drops (much more noticeable at speed 3) is gone with this mod removed.
And yes, I do have a lot of mods.
Save: https://drive.google.com/file/d/0BxBo-WAVAzaMeVFsLXBxMWtrQ00/view?usp=sharing
P.S. Is there any way to get rid of that FIVE verification questions? It's pretty annoying.
I can't replay your savegame.
Can you make a short description ?
- Number of pets, their hunger and access to food within their allowed area.
- Number of prisoners.
Um, I 'd say about 10 or so baby turkeys in a 9x9 enclosed area, with kibble. And about 5 other animals restricted to the home area, with the kibble in that 9x9 zone.
Oh and no prisoners. 6 colonists.
Hello and thanks for making this mod! I'll help by posting a bug I've found.
I think I've found the bug that lags the game: Everything works fine until the animals run out of any kind of food in their assigned area. So when they don't have food (for example in the animal pen my pawns have built) the game starts lagging (even at the lowest game speed).
*This also happened twice in two different games (and one was in A15 the other on A16): when I got a hen and/or a rooster., even though they had food in the area the game lagged. I euthanized them to see if the lag would go and it did, so definitely is one of the causes in my case.
Besides this bug the mod is really good and also helps to keep my beers in the fridge :)
Quote from: poolday on December 29, 2016, 12:37:42 PM
Besides this bug the mod is really good and also helps to keep my beers in the fridge :)
Thank you and I've already figured out when this "bug" happens.
It's not an actual bug. It's just the mod food search functions are cpu expensive and I don't know how to fix that.
Hi, I love your mod and I have been using it for a while now!
I wanted to report a funny behavior that I think isn't intended:
http://i.imgur.com/TucxBuK.jpg
As you can see in the image, my pet wolf is hunting a downed prisoner. It will do the same for downed animals that I rescued (ate a Thrumbo that way). It's morbid but quite amusing in very rimwolrd fashion. ^^
Quote from: Cassiopea on December 29, 2016, 02:23:18 PM
Hi, I love your mod and I have been using it for a while now!
I wanted to report a funny behavior that I think isn't intended:
http://i.imgur.com/TucxBuK.jpg
As you can see in the image, my pet wolf is hunting a downed prisoner. It will do the same for downed animals that I rescued (ate a Thrumbo that way). It's morbid but quite amusing in very rimwolrd fashion. ^^
I completely forgot about that possibility, thanks for reporting that. This should be easier to fix.
Does this allow you to restrict packaged survival meals? I personally love to save these things and they are hard to come by and even if i forbid them if i ever want to move them from an old stockpile to a new one people may eat them during the transit after i un-forbid them.
Quote from: Rafe009 on December 29, 2016, 07:50:28 PM
Does this allow you to restrict packaged survival meals? I personally love to save these things and they are hard to come by and even if i forbid them if i ever want to move them from an old stockpile to a new one people may eat them during the transit after i un-forbid them.
Those meals are selected with the same priority as fine meals and you can't change that for now.
I just posted a new mod: "Reuse pods".
If you want to try it, read about it in the topic and please tell how it is, if it's balanced.
Download here:
http://bit.ly/2ipNI5a
Quote from: Wishmaster on December 30, 2016, 01:00:22 PM
I just posted a new mod: "Reuse pods".
If you want to try it, read about it in the topic and please tell how it is, if it's balanced.
Download here:
http://bit.ly/2ipNI5a
Well, i've just downloaded/installed the mod and was greet by two errors. :/
Output_log + Loadorder (https://gist.github.com/HugsLibRecordKeeper/6792ba41fa1b86068fc4895adc64d1ab)
Quote from: Der Failer on December 30, 2016, 02:03:49 PM
Quote from: Wishmaster on December 30, 2016, 01:00:22 PM
I just posted a new mod: "Reuse pods".
If you want to try it, read about it in the topic and please tell how it is, if it's balanced.
Download here:
http://bit.ly/2ipNI5a
Well, i've just downloaded/installed the mod and was greet by two errors. :/
Output_log + Loadorder (https://gist.github.com/HugsLibRecordKeeper/6792ba41fa1b86068fc4895adc64d1ab)
Seems like I forgot to rename the namespace. Fixed it, thank you.
The warning message is harmless.
Use the same link for download.
Hey, I was just wondering - where does Pemmican go in the animal food preference list?
I'm asking because I actually use it as my food of choice for animals.
EDIT: Also, I have also seen some FPS stutter with the Smarter Food Selection mod installed, which went away when I disabled it. :(
I've had four labradors and four chickens restricted in such a way that they couldn't reach any food sometimes. Chickens could always reach free-growing grass, though.
Quote from: bawr on December 30, 2016, 02:24:45 PM
Hey, I was just wondering - where does Pemmican go in the animal food preference list?
I'm asking because I actually use it as my food of choice for animals.
EDIT: Also, I have also seen some FPS stutter with the Smarter Food Selection mod installed, which went away when I disabled it. :(
I've had four labradors and four chickens restricted in such a way that they couldn't reach any food sometimes. Chickens could always reach free-growing grass, though.
Pemmican is at the same level as simple meals.
FPS drops should happen when few pets are hungry and can't find any food.
Are your labradors hungry ? Maybe you shouldn't restrict them to a zone because the mod should make pick human corpses or kibble before anything else they can reach.
Edit: You can also disable the food control over animals in Mod Settings in the menu. Your pets will act like vanilla but you should get rid of FPS drops.
Thanks for the reply!
Good call, I'll do that to verify. The labs were definitely hungry.
(In my case it wasn't directly due to zones, I just had no food available at all for a while, so *everyone* was hungry.)
I just notice Smarter food selection doesn't work well with Vegetable Garden food together.
There are some curious food prefs.
Pawn prefer package surv. meal over cooked bowl of stew (larvish) or stirfry (fine meal).
Prisoner get cheese (nut. 0.25 and not as under meal) delivered instead some simple meals.
QuoteThe mod may not be compatible with anything that adds new food like vegetable garden.
I've never tested vegetable garden. However it is weird that lavish food comes before fine food.
Re-use pods is throwing an error.
[attachment deleted by admin due to age]
It's harmless. I just didn't manage to suppress it. You should be able to play normally.
Quote from: Wishmaster on January 01, 2017, 04:49:19 PM
It's harmless. I just didn't manage to suppress it. You should be able to play normally.
Thanks for that info! Seems like a useful mod. I get nervous about any errors other than a version error. I've got a ludicrous amount of mods running. I'll give it a shot and see what happens. :)
Hello wishmaster,
I'm getting some errors with reuse pod.
https://gist.github.com/68e8640959665ab2fe85df525238f5a3 (https://gist.github.com/68e8640959665ab2fe85df525238f5a3)
Even tho you said that yellow messages are warmless, whenever the launchpad or landing orbital finish the construction, no item spawns. Even when i try building the launch pad in God mode , i get this exception :
Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Quote from: KakyoKuzuki on January 02, 2017, 09:15:13 PM
Hello wishmaster,
I'm getting some errors with reuse pod.
https://gist.github.com/68e8640959665ab2fe85df525238f5a3 (https://gist.github.com/68e8640959665ab2fe85df525238f5a3)
I have no idea where it comes from and my mod doesn't appear in the stacktrace :/ . I suspect another mod to be not compatible. Perhaps Area Unlocker ?
Besides I said the yellow message at the start was harmless, that's all.
Even tho you said that yellow messages are warmless, whenever the launchpad or landing orbital finish the construction, no item spawns. Even when i try building the launch pad in God mode , i get this exception :
Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
When i get home, i'll try to disable the area unlocker to test it.
but on the log, your mod does show up, example around line 230:
> Config error in WM_LandingPodsControler: WM_LandingPodsControler has null thingClass
> Config error in WM_LandingPodsControler: WM_LandingPodsControler has components but it's thingClass is not a ThingWithComps
Heya wishmaster, are you working on a A16 release for die Prisoner thought thing?
If you are, would I be correct to assume you're having more fun with the pods for now though, yes? :P
I'd love to have an A16 version of that, it's just so much more elegant than my simple nerfing of the actual thoughts.
Anyway, that and Smarter Food selection are wonderful mods, please keep it up!
Quote from: Wellenbrecher on January 03, 2017, 06:02:32 PM
Heya wishmaster, are you working on a A16 release for die Prisoner thought thing?
If you are, would I be correct to assume you're having more fun with the pods for now though, yes? :P
I'd love to have an A16 version of that, it's just so much more elegant than my simple nerfing of the actual thoughts.
Anyway, that and Smarter Food selection are wonderful mods, please keep it up!
I started working on an A16 then gave up for technical reasons but also because of the new guilt mechanics.
I want to be as vanilla friendly as possible so if I do like A15, this would just negate the guilt.
So I wanted to create new rules where guilt would be one of the factors of the mood effect as well as faction hostility and the death (euthanized / organ harvest) or if the victim was sold.
For example selling a guilty prisoner from a hostile faction will get you a lesser mood debuff while harvesting (and killing) a non hostile prisoner (like a space refugee) will get you an important mood debuff.
I also wanted to make guilt lasting longer depending on the offense (hit colonist = 2 days, prison break/murder = 6 days).
What do you think ? Do you want a newly reworked mod or something simple like A15 ?
And thank you so much for your support !
Please, could you upload it to steamworkshop? It's pretty comfy to get updates this way.
Quote from: Wishmaster on January 03, 2017, 06:24:48 PM
I started working on an A16 then gave up for technical reasons but also because of the new guilt mechanics.
I want to be as vanilla friendly as possible so if I do like A15, this would just negate the guilt.
So I wanted to create new rules where guilt would be one of the factors of the mood effect as well as faction hostility and the death (euthanized / organ harvest) or if the victim was sold.
For example selling a guilty prisoner from a hostile faction will get you a lesser mood debuff while harvesting (and killing) a non hostile prisoner (like a space refugee) will get you an important mood debuff.
I also wanted to make guilt lasting longer depending on the offense (hit colonist = 2 days, prison break/murder = 6 days).
What do you think ? Do you want a newly reworked mod or something simple like A15 ?
And thank you so much for your support !
I have to admit I never even thought about the guilt thing... :-\
A16 came along and I just went on from a A15 "yeah this makes no sense so let's change it" style point of view and that was it.
You are right of course, simply doing it the A15 way again would take away from what the game offers. Same with how I for my own game just toned down the mood penalty and how long it lasts to a negligible amount.
And looking back at my save I am suddenly annoyed I didn't know this, haha.
I'd say a lot of that depends on what triggers "guilt" (another thing I am ignorant off for now, I'll have to look at that after I finish the post). As in is being part of a raid enough that they don't care? Or does the pawn in question have to be one that got a hit in? Lethal or not.
This obviously doesn't count for killings, where the matter is pretty clear and is also tracked in the thoughts.
The different severity of the debuffs and how long guilt would last is something that should definitely be part of the game, no matter what else. If that could be changed/expanded upon without requiring what amounts to a complete rework of the entire system and insane man-hours, it would add a meaningful distinction to what's going on in the colony and its interaction with other factions IMO.
To be quite honest I for one would be more than happy with either.
Your method was way more elegant (and less game breaking) than any editing of the thoughts could ever be, for obvious reasons.
And at the same time a mod that further develops on that would be more than welcome to many people as well I am sure. At the danger of doing something that might already be planend for vanilla.
So err... both? ;D
Quote from: ambivalence on January 03, 2017, 08:15:10 PM
Please, could you upload it to steamworkshop? It's pretty comfy to get updates this way.
No, I can't :/ , never.
@Wellenbrecher
both ? do you mean two mods ? I don't understand . one mod can't do both, it won't make sense.
Either I do exactly like the A15 mod (and honestly it will probably take less than one hour to update) either I do something that makes sense for A16 and the guilt system.
Besides a prisoners gets guilty for 24h if he hits/kills a colonists or is involved in a prison break. Then you can execute him and you'll get a very little mood debuff (-1 if I remember).
It was a silly joke. :(
I really like the ideas you posted with the time and different types of debuffs and if you find the time and/or passion to work on that I'm sure a fair few people would appreciate it.
And interesting, so the fact that the prisoners did take part in a raid does not by itself trigger guilt? What a weird system...
Also 24 hours is quite short indeed.
:-[
Tried to spawn Pearl377833 in a null map.
Verse.Log:Error(String)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenSpawn:Spawn(ThingDef, IntVec3, Map)
FishIndustry.Item_Oyster:Destroy(DestroyMode)
WM_Smarter_Food_Selection.FoodStorage:RefreshStorage(Map)
WM_Smarter_Food_Selection.FoodStorage:foodAvailabilityGap(Map, Pawn, WMFoodPref, List`1)
WM_Smarter_Food_Selection.FoodUtility_Detour:FoodSourceOptimality(Pawn, Thing, Single)
RimWorld.FoodUtility:SpawnedFoodSearchInnerScan(Pawn, IntVec3, List`1, PathEndMode, TraverseParms, Single, Predicate`1)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
WM_Smarter_Food_Selection.FoodUtility_Detour:SpawnedFoodSearchInnerScan(Pawn, IntVec3, List`1, PathEndMode, TraverseParms, Single, Predicate`1)
WM_Smarter_Food_Selection.FoodUtility_Detour:BestFoodSourceOnMapEx(Pawn, Pawn, Boolean, FoodPreferability, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean)
WM_Smarter_Food_Selection.FoodUtility_Detour:BestFoodSourceOnMap(Pawn, Pawn, Boolean, FoodPreferability, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean)
WM_Smarter_Food_Selection.FoodUtility_Detour:TryFindBestFoodSourceFor(Pawn, Pawn, Boolean, Thing&, ThingDef&, Boolean, Boolean, Boolean, Boolean)
RimWorld.JobGiver_GetFood:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Extended food score is on. By the way, how does it work in a few words?
Thank you for reporting this.
It seems like FishIndustry does something quite unexpected upon item destruction.
But I know how to avoid this and I will fix it.
Explaining the "Extended food score" needs a bit more than few words.
Let's say a husky's diet in SFS is : Humanlike corpse > Kibble > Meal awful > Raw human meat. (It is actually much longer but anyway...).
When this option is NOT enabled, the score penalty for a kibble will be -1 * 80 = -80, and -2 * 80 = -160 for awful meal and 0 * 80 = 0 for humanlike corpses. Therefore the humanlike corpses is the most likely to be selected. (There are other factors like distance).
When the option is enabled, the math is quite the same except that the rank matters only when the element is available in your storage.
For example if you don't have human corpses nor awful meal, the penalty for kibble will only be 0 * 80 = 0 and for raw human meat -1 * 80 = -80 .
The whole purpose of this is avoid ridiculous food penalty for a given food as a husky's diet has about 10 elements so the penalty can be up to -10 * 80 = -800 .
I don't know how to explain this quickly !
This is an option because I'm afraid it can causes large fps drops if you have a lot of things in storage.
Let me say that the reusable pods is an amazing mod!
Is there any chance we could have some sort of "checklist" of what is missing to load? Or even check the gear of the pod?
I'm having a problem similar to KakyoKazuki where I can't build a pod launcher while the mod's enabled. Here's the error it throws:
Exception in Tick (pawn=Rene, job=FinishFrame A=Thing_PodLauncher_Frame38347, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__36 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Trying to place a pod launcher or a landing controller in god mode just tells me 'Argument cannot be null. Parameter name: type'. Also, there's a missing 'l' in the name of the Landing Controller.
My mod list: HugsLib, AWorldWithoutHat, Chemicals & Neutroamine, DefensivePositions, ED-Embrasures, ED-ShieldsBasic, EdBPrepareCarefully, EPEO - Hardcore Version 1.21, Feed The Colonists, Fireplace Mod V1.7 A16, HaulingHysteresis, ICanFixIt, kNumbers-0.6.0, LT_Gardening, MineItAll, Miniaturisation, More Vanilla Turrets, QualityBuilder, WM Reuse pods, RimFridge, RT_SolarFlareShield-A16-1.1.1, SillyBuilder, T-MoreFloors, Taiga_Creatures, TradingSpotA16, Ushanka16_0, Vas's Conduit Explosion Nullifier, Vegetable Garden 5.3, Megatherium_0.16.1393, ItsDangerous, and Raindrops
All right so I did a bit of testing and I figured out what's going on: If Reuse Pods is loaded after ED-Embrasures, it causes the problems I saw. It causes problems for Camping Stuff as well, weirdly enough.
Absolutely no idea why that should be the case since it's just an XML mod, but there it is. So it works for me now! And the novelty value of sending people back and forth in pods is pretty high.
will this reuse pod luncher work with long pod lucnh from Xhati ?
Quote from: carpediembr on January 04, 2017, 08:08:42 PM
Let me say that the reusable pods is an amazing mod!
Is there any chance we could have some sort of "checklist" of what is missing to load? Or even check the gear of the pod?
Thank you and... no ^^'. That's not the purpose of the mod but you can use such a mod as well as this one.
Quote from: Smexy_Vampire on January 05, 2017, 12:31:47 AM
will this reuse pod luncher work with long pod lucnh from Xhati ?
I haven't try but yes, it should works.
Quote from: Degraine on January 05, 2017, 12:18:54 AM
All right so I did a bit of testing and I figured out what's going on: If Reuse Pods is loaded after ED-Embrasures, it causes the problems I saw. It causes problems for Camping Stuff as well, weirdly enough.
Absolutely no idea why that should be the case since it's just an XML mod, but there it is. So it works for me now! And the novelty value of sending people back and forth in pods is pretty high.
That's a pretty weird. What happens if you delete the XML files of Reuse pods ? Or just the "PodLauncher" def ? (The mod should still work if you only delete this).
Really I don't understand what's going on the logs. It must be related to Defs but all I did was to copy/paste from the Core and edit them a bit.
I made an account just to post this. I think I figured out the error.
If you have an existing save, deconstruct all your pods and launchers, then reconstruct them. Then everything works fine. I also raised it in the load order while troubleshooting so you might want to do that too, but it didn't work until I deconstructed.
Fun sidenote: You can launch a pod and receive it in the same colony. For when you dont want to walk 40 tiles!
Quote from: SamuraiSkye on January 05, 2017, 01:12:28 PM
I made an account just to post this. I think I figured out the error.
If you have an existing save, deconstruct all your pods and launchers, then reconstruct them. Then everything works fine. I also raised it in the load order while troubleshooting so you might want to do that too, but it didn't work until I deconstructed.
Fun sidenote: You can launch a pod and receive it in the same colony. For when you dont want to walk 40 tiles!
Thank you for figuring that out.
You can do that in vanilla as well :p . But oh well that gives me an idea about a local shuttle thing !
If some people are interested in solving the problem, here is the mod on github (master branch)
https://github.com/Wishmaster01/Reuse.pods/tree/master/source
Updated Smarter Food Selection and totally fixed the massive fps drop when your pets are hungry.
Also released two new mods: SyncGrowth and Medivac.
Medivac allows you to put your pawns into pods and makes your colonists pick the best medical beds. Useful if not all your medical beds are highend.
SyncGrowth redistributes the growth between your crops so they get mature at the same time.
More informations and download links are on the topic.
Also I put the source of everything on github (please don't blame my amateurish work D: ).
https://github.com/Wishmaster01/Smarter.food.selection
https://github.com/Wishmaster01/Reuse.pods
https://github.com/Wishmaster01/Medivac
https://github.com/Wishmaster01/SyncGrowth
Quote from: Wishmaster on January 06, 2017, 03:13:31 PM
Updated Smarter Food Selection and totally fixed the massive fps drop when your pets are hungry.
Also released two new mods: SyncGrowth and Medivac.
Medivac allows you to put your pawns into pods and makes your colonists pick the best medical beds. Useful if not all your medical beds are highend.
SyncGrowth redistributes the growth between your crops so they get mature at the same time.
More informations and download links are on the topic.
Also I put the source of everything on github (please don't blame my amateurish work D: ).
https://github.com/Wishmaster01/Smarter.food.selection
https://github.com/Wishmaster01/Reuse.pods
https://github.com/Wishmaster01/Medivac
https://github.com/Wishmaster01/SyncGrowth
The one you just uploaded (https://github.com/Wishmaster01/Smarter.food.selection) doesn't have any def files inside. Is that a problem? The last release you did had a defs folder (version 1.1a). Inside your def folder you had a file named "injector.xml."
Going to wait for your response before I update.
Do you think SyncGrowth is a cheat? I'm just thinking because each crop normally has a different growth rate, correct? Thanks for the feedback!
Hello there!
What do i have to do to make a compatibility patch for Smarter Food Selection and Vegetable Garden? Just add a preferability tag to all the new foods?
Quote from: asquirrel on January 06, 2017, 05:54:13 PM
The one you just uploaded (https://github.com/Wishmaster01/Smarter.food.selection) doesn't have any def files inside. Is that a problem? The last release you did had a defs folder (version 1.1a). Inside your def folder you had a file named "injector.xml."
Going to wait for your response before I update.
Do you think SyncGrowth is a cheat? I'm just thinking because each crop normally has a different growth rate, correct? Thanks for the feedback!
The injector.xml file is gone thanx to HugsLib.
SyncGrowth is NOT a cheat. The average growth rate of a plantation remains the same. Some crops grow slower, some grow faster.
Quote from: faltonico on January 07, 2017, 03:15:40 AM
Hello there!
What do i have to do to make a compatibility patch for Smarter Food Selection and Vegetable Garden? Just add a preferability tag to all the new foods?
Smarter Food Selection mostly uses the following fields to determine the preferability :
ingestible.foodType
ingestible.preferability
ingestible.tasteThought
The last one is a bit particular. It is currently only used to determine preferability for raw food that gives bad thoughts.
I think that would indeed make it compatible but i'm not 100% sure. You should really have a try.
Honestly I never had a look at Vegetable Garden. Does the new food gives thoughts ? Do you use some tag ? Which ones ?
Edit:
I just realized that the download link on header wasn't updated ! You may still be using the 1.1a version !!!
Quote from: Wishmaster on January 07, 2017, 06:21:02 AM
Does the new food gives thoughts ? Do you use some tag ? Which ones ?
*The new Lavish, fine meals and raw food have a <tasteThought>, all of the new food have <preferability>.
*Some use <li Class="CompProperties_Drug"> to give joy or/and <li Class="IngestionOutcomeDoer_GiveHediff"> and a few others if they are addictive.
*Most of the meals give different increases on stats like metabolism, blood filtration, etc. it uses <outcomeDoers> and <HediffDef> for that.
*They all use either <ThingDef ParentName="VG_MealBase">, <ThingDef ParentName="VG_MealRottable">, <ThingDef ParentName="VG_RawFruitBase"> or <ThingDef ParentName="VG_PlantFoodRawBase">, they are all defined in a Def_Bases.xml.
*Prefereabilities are:
- NeverForNutrition (like tea and caramel).
- DesperateOnly.
- RawBad.
- RawTasty.
- MealSimple.
- MealFine.
- MealLavish.
I saw you don't have "DesperateOnly" and "NeverForNutrition" on your List<FoodPref>.
I know almost nothing of coding, but i think i can try, if i know where to start xD
Quote from: faltonico on January 07, 2017, 10:25:40 AM
Quote from: Wishmaster on January 07, 2017, 06:21:02 AM
Does the new food gives thoughts ? Do you use some tag ? Which ones ?
*The new Lavish, fine meals and raw food have a <tasteThought>, all of the new food have <preferability>.
*Some use <li Class="CompProperties_Drug"> to give joy or/and <li Class="IngestionOutcomeDoer_GiveHediff"> and a few others if they are addictive.
*Most of the meals give different increases on stats like metabolism, blood filtration, etc. it uses <outcomeDoers> and <HediffDef> for that.
*They all use either <ThingDef ParentName="VG_MealBase">, <ThingDef ParentName="VG_MealRottable">, <ThingDef ParentName="VG_RawFruitBase"> or <ThingDef ParentName="VG_PlantFoodRawBase">, they are all defined in a Def_Bases.xml.
*Prefereabilities are:
- NeverForNutrition (like tea and caramel).
- DesperateOnly.
- RawBad.
- RawTasty.
- MealSimple.
- MealFine.
- MealLavish.
I saw you don't have "DesperateOnly" and "NeverForNutrition" on your List<FoodPref>.
I know almost nothing of coding, but i think i can try, if i know where to start xD
Did you mean enum FoodPref {...} ? :p
FoodPref is a custom translation of the vanilla food preferences for my mod.
It affects how the pawns select their food.
(It might sounds weird to have a translation but it actually makes sense).
I don't use NeverForNutrition and I realize it's actually a mistake. I should add it to the next version, I don't want to make a hotfix just for this. (should I ?).
Meanwhile if you want your pets not to ingest tea and caramel, have a try and set their foodType to.... liquor !
Even you know very few of coding, you can try to have a look at the function _determineFoodPrefLevel() in FoodPref.cs . It's a relatively simple part of code to understand.
Everything about the conversion to FoodPref is here.
Do you need more information for trying to make a patch ?
You seem to have a list called List<FoodPref> (internal static List<FoodPref> colonistPref = new List<FoodPref>) for all the diferent pawns that have, well, a list with all the preferabilities, "DesperateOnly" and "NeverForNutrition" are never mentioned, so my guess is that the mod will not know what to do with those foods tagged like that.
I mostly don't worry about pets eating my food or drugs, i have areas a plenty, i might just place them far away from them.
I was thinking if it was possible to make something like a patch, that we can install after the 2 mods so they can work together, not to directly edit your files. Though i will check that file you mentioned.
Thank you for your reply!
"DesperateOnly" and "NeverForNutrition" are never mentioned.
(internal static List<FoodPref> colonistPref ) is not used yet. Don't worry about that.
Colonists with no restrictions (not ascetic, not incapacitated) just pick their food just like in the vanilla game .
Hey WM!
I disabled the old smarted food selection. Then shut down Rimworld. Then deleted the folder. Then put the new version in the mods folder. Then started up Rimworld. Then enabled the new version (the one without the injector). Got error (yellow error) Restarted Rimworld. Same yellow error. I've attached a screenshot. Running a couple of mods which might be the cause of the error. Big one is vegetable garden. Also running one (Rimarsenal?) where I get raids with dudes that have pet razertooths (lizard / dog hybrids).
Am I on target here in that basically your mod doesn't have those items listed for preference so that's why I'm getting these errors? Thanks for the info!
[attachment deleted by admin due to age]
Are you using unsupported food mods ?
I just had a look at Rimsenal and VG defs and figured out what's wrong.
Now I got only 3 undetermined Defs (Chocolate ; Rawtofu ; RawPolenta ; ).
They are tagged as "DesperateOnly"... seriously ?
Anyway, have a try at this and let me know how it works.
https://www.dropbox.com/s/wi64crd8at9e7dm/WM-Smarter-food-selection-v1.1b-comptability-fix-dev.zip?dl=0 (http://bit.ly/2jgyiNB)
Btw you can copy the log and share it when HugsLib. No need screenshoot.
Quote from: Wishmaster on January 07, 2017, 04:32:26 PM
Are you using unsupported food mods ?
I just had a look at Rimsenal and VG defs and figured out what's wrong.
Now I got only 3 undetermined Defs (Chocolate ; Rawtofu ; RawPolenta ; ).
They are tagged as "DesperateOnly"... seriously ?
Anyway, have a try at this and let me know how it works.
https://www.dropbox.com/s/wi64crd8at9e7dm/WM-Smarter-food-selection-v1.1b-comptability-fix-dev.zip?dl=0
Btw you can copy the log and share it when HugsLib. No need screenshoot.
Holy carp man, you did good!! It's all gone! I know you said no need screenshot but I wanted to show your awesomeness! :)
How do you share your log here? I saw the new feature upload but I don't know how to link it to my post. :(
Oh wait, can you see this log? :)
https://gist.github.com/74ac884402ffc7a893f3684fb6bda52e
I just looked at my log and it's massive. Wow, that didn't sound right.
[attachment deleted by admin due to age]
Thank you.
It needs further testing however to ensure the pawns will behave correctly over those non-vanilla foods. I posted a test compatibility version.
For logs, can simply copy it to press paper. Just click on an entry in the log.
Hello :) First, thank you for your mods, great ideas ) Also, I encountered the error with disappearing launcher on construction finished, but I got Embrasures too, I'll try different load order then. Ty
:-[
[Smarter_Food_Selection] Could not determine food preferability for 7 Defs. Are you using unsupported food mods ? (CannedVeggies ; SCMeat ; RawHolly ; RawPotatoes ; RawRice ; RawAgave ; RawCorn ; )
Hi. The food priorities mod looks amazing, I've been dreaming of such a mod for months. Just downloaded it but it didn't have a version attached? Got the message:
Incorrectly formatted target unknown. Its not working in game. Anyone else had this?
Quote from: WoodyDaOcas on January 08, 2017, 12:00:41 PM
Hello :) First, thank you for your mods, great ideas ) Also, I encountered the error with disappearing launcher on construction finished, but I got Embrasures too, I'll try different load order then. Ty
Thank you and why is that happening is still a mystery. But it is definitely because of my Reuse pods.
You can still try to delete the mod PodLauncher Def in xml files. Perhaps this will fix the issue.
However you still need the landing controller get the mod to work.
Quote from: ambivalence on January 09, 2017, 04:02:07 AM
:-[
[Smarter_Food_Selection] Could not determine food preferability for 7 Defs. Are you using unsupported food mods ? (CannedVeggies ; SCMeat ; RawHolly ; RawPotatoes ; RawRice ; RawAgave ; RawCorn ; )
Are you using the standard SFS mod or the compatibility version ?
What food mods are you using ?
Quote from: Garlic88 on January 09, 2017, 05:45:47 AM
Hi. The food priorities mod looks amazing, I've been dreaming of such a mod for months. Just downloaded it but it didn't have a version attached? Got the message:
Incorrectly formatted target unknown. Its not working in game. Anyone else had this?
I have no idea. I just checked the both version and they have a correct target version. Did you extract all the folders ? (About, Assemblies)
Quote from: Garlic88 on January 09, 2017, 05:45:47 AM
Hi. The food priorities mod looks amazing, I've been dreaming of such a mod for months. Just downloaded it but it didn't have a version attached? Got the message:
Incorrectly formatted target unknown. Its not working in game. Anyone else had this?
Check if you accidentally have another folder inside what you thought to be the mod :P
Sounds like you unpacked it into a named folder and the mod itself would be inside of that folder.
Quote from: Wishmaster on January 09, 2017, 07:17:33 AM
Quote from: ambivalence on January 09, 2017, 04:02:07 AM
[Smarter_Food_Selection] Could not determine food preferability for 7 Defs. Are you using unsupported food mods ? (CannedVeggies ; SCMeat ; RawHolly ; RawPotatoes ; RawRice ; RawAgave ; RawCorn ; )
Are you using the standard SFS mod or the compatibility version ?
What food mods are you using ?
I use the compatibility version, but not sure about the mod, which adds these defs. As for
CannedVeggies it could be Canned Food (http://steamcommunity.com/sharedfiles/filedetails/?id=735047411) or possibly Storage Crates (http://steamcommunity.com/sharedfiles/filedetails/?id=756216922). There's also
Vegetable Garden, of course, then
SeedsPlease!.
SCMeat could be from CPBeasties (http://steamcommunity.com/sharedfiles/filedetails/?id=768448143),
Mamuffalo or
Taiga Creatures that can be found here on forums. No idea what else. May be I can check it in-game somehow?
Quote from: ambivalence on January 09, 2017, 07:02:26 PM
I use the compatibility version, but not sure about the mod, which adds these defs. As for CannedVeggies it could be Canned Food (http://steamcommunity.com/sharedfiles/filedetails/?id=735047411) or possibly Storage Crates (http://steamcommunity.com/sharedfiles/filedetails/?id=756216922). There's also Vegetable Garden, of course, then SeedsPlease!. SCMeat could be from CPBeasties (http://steamcommunity.com/sharedfiles/filedetails/?id=768448143), Mamuffalo or Taiga Creatures that can be found here on forums. No idea what else. May be I can check it in-game somehow?
I don't know if you can check that in game, but you can check the xml files of the mods you use, you would probably find that kind of information in a folder with "Thing" in the name.
I did a quick check and i saw that all of ones with the "raw" prefix are indeed from Seeds Please. Vegetable garden nor storage crates uses CannedVeggies, it would probably be from canned food but i don't use that one. I don't use any of the other mods you mentioned either.
I tried it with Vegetable Garden ; Storage Crates ; CPBeasties ; Canned Food ; Seeds please (seems to be concerned) and haven't found where your other Defs are...
Beside you seem to have mods overriding defs RawPotato.
I just made a modification to find out which mods is concerned.
https://www.dropbox.com/s/f43dfz5yjenyack/WM-Smarter-food-selection-v1.1b-comptability-fix-dev-2.zip?dl=0
I had a look at
CannedVeggies ; SCMeat.
CannedVeggies has a present but empty ingestible properties. only has the ingest sound....
SCMeat is tagged is DesperateOnly, like corpses.
So the only solution for kind of things is compatibility patch.
I'm working on that: XML files you can create to define how Defs from a certain should be defined.
Btw people seem to panic a lot about the warning but it is more harmless than it looks like.
What will happen is that restricted pawns will never eat those undetermined defs.
For example prisoners will never be bring CannedFood but nutrient paste, yes.
hm, now it's 8 defs:
[Smarter_Food_Selection] Could not determine food preferability for 8 Defs. Restricted pawns will ignore them. Are you using unsupported food mods ? ([Mod : Canned Food] CannedVeggies ; CannedMeat ; [Mod : Storage Crates] SCMeat ; [Mod : Holiday Special Edition] RawHolly ; [Mod : [T] RawCropThoughts] RawPotatoes ; RawRice ; RawAgave ; RawCorn ; )
But it made the things clear. Holiday Special Edition is an addon for RimKea, it can be found in its thread; RawCropThoughts (https://ludeon.com/forums/index.php?topic=4373.0%5BT) was meant to change pawns' thoughts.
Thanks Wellenbrecher that was exactly the problem. Still getting used to all this, sorry to waste your time on something so minor! :S
I just finished what's actually the next version. I need further testing.
I improved again the automatic food determination and it seems to work pretty well. I need you guys to have a look at this. Are the preferences correctly assigned ?
[Smarter_Food_Selection] Recorded diets and food preferability from 4 mods: Core ; CPBeasties ; Vegetable Garden ; Storage Crates
[Smarter_Food_Selection] Foods with pref Luxury : Caramel ; Hardcandy ; Taffy ; Cuptea ; Coffee ; Fruitdrink ; Chocolate ; Rawtea ; Rawapple ; Rawbanana ; Rawgrape ; Raworange ; Rawpeach ; Rawpineapple ; Rawblueberry ; Rawwatermelon ; Rawdate ; Rawfig ; Rawgooseberry ; Rawcloudberry ; RawCherry ; RawOlive ; RawCoconut ; RawCoconutHalf ; RawBerries ; RawAgave ; RawRedLentil ; Rawtofu ; RawPolenta ; Raweggplant ; Rawpumpkin ; Rawsquash ; Rawbean ; RawTomatoes ; Rawmushroom ; Rawoats ; PickledVeg
[Smarter_Food_Selection] Foods with pref RawTasty : Beer ; cider ; rum ; Wine ; strawberrywine ; saki ; vodka ; tequila ; whisky ; Healthdrink ; ChunkSalt ; SCMeat
If it's not, I created a new system where you can force a preference for a given food when a certain mod is present. Just create your XML from the template inside the mod.
You can now create your own compatibility patches with XML !
... if they are still needed !
I already use it for few defs.
http://bit.ly/2iCBrY5
is there any way to have animals not eat human corpses that is just wrong. i just had to execute a puppy because it chewed on a body and would prefer that not to happen again.
Quote from: ADM-Ntek on January 11, 2017, 05:30:22 AM
is there any way to have animals not eat human corpses that is just wrong. i just had to execute a puppy because it chewed on a body and would prefer that not to happen again.
You can forbid the corpse... But why do you want to save human corpses ? They are such an cost efficient food source for pets after all.
Are your using them for medical training ?
Perhaps I should make it an option.
Excellent job with the compatibility version! It runs very good! even with a lot of mods that ads foods in the game.
I am having this following error though, it only happens with caravans from other factions visiting your colony, and only when the settle in one area, not while traveling:
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMapEx (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden, Boolean isAnimalInteraction) [0x00000] in <filename unknown>:0
at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMap (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden) [0x00000] in <filename unknown>:0
at WM.SmarterFoodSelection.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_GetFood.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Thank you for telling me about this major bug. I don't play a lot those days so it's hard to test mods properly.
It's an issue with the standard version as well. I'm quite mad.
I've fixed that and hope everything is fine now.
http://bit.ly/2jbCUFN
edit: fixed broken link
Quote from: Wishmaster on January 14, 2017, 07:47:02 AM
http://bit.ly/2iCBrY5
The link is not working Dx
Thank you for working on it so fast!
Quote from: Wishmaster on January 14, 2017, 07:47:02 AM
edit: fixed broken link
I just noticed today xD
Thank you again!
Hello! I'm getting an error from WM Medivac, not sure what's causing it. Here's the error log:
Exception in RimWorld.ThinkNode_ConditionalColonyFaction TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at WM.Medivac.Utils+<>c.<GetBestMedicalBedFor>b__0_7 (KeyValuePair`2 entry) [0x00000] in <filename unknown>:0
at System.Linq.SortSequenceContext`2[System.Collections.Generic.KeyValuePair`2[Verse.Thing,Verse.Pair`2[System.Single,System.Single]],RimWorld.QualityCategory].Initialize (System.Collections.Generic.KeyValuePair`2[] elements) [0x00000] in <filename unknown>:0
at System.Linq.SortSequenceContext`2[System.Collections.Generic.KeyValuePair`2[Verse.Thing,Verse.Pair`2[System.Single,System.Single]],System.Single].Initialize (System.Collections.Generic.KeyValuePair`2[] elements) [0x00000] in <filename unknown>:0
at System.Linq.QuickSort`1[System.Collections.Generic.KeyValuePair`2[Verse.Thing,Verse.Pair`2[System.Single,System.Single]]].PerformSort () [0x00000] in <filename unknown>:0
at System.Linq.QuickSort`1+<Sort>c__Iterator21[System.Collections.Generic.KeyValuePair`2[Verse.Thing,Verse.Pair`2[System.Single,System.Single]]].MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[System.Collections.Generic.KeyValuePair`2[Verse.Thing,Verse.Pair`2[System.Single,System.Single]],Verse.Thing].MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at WM.Medivac.Utils.GetBestMedicalBedFor (Verse.Pawn pawn, System.Predicate`1 customvalidator) [0x00000] in <filename unknown>:0
at WM.Medivac.RestUtility.FindPatientBedFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_PatientGoToBed.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Quote from: faltonico on January 21, 2017, 12:50:39 PM
Quote from: Wishmaster on January 14, 2017, 07:47:02 AM
edit: fixed broken link
I just noticed today xD
Thank you again!
arrr poor you...
Quote from: BlackGyver on January 21, 2017, 07:26:16 PM
Hello! I'm getting an error from WM Medivac, not sure what's causing it. Here's the error log:
To be honest I'm totally inactive with RimWorld now.
Does this happen often ? When ? I hope this mod is stable though.
Regarding Smarter food selection you should now use the "compatibility" version as standard.
Quote from: Wishmaster on January 21, 2017, 08:18:33 PMDoes this happen often ? When ? I hope this mod is stable though.
It doesn't happen often, but when it does, it does so by spamming it hundreds of times, slowing down the game to a crawl for a good while. Haven't been able to pinpoint the "when", I had hoped the error log would tell you that!
The log still gives useful information ! I know where it happens in the program but not why !
I could reproduce the error but I may have found the issue. Do you use non vanilla beds without quality property ?
Anyway please have a try at this
https://www.dropbox.com/s/nq1wkwxsdp2uzg0/WM-Medivac-1.0a-hotfixattempt.zip?dl=0
I use two mods that add beds; RIMkea and sd_goodnight, but both have qualities on their beds. I also use QualityBuilder in conjunction, which might mess with bed quality. Thanks for the file, I'll wait until the error happens again and use it then, see if it makes a difference!
I've discovered a problem when carnivore pets, such as panthers, hunt their own food.
They pick something their size such as a boar or a turtle and get wounded while killing it, and end up spending several hours resting. This results in either wasted medicine or an animal covered in scars. Would it be possible to have them hunt smaller prey?
I didn't think of such a feature. They will hunt the same thing they would hunt in vanilla when they can't find food.
All you can do for now is to disable the hunting option as top priority in mod settings.
I'm not playing RimWorld anymore so the mod won't be updated for at least a while.
Yet I would be glad for a modder to continue the project...
Heyo, got a bunch of mods installed along with this one and it doesn't seem to work for my pets at all (dogs would rather starve, than hunt a hare). Not sure what can it conflict with, could it be Hospitality (I don't really run any other mods that fiddle with pawns' behavior, not to my knowledge anyway)? On a side note - animals (wild predators to be exact) been acting weird, attacking guests (and only guests) as soon as they arrive to my camp (hence why I suspect Hospitality). I'll figure out soon enough what causes it by simply eliminating mods one by one, but there might be other people with the same issue, so I figured it wouldn't hurt to ask first.
I've never tested the mod with Hospitality in A16.
I know it had minor issues with this mod in A15 because it was doing something quite unexpected with game's data. (Recruited prisoners will still get prisoner's food instead of colonist's food...).
Wild animals are completely ignored by Smarter Food Selection and they should exactly act like they do in vanilla, all the time.
Anyway thank you for reporting this. I strongly suspect Hospitality too. I've posted in Hospitality.
Hey there, love how your Smarter Food mod allows animals to hunt for their own food, it brings in a lot for the colony. Just wanted to leave a suggestion here though, should you continue work on the mod. It'd save a lot of hassle if there were a way to prevent animals marked for taming from being hunted.
Started driving me nuts recently when a manhunter pack of elephants not native to the region showed up, and I wanted to rescue a couple for taming. They got prioritized since they were really weak, but even once healed they still got targeted occasionally. Luckily, they stick to a small area so I was simply able to restrict my animals from going there while keeping the option enabled.
Regardless, great mod, and thanks for your work.
Quote from: MrWeeGee on January 24, 2017, 01:08:39 AM
Hey there, love how your Smarter Food mod allows animals to hunt for their own food, it brings in a lot for the colony. Just wanted to leave a suggestion here though, should you continue work on the mod. It'd save a lot of hassle if there were a way to prevent animals marked for taming from being hunted.
Started driving me nuts recently when a manhunter pack of elephants not native to the region showed up, and I wanted to rescue a couple for taming. They got prioritized since they were really weak, but even once healed they still got targeted occasionally. Luckily, they stick to a small area so I was simply able to restrict my animals from going there while keeping the option enabled.
Regardless, great mod, and thanks for your work.
That's a nice feature to add and it would be really easy to implement ! Too bad I never think about it.
Thank you very much for your support.
Great mod! The prisoner one really helps :)
What is actually the Smarter Food's compatibility problem with Hospitality?
Should be, i don't have problems at last.
is there any reason animals will willingly starve to death when I'm planting dandelion fields exclusively so they can munch on those instead of hay or my actual crops in the spring/summer? I lack vegetable garden, or any other mod that allows me to plant grass specifically.
Quote from: Canute on January 27, 2017, 10:14:15 AM
Should be, i don't have problems at last.
Good to know.
Quote from: Flimflamshabam on January 28, 2017, 02:15:48 AM
is there any reason animals will willingly starve to death when I'm planting dandelion fields exclusively so they can munch on those instead of hay or my actual crops in the spring/summer? I lack vegetable garden, or any other mod that allows me to plant grass specifically.
QuotePets will NEVER drink beers, eat crops or fertilized eggs.
I don't get it. why would you feed than with dandelions instead of hay ?
This was made to protect crops. Drives me mad when your mufallos eat your heal root.
Quote from: Wishmaster on January 28, 2017, 04:13:53 AM
Quote from: Flimflamshabam on January 28, 2017, 02:15:48 AM
is there any reason animals will willingly starve to death when I'm planting dandelion fields exclusively so they can munch on those instead of hay or my actual crops in the spring/summer? I lack vegetable garden, or any other mod that allows me to plant grass specifically.
QuotePets will NEVER drink beers, eat crops or fertilized eggs.
I don't get it. why would you feed than with dandelions instead of hay ?
This was made to protect crops. Drives me mad when your mufallos eat your heal root.
But dandelions have no functional use besides as grazing food for livestock. that's literally why I plant it.
An error about smarter food selection keeps popping up in my game, might be a compatibility issue, I'm not sure. Figured I'd post anyway in case it helps. Only seems to happen when there are caravans visiting.
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMapEx (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden, Boolean isAnimalInteraction) [0x00000] in <filename unknown>:0
at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMap (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden) [0x00000] in <filename unknown>:0
at WM.SmarterFoodSelection.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_GetFood.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
http://pastebin.com/4SmXwvRf
Quote from: Elysium on January 28, 2017, 03:14:09 PM
An error about smarter food selection keeps popping up in my game, might be a compatibility issue, I'm not sure. Figured I'd post anyway in case it helps. Only seems to happen when there are caravans visiting.
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMapEx (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden, Boolean isAnimalInteraction) [0x00000] in <filename unknown>:0
at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMap (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden) [0x00000] in <filename unknown>:0
at WM.SmarterFoodSelection.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_GetFood.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
http://pastebin.com/4SmXwvRf
Just download the mod again. (it will probably never be on steam :( )
I fixed this issue few weeks ago but only yesterday I realized that one of the link was not updated...
Quote from: Flimflamshabam on January 28, 2017, 11:45:54 AM
Quote from: Wishmaster on January 28, 2017, 04:13:53 AM
Quote from: Flimflamshabam on January 28, 2017, 02:15:48 AM
is there any reason animals will willingly starve to death when I'm planting dandelion fields exclusively so they can munch on those instead of hay or my actual crops in the spring/summer? I lack vegetable garden, or any other mod that allows me to plant grass specifically.
QuotePets will NEVER drink beers, eat crops or fertilized eggs.
I don't get it. why would you feed than with dandelions instead of hay ?
This was made to protect crops. Drives me mad when your mufallos eat your heal root.
But dandelions have no functional use besides as grazing food for livestock. that's literally why I plant it.
Well honestly I had no idea, I never did that.
Atm I'm not working on the mod anymore but that could be an option.
Nice mods and thanks, i would like to ask something, i got a labrador retriever, what kind of food will he go for if i don't have kribble? Will they go for simple meals first?
This is in the mod description.
I think the diet is the same as husky which is.
Humanlike corpse > Kibble > Human raw meat > Insect raw meat > Corpses > Insect corpses > Nutrient paste > Simple meal > Raw food bad > Raw food tasty* > Fine meal > Lavish meal
In other words, after kibble they will fetch quite everything your colonists don't want to eat. Except simple meals because they are more cost efficient than raw food.
Oh nice! i asked because i thought retrievers would have a different diet than huskies. Is there any way you could make the meals given to prisoners an option like the medical treatment options?
Quote from: xion1088 on January 29, 2017, 07:06:43 PM
Oh nice! i asked because i thought retrievers would have a different diet than huskies. Is there any way you could make the meals given to prisoners an option like the medical treatment options?
I've tried to but gave up ! I'm really not into UI designing.
You can still somehow control prisoners meals with the "privileged prisoners" option.
Or not having simple meals if you want to feed them with fine or lavish meals instead.
After I updated to 1.1c I noticed my animals had different behavior. My labradors seem to be eating raw meat instead of kibble or human corpses. Specifically thrumbo meat, but I have not been able to see if they are eating other types of meat. In the previous version their behavior was more along the lines of what you described above. I checked the foodprefs for thrumbo meat and it is RawBad so I don't understand why this is happening.
Quote from: Elysium on January 30, 2017, 02:37:26 PM
After I updated to 1.1c I noticed my animals had different behavior. My labradors seem to be eating raw meat instead of kibble or human corpses. Specifically thrumbo meat, but I have not been able to see if they are eating other types of meat. In the previous version their behavior was more along the lines of what you described above. I checked the foodprefs for thrumbo meat and it is RawBad so I don't understand why this is happening.
This is not supposed to happen.
Does this happens with huskies ? animals with a smaller food bar than labradors ?
I suspect the feature affects food score depending on the
current hunger of pets. If pets are not hungry enough to eat a simple meals, each wasted nutrition point will reduce the food score (800 by 1.0 wasted nutrition).
Hence the different behavior between animals.
For example yorshire and cats will always have a very low score on simple meals and will prefer raw meat, while husky s are more likely
This affects smaller animals (with a small food bar like labradors). But I can't really explain what is happening. This is my only suspect :/ .
It would be great if you can take a screenshot while displaying the
Food search score me what food score your labradors and other pets.
In order to display it, activate the development mode. On the top bar, new buttons appear. It must be something like the 2th or 3rd button from the left.
It should open window with a lot of options. Use the search bar to find "Draw food search from mouse" and check the option.
Then select the concerned pawns.
To be honest I don't want to test it myself anymore. I've been overdosing RimWorld way too much.
Very Nice mod with the whole Meal fix. i was sick of my people eating Raw food even though there is actual food avalible
Quote from: Wishmaster on January 30, 2017, 03:19:36 PM
It would be great if you can take a screenshot while displaying the Food search score me what food score your labradors and other pets.
(http://i.imgur.com/HiQ9NUO.jpg)
Quote from: Ergo_Proxy-23 on January 31, 2017, 02:44:17 AM
Very Nice mod with the whole Meal fix. i was sick of my people eating Raw food even though there is actual food avalible
Thank you for your support.
@Elysium
That's weird. It seems like the labrador just acts like a non restricted pawn, just behaving like vanilla.
Package meals should be far bellow human corpses for example.
Do you have similar scores with other pets ? Did you disable the control for pets in mod settings ?
Update:
I need the see the "food search from mouse" for other dogs and other animals if you have.
Update 2:
Maybe this is because you didn't have any kibble
in a storage zone. Please try to uncheck the "Extended food score".
Quote from: Wishmaster on January 31, 2017, 09:01:20 AM
Do you have similar scores with other pets ? Did you disable the control for pets in mod settings ?
I just checked, it says it is enabled.
Edit: The behavior is very odd, sometimes my animals decide to walk past food to eat corpses, sometimes they just eat whatever seems to be near them, and there doesn't seem to be any logical reason why. I was out of kibble at this time, but only one of my dogs had a preference for the corpse, the rest were just preferring whatever was closest. Now that I have kibble they seem to all want to eat kibble, but I know I've seen them eat raw food when kibble is available. It doesn't make any sense :/
I'll continue to monitor it further. I really like the mod by the way, the intended behavior really should be part of vanilla.
Update: Tried rolling back to 1.1b, definitely fixed the issue.
I'm getting an error that can possibly break the game according to HugsLib with the mod Reuse Pods
[HugsLib] Dangerous detour detected! TravelingTransportPods.SpawnDropPodsInMap to TravelingTransportPods.SpawnDropPodsInMap (assembly: WM Landing pads). Reason: Destination type contains non-static fields. This can have unpredictable and game-breaking side effects.
Verse.Log:Warning(String)
HugsLib.Utils.ModLogger:Warning(String, Object[])
HugsLib.Source.Detour.DetourProvider:TryIndepentDetour(MethodInfo, MethodInfo)
HugsLib.Source.Detour.DetourProvider:TryCompatibleDetour(MethodInfo, MethodInfo)
HugsLib.Source.Detour.DetourProvider:CompatibleDetourWithExceptions(MethodInfo, MethodInfo)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
Hi, I love the food selection mod, it makes hungry pawns appear sane again 90% of the time.
There are always going to be a few edge cases that might need special tweaking. I don't know if the hard-coded logic can cover all scenarios but I have a feeling it might if there was at least some simple customisation options.
Here is an example scenario:
you're low on either meat/vegetables => you'd rather have only the starved carnivorous/herivorous deplete the kibble rather than all animals.
Something as simple as an editor to manage diets would work. A diet is simply an ordered lists of food items. Pawns can then be assigned a particular diet.
I second sirgzu's suggestion, a customizable food score would also ensure compatibility with other food mods (eg. vegetable garden) if it draws from a general consumables list.
Quote from: FreyaMaluk on February 02, 2017, 12:31:52 AM
I'm getting an error that can possibly break the game according to HugsLib with the mod Reuse Pods
[HugsLib] Dangerous detour detected! TravelingTransportPods.SpawnDropPodsInMap to TravelingTransportPods.SpawnDropPodsInMap (assembly: WM Landing pads). Reason: Destination type contains non-static fields. This can have unpredictable and game-breaking side effects.
Verse.Log:Warning(String)
HugsLib.Utils.ModLogger:Warning(String, Object[])
HugsLib.Source.Detour.DetourProvider:TryIndepentDetour(MethodInfo, MethodInfo)
HugsLib.Source.Detour.DetourProvider:TryCompatibleDetour(MethodInfo, MethodInfo)
HugsLib.Source.Detour.DetourProvider:CompatibleDetourWithExceptions(MethodInfo, MethodInfo)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
As said in the description, it's actually harmless AFAIK. I couldn't suppress the message nor figure out why it shows up.
Quote from: sirgzu on February 02, 2017, 04:23:46 AM
Hi, I love the food selection mod, it makes hungry pawns appear sane again 90% of the time.
There are always going to be a few edge cases that might need special tweaking. I don't know if the hard-coded logic can cover all scenarios but I have a feeling it might if there was at least some simple customisation options.
Here is an example scenario:
you're low on either meat/vegetables => you'd rather have only the starved carnivorous/herivorous deplete the kibble rather than all animals.
Something as simple as an editor to manage diets would work. A diet is simply an ordered lists of food items. Pawns can then be assigned a particular diet.
I once tried to do something like that where pawns had a food priority score that depends on a lot of factors, including their hunger, if they are injured, their malnutrition level, whether they are animals of colonists...
The system applies if you are low on food.
But I gave up doing this for some I reasons. I don't really remember why lol.
Quote from: BlackGyver on February 02, 2017, 04:43:52 AM
I second sirgzu's suggestion, a customizable food score would also ensure compatibility with other food mods (eg. vegetable garden) if it draws from a general consumables list.
I don't really understand your point. What is the connection between (priority) food score and compatibility ?
The latest version I made allows a total compatibility with VG and maybe with any other food mods.
Quote from: Wishmaster on February 02, 2017, 05:14:22 AM
Quote from: BlackGyver on February 02, 2017, 04:43:52 AM
I second sirgzu's suggestion, a customizable food score would also ensure compatibility with other food mods (eg. vegetable garden) if it draws from a general consumables list.
I don't really understand your point. What is the connection between (priority) food score and compatibility ?
The latest version I made allows a total compatibility with VG and maybe with any other food mods.
Your food ordering is done manually, and I don't think it's fair to expect you to
make it compatible with support (edit: I don't just mean add unrecognized food at the bottom of the food scores, I mean adding it to the food scores in an intelligent manner) every food mod out there, is it? Vegetable garden was just an example among others, and there are actually
compatibility support issues with some of the food from VG. On top of that, some issues arise with the food ordering, like pawns preferring to feed prisoners cheese (from vegetable garden, both subpar nutrition and an ingredient in other recipes) before using canned or simple meals.
Giving players the possibility to edit food scores on the fly (through a menu, for example) would ensure
compatibility support with edge cases and allow for easy personal preference tweaks.
Edit: Some smarter food selection errors to add to the food preferability issues example:
[Smarter_Food_Selection] Could not determine food preferability for 13 Defs. Are you using unsupported food mods ? (CannedVeg ; CannedMeat ; Cuptea ; Coffee ; Fruitdrink ; soymilk ; coconutmilk ; SaltedMeat ; Rawtofu ; RawPolenta ; ChunkSalt ; RawGlowbulb ; RawGiantLeaf ; )
Smarter food selection is very useful but for me missing one thing cannibalism filter, could you add this to mod ?
Quote from: anno114 on February 06, 2017, 09:08:26 AM
Smarter food selection is very useful but for me missing one thing cannibalism filter, could you add this to mod ?
Thank you for your support and I would but I'm done with the RimWorld. I just answer questions for now. I've published the source on github if someone wants to continue it.
@BlackGyver
Make sure you are using the latest version (1.1c) or formerly named "compatibility version".
It provides a way to create your own compatibility patches using XML. (check the /defs folder)
The system mod automatically set a food to a certain preference, but you can override this with those "patches".
I won't make a feature to edit food scores on the fly. I'm really not into UI.
Quote from: Wishmaster on February 06, 2017, 04:08:19 PM
Quote from: anno114 on February 06, 2017, 09:08:26 AM
Smarter food selection is very useful but for me missing one thing cannibalism filter, could you add this to mod ?
Thank you for your support and I would but I'm done with the RimWorld. I just answer questions for now. I've published the source on github if someone wants to continue it.
@BlackGyver
Make sure you are using the latest version (1.1c) or formerly named "compatibility version".
It provides a way to create your own compatibility patches using XML. (check the /defs folder)
The system mod automatically set a food to a certain preference, but you can override this with those "patches".
I won't make a feature to edit food scores on the fly. I'm really not into UI.
wow... that's sad to hear.... but I can understand completely...
The best way for you to go would be to include a big message in the mod's description... You'll avoid extra comments that way I guess..
Good luck on your things... and Thank you for supporting the game with your mods :)
Quote from: Wishmaster on February 06, 2017, 04:08:19 PM
@BlackGyver
Make sure you are using the latest version (1.1c) or formerly named "compatibility version".
It provides a way to create your own compatibility patches using XML. (check the /defs folder)
The system mod automatically set a food to a certain preference, but you can override this with those "patches".
I won't make a feature to edit food scores on the fly. I'm really not into UI.
Will do! That's already pretty handy, I was still on 1.1b.
Thanks!
Quote from: BlackGyver on February 07, 2017, 04:37:49 AM
Quote from: Wishmaster on February 06, 2017, 04:08:19 PM
@BlackGyver
Make sure you are using the latest version (1.1c) or formerly named "compatibility version".
It provides a way to create your own compatibility patches using XML. (check the /defs folder)
The system mod automatically set a food to a certain preference, but you can override this with those "patches".
I won't make a feature to edit food scores on the fly. I'm really not into UI.
Will do! That's already pretty handy, I was still on 1.1b.
Thanks!
are you gonna continue supporting the mod?? I mean.... just curious :)
Quote from: FreyaMaluk on February 07, 2017, 06:21:51 AM
are you gonna continue supporting the mod?? I mean.... just curious :)
tbh I don't think so.
I've played too much of RimWorld because it is an amazing game. So much that I'm tired of it.
While programming doesn't bother me, you need to play the game to try your code...
I may be back when RimWorld had significantly evolved and improved. But I can't promise anything.
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMapEx (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden, Boolean isAnimalInteraction) [0x00000] in <filename unknown>:0
at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMap (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden) [0x00000] in <filename unknown>:0
at WM.SmarterFoodSelection.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_GetFood.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_FilterFlagDistance:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
pauses game, don't know what causes it :(
[attachment deleted by admin due to age]
... I'm back in RimWorld after all ! I would like you guys to test this version before I make it official.
I've made a new version following some suggestions (cannibal filter, pets hunting animals to be tamed).
But the most important change is related to the nutrient paste dispenser.
change list v1.1d (2017.02.18)
- New: Nutrient paste dispenser rework..
- New: Your pets won't hunt animals marked for taming..
- New: Can now set a strength ratio limit for your pet's preys (default is 0.25, vanilla is 0.5).
- New: You can now feed incapacitated colonists like animals as well as prisoners. Feed them with human corpses, they won't say anything.
- New: Most mod options are now default hidden..
- New: Added language file..
- Fix: Downed but not incapacitated colonists not fed normaly.
- Vanilla Fix: Error when warden wants to bring food to a prisoner in a room with a nutrient paste dispenser.
- Improved nutrient paste dispenser:
- The dispenser will now pick ingredients smartly. Bad tasting raw food > tasty raw food > insect meat > human meat.
If your pawn is cannibal, it will use human meat at first ! It also prefer ingredients that will rot sooner. - You can also force the dispenser to output meals. Very useful when preparing for a travel.
- Visitors will now use the Nutrient paste dispenser. Seriously, why do visitors take the raw food from hoppers instead of using the dispenser ?
- Fixes the vanilla error when wardens want to bring food to a prisoner in a room with a dispenser.
- (Optional) Cannibal nutrient paste meal is now a separated item. Useful to avoid to stack it and mix ingredients with non cannibal meals.
Download here WM-Smarter-food-selection-v1.1d-prerelease.zip (http://bit.ly/2lwRzix)
@ambivalence
Make sure you are using the latest stable version (1.1c).
If you are already, try this one and please post the error log again. It should show up with more informations.
I can't find the compatibility patch for VG, where is it?
I did not make one. Since I don't play with VG I don't know exactly the preferences the mod's food should have.
You are welcome if you want to make one using XML. I will include it in the mod.
Here are all the food prefs with VG. They are automatically determined.
Making a patch is relevant only if you think at least one prefs are wrong.
[Smarter_Food_Selection] Foods with pref Ignore : Beer ; GoJuice ; Luciferium ; Penoxycyline ; Flake ; Yayo ; SmokeleafJoint ; WakeUp ; Mechanoid_Centipede_Corpse ; Mechanoid_Scyther_Corpse ; Cigarillos ; cider ; rum ; Wine ; strawberrywine ; saki ; vodka ; tequila ; whisky ; Caramel ; Hardcandy ; Taffy ; Cuptea ; Coffee ; Fruitdrink ; Healthdrink ; Rawwheat ; Rawcocoa ; Rawsugarcane ; Sugar ; Flour ; RawTobacco ; Cornmeal ; RawCoffee ; Rawtea ; RawHops ; NeutroPetals ; ChunkSalt ; Plant_Fertilizer ; PlantTobacco ; PlantRose ; PlantDaylily ; PlantAlliumGiganteum ; PlantAnthurium ; PlantNymphHair ; PlantPinkRimstalk ; PlantPlumeria ; PlantSunflower
[Smarter_Food_Selection] Foods with pref InsectCorpse : Megascarab_Corpse ; Spelopede_Corpse ; Megaspider_Corpse
[Smarter_Food_Selection] Foods with pref Corpse : Muffalo_Corpse ; Gazelle_Corpse ; Iguana_Corpse ; Rhinoceros_Corpse ; Dromedary_Corpse ; GrizzlyBear_Corpse ; PolarBear_Corpse ; Cougar_Corpse ; Panther_Corpse ; Lynx_Corpse ; Cassowary_Corpse ; Emu_Corpse ; Ostrich_Corpse ; Turkey_Corpse ; Chicken_Corpse ; Pig_Corpse ; Cow_Corpse ; Alpaca_Corpse ; Elephant_Corpse ; Megasloth_Corpse ; Thrumbo_Corpse ; Hare_Corpse ; Snowhare_Corpse ; YorkshireTerrier_Corpse ; Husky_Corpse ; LabradorRetriever_Corpse ; Cat_Corpse ; Squirrel_Corpse ; Alphabeaver_Corpse ; Capybara_Corpse ; Chinchilla_Corpse ; Boomrat_Corpse ; Raccoon_Corpse ; Rat_Corpse ; Deer_Corpse ; Ibex_Corpse ; Elk_Corpse ; Caribou_Corpse ; WildBoar_Corpse ; Tortoise_Corpse ; Cobra_Corpse ; Monkey_Corpse ; Boomalope_Corpse ; Warg_Corpse ; WolfTimber_Corpse ; WolfArctic_Corpse ; FoxFennec_Corpse ; FoxRed_Corpse ; FoxArctic_Corpse
[Smarter_Food_Selection] Foods with pref Hay : Hay
[Smarter_Food_Selection] Foods with pref Kibble : Kibble ; Silage
[Smarter_Food_Selection] Foods with pref RawBad : EggChickenUnfertilized ; Muffalo_Meat ; Gazelle_Meat ; Iguana_Meat ; Rhinoceros_Meat ; Dromedary_Meat ; GrizzlyBear_Meat ; Cougar_Meat ; Panther_Meat ; Lynx_Meat ; Cassowary_Meat ; Turkey_Meat ; Chicken_Meat ; Pig_Meat ; Cow_Meat ; Alpaca_Meat ; Elephant_Meat ; Megasloth_Meat ; Thrumbo_Meat ; Hare_Meat ; YorkshireTerrier_Meat ; Husky_Meat ; LabradorRetriever_Meat ; Cat_Meat ; Squirrel_Meat ; Alphabeaver_Meat ; Capybara_Meat ; Chinchilla_Meat ; Boomrat_Meat ; Raccoon_Meat ; Rat_Meat ; Deer_Meat ; Ibex_Meat ; Elk_Meat ; Caribou_Meat ; Tortoise_Meat ; Cobra_Meat ; Monkey_Meat ; Boomalope_Meat ; Warg_Meat ; WolfTimber_Meat ; FoxFennec_Meat ; VeganEgg ; RawRice ; RawPotatoes ; RawCorn ; Rawsnowbeet ; RawCarrots
[Smarter_Food_Selection] Foods with pref RawTasty :
[Smarter_Food_Selection] Foods with pref RawInsect : Megaspider_Meat
[Smarter_Food_Selection] Foods with pref RawHuman : Human_Meat
[Smarter_Food_Selection] Foods with pref FertEggs : EggChickenFertilized ; EggCobraFertilized ; EggIguanaFertilized ; EggTortoiseFertilized ; EggCassowaryFertilized ; EggEmuFertilized ; EggOstrichFertilized ; EggTurkeyFertilized
[Smarter_Food_Selection] Foods with pref MealAwful : NutrientPasteDispenser ; MealNutrientPaste ; MealNutrientPasteCannibal ; soymilk ; coconutmilk ; SaltedMeat
[Smarter_Food_Selection] Foods with pref MealSimple : MealSimple ; Pemmican ; MealCannedFood ; CannedVeg ; CannedMeat ; BlueberryPie ; PumpkinPie ; driedfruit ; Bread ; Chocomilk ; grilledcheese ; Porridge ; icecream ; smoothie ; Grilledsteak ; Grilledveg ; Kabob ; Salad ; Cornbread ; Cornbreadmuffin ; cheese
[Smarter_Food_Selection] Foods with pref MealFine : MealSurvivalPack ; MealFine ; InsectJelly ; sweetbun ; grilledmeat ; stirfry ; yogurt ; Tacos ; grilledpolenta ; bakedpolenta ; muffin ; chocomuffin
[Smarter_Food_Selection] Foods with pref MealLavish : MealLavish ; cookie ; bowlstew ; pizza
[Smarter_Food_Selection] Foods with pref Plant : PsychoidLeaves ; SmokeleafLeaves ; PlantPsychoid ; PlantSmokeleaf ; PlantSaguaroCactus ; PlantPincushionCactus ; PlantRaspberry ; PlantBush ; PlantAstragalus ; PlantMoss ; PlantPotato ; PlantCorn ; PlantRice ; PlantSnowbeet ; Planteggplant ; Plantredlentil ; Plantpumpkin ; Plantsquash ; Plantbean ; PlantTomato ; PlantCarrot ; Plantmushroom ; Plantoats ; Plantwheat ; PlantHaygrass ; PlantAppletree ; PlantBananaTree ; PlantorangeTree ; PlantPeachTree ; DateTree ; FigTree ; PlantCherrytree ; PlantCoconuttree ; PlantOlivetree ; Plantpineapple ; Plantgrape ; Plantcloudberry ; Plantgooseberry ; PlantAgave ; PlantStrawberry ; Plantblueberry ; Plantwatermelon ; Plantcocoa ; Plantsugarcane ; PlantTea ; PlantCoffee ; PlantHops ; Plantaloe ; PlantHealroot ; PlantCotton ; PlantDevilstrand ; PlantFlax ; PlantSteelLeaf ; PlantPlasteelLeaf ; PlantGoldLeaf ; PlantSilverLeaf ; PlantUraniumLeaf ; PlantNeutroFlower ; Plantbamboo ; PlantDandelion ; PlantTreeOak ; PlantTreePoplar ; PlantTreePine ; PlantTreeBirch ; PlantTreeTeak ; PlantTreeCecropia ; PlantTreeWeepingWillow ; PlantTreeJapaneseMaple ; PlantTreeIronwood ; PlantTreeCherryBlossom ; PlantTreeCamellia ; PlantTreeAcacia ; PlantTreePalm
[Smarter_Food_Selection] Foods with pref Grass : PlantTallGrass ; PlantGrass
[Smarter_Food_Selection] Foods with pref Luxury : Chocolate ; Milk ; Rawapple ; Rawbanana ; Rawgrape ; Raworange ; Rawpeach ; Rawpineapple ; Rawblueberry ; Rawwatermelon ; Rawdate ; Rawfig ; Rawgooseberry ; Rawcloudberry ; RawCherry ; RawOlive ; RawCoconut ; RawCoconutHalf ; RawBerries ; RawAgave ; RawRedLentil ; Rawtofu ; RawPolenta ; Raweggplant ; Rawpumpkin ; Rawsquash ; Rawbean ; RawTomatoes ; Rawmushroom ; Rawoats ; PickledVeg
Quote from: Wishmaster on February 18, 2017, 07:39:38 PM
... I'm back in RimWorld after all ! I would like you guys to test this version before I make it official.
I've made a new version following some suggestions (cannibal filter, pets hunting animals to be tamed).
But the most important change is related to the nutrient paste dispenser.
change list v1.1d (2017.02.18)
- New: Nutrient paste dispenser rework..
- New: Your pets won't hunt animals marked for taming..
- New: Can now set a strength ratio limit for your pet's preys (default is 0.25, vanilla is 0.5).
- New: You can now feed incapacitated colonists like animals as well as prisoners. Feed them with human corpses, they won't say anything.
- New: Most mod options are now default hidden..
- New: Added language file..
- Fix: Downed but not incapacitated colonists not fed normaly.
- Vanilla Fix: Error when warden wants to bring food to a prisoner in a room with a nutrient paste dispenser.
- Improved nutrient paste dispenser:
- The dispenser will now pick ingredients smartly. Bad tasting raw food > tasty raw food > insect meat > human meat.
If your pawn is cannibal, it will use human meat at first ! It also prefer ingredients that will rot sooner. - You can also force the dispenser to output meals. Very useful when preparing for a travel.
- Visitors will now use the Nutrient paste dispenser. Seriously, why do visitors take the raw food from hoppers instead of using the dispenser ?
- Fixes the vanilla error when wardens want to bring food to a prisoner in a room with a dispenser.
- (Optional) Cannibal nutrient paste meal is now a separated item. Useful to avoid to stack it and mix ingredients with non cannibal meals.
Download here WM-Smarter-food-selection-v1.1d-prerelease.zip (http://bit.ly/2lwRzix)
@ambivalence
Make sure you are using the latest stable version (1.1c).
If you are already, try this one and please post the error log again. It should show up with more informations.
so glad you are back... and yeap... this mod is perfect fit for VG.. you should consider making a compatible version :)
Quoteso glad you are back... and yeap... this mod is perfect fit for VG.. you should consider making a compatible version :)
If it's not, then help me ! Make an XML patch, I would be glad to include it in Smarter Food Selection.
Have a look in Defs/ folder to get a template.
not error:
[Smarter_Food_Selection] Recorded diets and food preferabilities from 31 mods: Core ; Appetite Suppressant ; FishIndustry ; Hot Coffee ; LT-Gardening ; Vegetable Garden ; (ADD-ON) Soda Garden alpha 16 ; FF_VG_canned_delights ; ZWCannaHerb A16 ; ZWCannaHerb A16 (VG patch) ; Expanded Woodworking for Vegetable Garden ; Jecrell's Tobacco and Cigarettes V1.3d ; Canned Food ; Storage Crates ; Soylent green a16 ; Ac-Cannibbles ; GouRIMet 1.0 ; WM Smarter food selection ; Dog Bowl ; Additional Joy Objects ; Remote Explosives ; [T] RawCropThoughts ; Psychology ; Prisoners can Joy ; CPBeasties ; Legacy Ark ; Taiga Creatures ; CaveworldFlora ; Wild Healroot ; Taller Grass ; Better Terrain
Verse.Log:Message(String)
HugsLib.Utils.ModLogger:Message(String, Object[])
WM.SmarterFoodSelection.Config:processDefs()
WM.SmarterFoodSelection.Config:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
red error, pauses game, happens once
Got ThingsListAt out of bounds: (-1, 0, 123)
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ThingGrid:ThingsListAt(IntVec3)
Verse.GridsUtility:GetPlant(IntVec3, Map)
WM.SyncGrowth.GroupsUtils:_Iterate(Plant, List`1)
WM.SyncGrowth.GroupsUtils:TryCreateCropsGroup(Plant)
WM.SyncGrowth.Detour.Plant:TickLong()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
I loaded the save where the error showed up, but now everything seems fine – with 1.1d version (1.1c was installed before that). Could you explain what should I change to make it work with «Hospitality»? To be honest, I didn't get it – what should be changed in that comp-file.
@ambivalence
If I understand well, you don't have anymore errors with Smarter Food S. since 1.1d, but got one with SyncGrowth instead (the error you just posted).
TBH I don't know why SFS doesn't show errors anymore. Let me know if any error shows up again.
I could quickly figure out the error for SyncGrowth. Please have a try at this fix and check if the mod is still functional (even if no errors show up).
https://www.dropbox.com/s/eomel1uagbgh28w/WM-sync-growth-v1.0a-hotfix-1.zip?dl=0
did you update animals so they don't ignore dandelions and pretty much anything but grass? I noticed they also ignore Moss from Boreal forests and I think pincushion cacti from deserts/arid shrublands though I'm not 100% certain on the latter
No, but you can add an entry to Defs/Compatibility/Core.xml
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WM.SmarterFoodSelection.ComptabilityDef>
<defname>SFS_Core</defname>
<requiredMod>Core</requiredMod>
<foods>
<li>
<def>NutrientPasteDispenser</def>
<pref>MealAwful</pref>
</li>
<li>
<def>PlantDandelion</def>
<pref>Grass</pref>
</li>
</foods>
</WM.SmarterFoodSelection.ComptabilityDef>
</Defs>
edit: just realised this compatibility thing is not working as expected. Working in it.
edit: updated to SFS 1.1d and moved the topic.
New topic here (https://ludeon.com/forums/index.php?topic=30708.0)
where would we create and manage the food assignments? I don't see it, but it may be because of the combat realism loadout menu. I'm not sure though