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RimWorld => Releases => Mods => Outdated => Topic started by: Latta on March 04, 2015, 10:06:41 AM

Title: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on March 04, 2015, 10:06:41 AM
(http://i.imgur.com/KNBz5vs.png)

Collection of small mods by Latta


(http://i.imgur.com/CkGhUvc.png)


FixBone (https://ludeon.com/forums/index.php?topic=11171.msg111221#msg111221)v11a  Fix your colonist's bone.
Gardening (https://ludeon.com/forums/index.php?topic=11171.msg111222#msg111222)v10dWho doesn't like additional flowers?
Soiling (https://ludeon.com/forums/index.php?topic=11171.msg111220#msg111220)v10cMake your soil ground.
Brighten (https://ludeon.com/forums/index.php?topic=11171.msg111224#msg111224)v11You need to build a lamp.
Expanded History   (https://ludeon.com/forums/index.php?topic=11171.msg111225#msg111225)v10aFood and power graph.
DoorMat (https://ludeon.com/forums/index.php?topic=11171.msg111223#msg111223)v10aFeet cleaner.
Global Temperature Controller   (https://ludeon.com/forums/index.php?topic=11171.msg111227#msg111227)v10aMake temperature harsher or softer.
Animal Surgery Activatorv10aDeprecated.
No Cleaning Please! (https://ludeon.com/forums/index.php?topic=11171.msg111238#msg111238)v10bSeparate cleaning function from home zone.


(http://i.imgur.com/USmPh0U.png)

NCP to v10b.

Title: Soiling
Post by: Latta on March 04, 2015, 10:07:14 AM
Soiling (22-08-15 v10c)



Description
A classic, simple soil building mod. One of the first!

Features
Buildable soil
You can build two kinds of soil floors for growing: Soil and rich soil. Use these as your farming purpose or 'floor eraser'.
Also, buildable marsh provided just in case you want to erase your floor with marsh, or just use it as moat.

Download
Direct (https://github.com/urty5656/RimWorld-Mods/releases/tag/SOv10c)
Adf.ly (http://adf.ly/1N7APk)

Compatibility
You will have to start a new colony.
Title: FixBone
Post by: Latta on March 04, 2015, 10:07:30 AM
FixBone (22-08-15 v11a)



Description
The most lightweight mod that makes you able to fix colonist's shattered bones.

Features
Craftable bone piece
You can craft an artificial bone piece at smithing table. It's cheap, 30 steel and 10 plasteel, and stackable up to 20.

Fix bone with bone pieces
Fix your colonist's bones. Especially arm's/leg's without going bionic, which is pretty expensive.

List of fixable bones
Rib and clavicle: 2 pieces.
Femur, tibia, humerus and radius: 5 pieces.
Sternum and pelvis: 10 pieces.
Spine: 15 pieces.

Download
Direct (https://github.com/urty5656/RimWorld-Mods/releases/tag/FBv11a)
Adf.ly (http://adf.ly/1N7ANY)

Compatibility
FixBone does not override anything, so it is compatible with many kinds of surgery mods, including Extended Surgery, Expanded Prosthetics, Glitter Tech, Cybernetic Storm, Apothecarius and so on. EPOE won't work though.
Note for Ykara's EPOE users: You should use EPOE-Compat version of FixBone instead, for rib replacement.
Title: Gardening
Post by: Latta on March 04, 2015, 10:07:36 AM
Gardening 18-09-15 v10d



(http://i797.photobucket.com/albums/yy260/urty5656/screenshot14.png)


Description
Small mod that adds flowers and a square plant pot. And makes grass sowable!


Features
New growable flowers
Astragalus(new texture), Dandelion(new texture), Rosebay, Delphinium.
They all have different beauty, life span and work need.

Grass growing
You can make pasture by sowing grass. Grass also has beauty of 4! (Core: 2)

Buffed vanilla flowers
Beauty of rose and daylily have buffed to match the new flowers.

Square plant pot
So simple graphic that it blends well with vanilla circular plant pots.


Readme
License info
This mod follows CC-BY-SA 4.0 (http://creativecommons.org/licenses/by-sa/4.0/).


Download
Direct (https://github.com/urty5656/RimWorld-Mods/releases/tag/GRv10d)
Adf.ly (http://adf.ly/1OVhFr)
Title: DoorMat
Post by: Latta on March 04, 2015, 10:07:45 AM
DoorMat (04-09-15 v10a)


(http://i.imgur.com/O2iTlZN.png)
Description
A collection of door mats to prevent dust.

Features
Anti-dust
Whenever a pawn steps onto a mat, all filth it carried will fall off. Keep your base tidy, make cleaners' life easier!
Comes in a two size and three colors.

Download
Direct (https://github.com/urty5656/RimWorld-Mods/releases/tag/DMv10a)
Adf.ly (http://adf.ly/1NhZTE)

Note
You need to research carpet making first.
A door mat must be built on artificial floors, e.g metalic tiles to work properly.
If dust on a mat's count is over 5 (large one 10), the mat won't be able clean a pawn's feet.
You can't build more than 3 mats in a single room.

Credits
Search within Suggestions and Mods forum: door mat.
Title: Brighten
Post by: Latta on March 04, 2015, 10:07:56 AM
Brighten (22-08-15 v11)


(http://i797.photobucket.com/albums/yy260/urty5656/screenshot30.png)
Description
Why not build some lamps?
You are encouraged to build those, because darkness will make your pawns slower.

Features
Light does matter
You must walk carefully in a place full of darkness. So do your pawns. They move slower in darkness.
In contrast, bright places provide nice working environment. Manipulation will go 20% in brightly lit areas. You must use sumlamps instead of standing lamps to achieve this.

Download
Direct (https://github.com/urty5656/RimWorld-Mods/releases/tag/BRv11)
Adf.ly (http://adf.ly/1N7QWJ)
Title: Expanded History
Post by: Latta on March 04, 2015, 10:08:10 AM
Expanded History (22-08-15 v10a)


Description
Adds new graphs to history tab, Power and Food.
This mod is a conversion of indiecosmic (https://ludeon.com/forums/index.php?action=profile;u=7708)'s Extended History (https://ludeon.com/forums/index.php?topic=7134.0), made for Alpha 7. I do not claim any credit.

Features
Power graph
Easily check reserve / generating / consuming power, and build generators accordingly.

Food graph
Easily check reserve foods, with separate meat/plant ingredient graphs and assign bills accordingly.

Download
Direct (https://github.com/urty5656/RimWorld-Mods/releases/tag/EHv10a)
Title: Global Temperature Controller
Post by: Latta on March 04, 2015, 10:08:27 AM
GTC (01-09-15 v10a)


Description
XML-Definable global map temperature controller.

Features
Hotter deserts, colder ice sheets, wamer ice sheets, cooler deserts
Define temperature offset as you want. Make temperature of biomes differ much more by changing <biomeFactor>.
Make winter colder and summer hotter by changing <annualOffset>'s curve points.
You can even use it to freezing night and burning day via modifying <dailyOffset>'s points.

Default values included. Tweak it as you want.

Download
Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) (Required)
Direct (https://github.com/urty5656/RimWorld-Mods/releases/tag/GTv10a)
Adf.ly (http://adf.ly/1NZorb)

Note
Turn on your "Verbose logging" option and look at the left bottom side to see how this mod doing. You can also check logs.

Credits
Motive from Marvin's Hot and Cold Pack (https://ludeon.com/forums/index.php?topic=8004.msg80054#msg80054) (somehow).
Title: Animal Surgery Activator
Post by: Latta on March 04, 2015, 10:43:34 AM
reserved
Title: No Cleaning Please!
Post by: Latta on March 04, 2015, 10:43:40 AM
No Cleaning Please! (21-09-15 v10b)


Description
Separate cleaning function from home area to "cleaning area".


(http://i.imgur.com/P0aaczk.png)


Features
No more harassed cleaners
They won't clean a dust over there because it is there. You can designate where to clean specifically.
Don't feel like to clean your butchering room? Then don't.

Readme
Does this work with (random mod)?
Does not work with any mod that modifies cleaning behavior.
If the mod adds filth with custom class, it isn't compatible.

My cleaners don't clean!
Cleaning zone does not designates itself automatically, unlike home zone.

License info
This mod follows CC-BY-SA 4.0 (http://creativecommons.org/licenses/by-sa/4.0/).


Download
Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) (Requires 0.12.2 or higher)
Direct (https://github.com/urty5656/RimWorld-Mods/releases/tag/NCv10b)
Adf.ly (http://adf.ly/1OeKfz)
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 04, 2015, 10:43:49 AM
reserved
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 04, 2015, 10:43:57 AM
reserved
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 04, 2015, 10:44:05 AM
reserved
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 04, 2015, 10:44:13 AM
reserved
Title: LICENSE
Post by: Latta on March 04, 2015, 10:44:21 AM
PM me through Ludeon or leave a comment on Steam for license.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Fox on March 04, 2015, 11:21:35 AM
Thank's!
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 06, 2015, 04:50:36 AM
Updated Shooter's Shields to 11.

Added crafting recipe to each shields by request.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Th3_D00D3 on March 06, 2015, 06:53:18 AM
Hey there. I'm using fixbone 10b and it's doint a great job!
Is it possible for you to add back/torso repair/replacement? We all know colonists with bad backs and frails wich are basically useless.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 06, 2015, 07:03:59 AM
Quote from: Th3_D00D3 on March 06, 2015, 06:53:18 AM
Hey there. I'm using fixbone 10b and it's doint a great job!
Is it possible for you to add back/torso repair/replacement? We all know colonists with bad backs and frails wich are basically useless.
I'm sorry but I can't. I heard that fixing torso causes all added/damaged organs to eject and new ones grow. And it's too weird lol.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Slan on March 08, 2015, 09:04:00 PM
In the last version, this mod (Shield 11) made errors. If you need log, just link me a page explaining how to copypaste log (can't selct in game it seems).
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 08, 2015, 09:07:37 PM
Quote from: Slan on March 08, 2015, 09:04:00 PM
In the last version, this mod (Shield 11) made errors. If you need log, just link me a page explaining how to copypaste log (can't selct in game it seems).
Please go to your RimWorld folder, and locate RimWorld727Win_Data\output_log.txt
It contains all logs generated.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Slan on March 09, 2015, 10:41:01 AM
Because i love your mod, it was one of the first i load. And was making errors. Last night i spend lot of time loading mod one by one and update them when needed. After trying to redo the errors this afternoon, i load your mod in last position, and no more errors. Put it in first position, and no more errors.

All i can said, is your mod was conflicting with another mod that i may have update in the night, and that was probably this other mod that was bugged. Sorry for the false alert... maybe i can check my old logs to find the errors, but i'am almost sure you don't need it. If you want me to do i can try to find the good log.

Again sorry.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Master Bucketsmith on March 14, 2015, 04:58:54 AM
What's the fertility of the different vanilla soils? Regular ground, rich soil, marshy soil, etc.
I'm trying to compare yours and some other 'farmland mods' with vanilla and each other, but I can't find info on vanilla soils.

EDIT:
Could you please make a 'medium'/'normal' version of your soil mod that is in between the other two options? I don't want it as easy as.. the easy one, but I don't want it as hard as.. the hard one.
IMHO, I'd prefer to see you still have to work and research to build soil for yourself. Perhaps, both soils requiring research, rich synthsoil requiring a lot more. Regular would be the same fertility as normal soil, the advanced one would be better (at your discretion).
Sometimes, I can't get a lot of meat. And I need meat for my meals.
Unless I misunderstood, 50 meat for 1 tile of soil seems way too step. 1.6 fertility means it's .6 better than regular soil, I presume? I can understand a higher cost, but that difference doesn't seem worth it. Especially since there is no option to build soil that's just... as good as normal soil. A solution would be to change the required ingredient to any farmable plant and not meat. That's something you can grow yourself, through hard times at first. At some point, you get enough to make enough fertilizer for proper farmland.

Feedback?
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 14, 2015, 06:29:08 AM
Quote from: Bucketsmith on March 14, 2015, 04:58:54 AM
What's the fertility of the different vanilla soils? Regular ground, rich soil, marshy soil, etc.
Soil 1.0, Rich 1.4, Marshy 0.7, Gravel 0.7, Mossy 1.2

Quote from: Bucketsmith on March 14, 2015, 04:58:54 AM
A solution would be to change the required ingredient to any farmable plant and not meat. That's something you can grow yourself, through hard times at first. At some point, you get enough to make enough fertilizer for proper farmland.
You can cook with plants in 10b. Cofigure your bills setting to only take plants.

Also, Soiling updated to 10c. (hard only)
: Renamed synthsoil to artificial soil.
: Fertilizer costs 25 foods instead of 50.
: Fertile artificial soil fertility increased to 1.3 from 1.2.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Ryusho on March 14, 2015, 07:37:39 AM
I have considered this mod for use, because I have wanted to replace stone or sand with dirt before in some maps, but I feel a good way to set up a "Medium difficulty one" would basically be the Hard one, but without the "Trash" blocks that are un-destroyable, and useless, since well, If you plan to make much at all, You don't want a few hundred of those blocks covering a distant portion of the map.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: UMK on March 14, 2015, 10:18:25 AM
Quote from: Bucketsmith on March 14, 2015, 04:58:54 AM
Sometimes, I can't get a lot of meat. And I need meat for my meals.
Unless I misunderstood, 50 meat for 1 tile of soil seems way too step. 1.6
Unless it's human meat, yeah?
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: silentlord on March 14, 2015, 01:18:07 PM
Quote from: UMK on March 14, 2015, 10:18:25 AM
Quote from: Bucketsmith on March 14, 2015, 04:58:54 AM
Sometimes, I can't get a lot of meat. And I need meat for my meals.
Unless I misunderstood, 50 meat for 1 tile of soil seems way too step. 1.6
Unless it's human meat, yeah?

Zombie-mod - endless supply of meat. aslong as you survive.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Master Bucketsmith on March 14, 2015, 03:06:36 PM
You bunch of filthy cannibals! ;D

Quote from: Latta on March 14, 2015, 06:29:08 AM
Soil 1.0, Rich 1.4, Marshy 0.7, Gravel 0.7, Mossy 1.2
Thanks, that's awesome.

Quote from: Latta on March 14, 2015, 06:29:08 AM
You can cook with plants in 10b. Cofigure your bills setting to only take plants.

Also, Soiling updated to 10c. (hard only)
: Renamed synthsoil to artificial soil.
: Fertilizer costs 25 foods instead of 50.
: Fertile artificial soil fertility increased to 1.3 from 1.2.
Good work. :)
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Famous Shoes on March 14, 2015, 10:25:00 PM
Can the bone bits not be used on prisoners? I was just looking at how you did the recipes and when trying it out thought I was losing my mind as I couldn't figure out how to replace a pelvis (with ten pieces and one medicine.) Then I noticed non-prisoner patients were getting different operation bill options...
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 14, 2015, 10:59:16 PM
Quote from: Famous Shoes on March 14, 2015, 10:25:00 PM
Can the bone bits not be used on prisoners? I was just looking at how you did the recipes and when trying it out thought I was losing my mind as I couldn't figure out how to replace a pelvis (with ten pieces and one medicine.) Then I noticed non-prisoner patients were getting different operation bill options...
Uh... I'm not sure I understood that correctly. Sorry.
Are you saying that you can't see bill to replace pelvis of prisoner patients? Or you want to get rid of bill of that from prisoner patients?
My colony has a pelvis-hurt prisoner patient, and I can replace him without any problem.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Famous Shoes on March 14, 2015, 11:19:16 PM
Quote from: Latta on March 14, 2015, 10:59:16 PM
Are you saying that you can't see bill to replace pelvis of prisoner patients?

That's what I was saying. Turns out I had my stupid hat on; the pawn I was testing with was a Norbal and I already knew Norbals use a different base race and so need patches to work with things like surgery mods... So never mind, all is well.  :-[
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Pink Photon on March 22, 2015, 05:40:09 PM
Not only does FixBone allow you to replace shattered bones, it also allows you to replace missing bones. So after my surgeon removed the right humerus while attaching a prosthetic leg, I could fix it with a new humerus. And after the surgeon removed the right humerus in the process of installing the left humerus, I could fix that with a second artificial humerus. And then I was able to replace the left clavicle that was removed while replacing the second humerus.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 25, 2015, 11:50:39 AM
Just added a new mod: Brighten. It will make your pawns vulnerable to darkness with stat penalties. Now try to build some lamps; they are essential, not esthetic.

Oh, and more words: Raiders will suffer, too. Should I exclude them?
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Ykara on March 25, 2015, 01:25:44 PM
Quote from: Latta on March 25, 2015, 11:50:39 AM
Just added a new mod: Brighten. It will make your pawns vulnerable to darkness with stat penalties. Now try to build some lamps; they are essential, not esthetic.

Oh, and more words: Raiders will suffer, too. Should I exclude them?
Nice idea, I'm gonna give it a try! But aren't there already some debuffs if it's dark?
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added
Post by: Grogfeld on March 25, 2015, 05:57:46 PM
"No one can work in a place full of darkness. One that works in a place like those will get penalties at manipulation, moving and a small mood debuff. As its vision goes down, hearing will go slightly up.
It will get a bonus instead when working at a place of brightly lighted, which are manipulation and moving with a small mood bonus."

You... aaahmm... it's.... and...

...

<takes a deep breath>

...

I bow to You and wish You more brilliant ideas.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added
Post by: UMK on March 25, 2015, 07:29:05 PM
Bionic eyes could give resist to dark environment because vision is augmented (http://www.youtube.com/watch?v=SUKBR30kWdM)
Title: Re: [MODLIST] (Alpha 9) Latta's small mods
Post by: Latta on March 25, 2015, 07:33:50 PM
Quote from: Ykara on March 25, 2015, 01:25:44 PM
Quote from: Latta on March 25, 2015, 11:50:39 AM
Just added a new mod: Brighten. It will make your pawns vulnerable to darkness with stat penalties. Now try to build some lamps; they are essential, not esthetic.

Oh, and more words: Raiders will suffer, too. Should I exclude them?
Nice idea, I'm gonna give it a try! But aren't there already some debuffs if it's dark?
For the mood debuff I added, it's just -1 ! So no worry.
For the vanilla debuff, there's no penalty More than -3 mood when they are in darkness for a long time.

Quote from: UMK on March 25, 2015, 07:29:05 PM
Bionic eyes could give resist to dark environment because vision is augmented (http://www.youtube.com/watch?v=SUKBR30kWdM)
Good point, thank you. But wouldn't it make those too powerful? With Ykara's mod they are really expensive so its okay but for vanilla...
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added
Post by: Master Bucketsmith on March 26, 2015, 12:31:58 PM
So if people are mining, they're fucked? Do you have to waste resources to keep building new lamps the deeper they go?
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added
Post by: Latta on March 26, 2015, 12:47:57 PM
Quote from: Bucketsmith on March 26, 2015, 12:31:58 PM
So if people are mining, they're fucked? Do you have to waste resources to keep building new lamps the deeper they go?

First, unless you are in a open pit mine, you are screwed without any light. Find someone who can make a torch or something if you'd like to, but why is it considered waste?
Second, use Rikiki's Mining helmet if you are desperate enough while using Brighten. Or maybe, I'll make bionic eyes immune sometime later, as UMK said.

A note: I prefer not to see F-words. :-\ Please understand me.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added
Post by: UMK on March 26, 2015, 04:27:00 PM
Quote from: Bucketsmith on March 26, 2015, 12:31:58 PM
So if people are mining, they're fucked? Do you have to waste resources to keep building new lamps the deeper they go?
Or install cute mod for mining hat. And also, poor colonists are mining with own fists a la minecraft. So they are fragged already.
This mod brings sense and creates interesting mechanic. I used to make my fortifications unlit to reduce chance of turrets and defenders being hit, but making approach lit with outside lamps and flares. Now you have to trade accuracy for defence and this tactic is not so viable (at least for defenders, turrets are fine I guess).
Vanilla bionic eyes are so rare, and vanilla colonists are so fragile (I mean you are very likely to lose fully upgraded coloist), making them immune is not a big imbalance. In addition, having bionic sniper lurking in shadows and taking enemies one by one is as fun as hell (but only in case if raids are rare).
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added / Soiling Hard updated
Post by: Latta on March 27, 2015, 10:29:39 AM
As Soiling Hard's download count was extremely low (about 1/10) I decided to remove much of it!

Updated to 11.
Removed trash system.
Removed fertilizer and related things.
Fertil. art.soil requires 3 boxes of art.soil in order to build, instead of 3 boxes of art.soil and 1 fertil.
Art.soil requires 1 box of art.soil now, down from 3.
Soil synthesizer can produce 1 box of art.soil from one rock chunk instead of 2.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added / Soiling Hard updated
Post by: Master Bucketsmith on March 28, 2015, 03:02:00 AM
I consider it a waste because you do not get all materials back from building lamps? Or is this different from other objects you can build?
I don't care for fake realism if it is breaking the spirit of the game, to my taste. (I say fake, a realistic game would have to be realistic from its core, something mods could not completely achieve for most games.)
No sense in providing penalties for something if you do not balance it with investments to counter it. :)

To add; what would be realistic is that as long as there is the slightest source of light, human eyes will adapt. So then the darkness debuff should go away in an hour tops, for both colonists and the player. If you want to go with a realistic approach. A proper balance based on real world data, I'd say.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added / Soiling Hard updated
Post by: Latta on March 28, 2015, 03:37:06 AM
Deconstruct them as necessary. For the adaptation part: Is on the to-do list. It's not so hard to do(IMO), I already have some sketch, but not sure to do it actually, maybe just tone down the penalty. I'll wait for more feedback and opinions.

The penalty shouldn't wear off; you can't work in a dark room with same efficiency as a lit room. It might become weaker though.

Also, I'm not working for REALism. Find it on other mods. I made this because players usually ignore darkness (even myself sometimes), and to provide some additional game play mechanic. It can also work as a disadvantage for mountain bases with long and big killbox.

Speaking of mountain bases, I always thought that it might be good to have sunlight reflector that can't be built on overhead mountain.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added / Shooter's Shields 12
Post by: Latta on March 28, 2015, 06:26:27 AM
Shooter's Shields / Extended shield definition just updated to 12. I wonder if anyone is using this as a modder?

Anyway, added new tag: <ticksToReset>(Integer)</ticksToReset>
It defines how much time it will need to reset after the shield is broken. Two example shields have twice faster reset speed than vanilla one. If you think it's too much, delete the tag to go default, or modify it. Also, they are now worn on right fist's shell layer, instead of torso so you can wear a Tech shield along with a armored vest.

Unfortunately, Fortifier shield is no longer present as it makes maintaining too bothering.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added / Soiling Hard updated
Post by: Master Bucketsmith on March 29, 2015, 09:38:53 AM
Quote from: Latta on March 28, 2015, 03:37:06 AM
Deconstruct them as necessary. For the adaptation part: Is on the to-do list. It's not so hard to do(IMO), I already have some sketch, but not sure to do it actually, maybe just tone down the penalty. I'll wait for more feedback and opinions.

The penalty shouldn't wear off; you can't work in a dark room with same efficiency as a lit room. It might become weaker though.

Also, I'm not working for REALism. Find it on other mods. I made this because players usually ignore darkness (even myself sometimes), and to provide some additional game play mechanic. It can also work as a disadvantage for mountain bases with long and big killbox.

Speaking of mountain bases, I always thought that it might be good to have sunlight reflector that can't be built on overhead mountain.

I don't want realism in this game, either. I don't believe the base game has enough fundamentals to cover a realistic approach.

Perhaps I should have been more specific; closed off rooms with no light source should stay dark, but if there is a light source down the hall, or an opening towards the outside, there should be enough light coming through to let your eyes adapt. Depending on moon phase and weather, even night time should have plenty of light to adapt to. Just not when going in and out of lighted areas.

That's my take on it.
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added / Shooter's Shields 12
Post by: photon_man62 on April 24, 2015, 08:29:05 AM
Unfortunately the new update seems to have changed some references in the game code. Here are the debug logs for FixBone (EdB PC has been updated, FB throws up these errors) if it's of any use for updating:
http://i.imgur.com/PNA8dh4.jpg
http://i.imgur.com/2CrzQos.jpg
http://i.imgur.com/iuK4mdH.jpg
http://i.imgur.com/y6o2HXJ.jpg
Title: Re: [MODLIST] (Alpha 9) Latta's small mods : Brighten added / Shooter's Shields 12
Post by: Dragoon on April 24, 2015, 08:32:10 AM
Shields are good mmm...............dead bodies.
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: Latta on April 25, 2015, 09:22:39 AM
Partially updated. List: FixBone, Soiling, Gardening.
FixBone also got EPOE-Compat version for the rib replacement.

Integrated LittleOrdo to this list as Expanded History while updating it to A10.
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: photon_man62 on April 26, 2015, 05:00:29 PM
Thanks a lot for the Fixbone update, as well as the EPOE compatibility patch! The two mods together create a comprehensive medical system for my colonists.
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: axenn on April 30, 2015, 01:42:47 AM
Did you know that soiling mod replace everything by sand on an existing colony ?
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: Latta on April 30, 2015, 07:35:21 AM
Quote from: axenn on April 30, 2015, 01:42:47 AM
Did you know that soiling mod replace everything by sand on an existing colony ?

Yes, I'm aware of that and explains why there is "New colony required".
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: Xubrim on May 17, 2015, 08:37:44 PM
First off, thanks for the mods. A lot of others have integrated your FixBone mod, but I still find myself coming back for Gardening. I did make a small tweak to it, though, which you may like enough to integrate into your mod.

All I did was made a new "flower" called "mixed flowers", which does what just what it sounds like. Now I can make zones next to my paths in the base where randomized flowers can grow. It does have the downside of giving all flowers planted in mixed bed the same lifespan, but that never really bothered me much. Either way, something to think about.

Thanks again. :)
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: Latta on May 17, 2015, 09:59:23 PM
I'm glad that someone enjoyed Gardening :)
Did you use Graphic_Random? That's something I can consider. Thank you.
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: Xubrim on May 18, 2015, 12:01:34 AM
Yup. I had to create a new folder for the flowers and add the Rose and Daylily pngs, but it's was as straightforward as you'd think. :)
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: Loki88 on June 15, 2015, 12:23:10 AM
Any update for A11 for the soiling mod?
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: LanMc on June 15, 2015, 05:19:03 PM
Quote from: Loki88 on June 15, 2015, 12:23:10 AM
Any update for A11 for the soiling mod?

+1
Title: Re: [A10] [MODLIST] Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: jerome736 on June 27, 2015, 09:45:31 PM
Another +1 for the soiling mod!
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: InfiniteRemnant on June 28, 2015, 12:59:09 PM
Quote from: LanMc on June 15, 2015, 05:19:03 PM
Quote from: Loki88 on June 15, 2015, 12:23:10 AM
Any update for A11 for the soiling mod?
+1
+1
Title: Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: Yas on July 09, 2015, 05:12:23 PM
Quote from: InfiniteRemnant on June 28, 2015, 12:59:09 PM
Quote from: LanMc on June 15, 2015, 05:19:03 PM
Quote from: Loki88 on June 15, 2015, 12:23:10 AM
Any update for A11 for the soiling mod?
+1
+1
+1
Title: Re: [A10] [MODLIST] Latta's small mods : FixBone/Soiling/Gardening to A10
Post by: superoxen on August 16, 2015, 08:07:42 PM
From Latta's post in another thread I took it soiling won't be updated for a11, I messed around with the XML and it seems to be working normally in my game. If this is not OK with the creator please let me know and I will take it down.

http://s000.tinyupload.com/index.php?file_id=59076921665832265164 (http://s000.tinyupload.com/index.php?file_id=59076921665832265164)
Title: Re: [A12] [MODLIST] Latta's small mods : Updating to A12
Post by: Latta on August 22, 2015, 12:10:21 AM
Now updated! The Soiling Returns. And FixBone. Also Gardening...
Nothing's changed, just build your ground, fix your bones and plant your flowers.

If you have any suggestions, please let me know. Thank you.

Edit: I forgot, Artificial bone pieces are a bit more expensive to make now.
Title: Re: [A12] [MODLIST] Latta's small mods : New mod DoorMat
Post by: Latta on August 29, 2015, 02:22:16 AM
New mod here!
(http://i.imgur.com/O2iTlZN.png)

These door mats will clean any pawn's feet, thus prevent filth from outside spread inside of your base.
Please read the mod's note before use.
Title: Re: [A12] [MODLIST] Latta's small mods : New mod DoorMat
Post by: Ykara on August 29, 2015, 06:43:25 AM
Quote from: Latta on August 29, 2015, 02:22:16 AM
New mod here!
(http://i.imgur.com/O2iTlZN.png)

These door mats will clean any pawn's feet, thus prevent filth from outside spread inside of your base.
Please read the mod's note before use.
That's awesome, I always wanted something like that to make my cleaner's life easier! Thank you!
Title: Re: DoorMat
Post by: Der Failer on August 29, 2015, 07:43:48 PM
Quote from: Latta on March 04, 2015, 10:07:45 AM
A door mat must be built on artificial floors, e.g metalic tiles to work properly.
If dust on a mat's count is over 5 (large one 10), the mat won't be able clean a pawn's feet.
You can't build more than 3 mats in a single room.
Will mats under doors work and if how this then effect the no more then 3 mats in a room?

Also how about a more advanced "mat", like a self cleaning kind of advanced? This would be somewhat expensive of course. Some energy and maybe something a bit harder like some "high" quality wool (f.e. Alpace wool, Muffalo wool or Camelhair) and to round it up some steel or even plasteel. I've no idea how hard or easy this would be in therms of code but it would be something pretty cool to have i think.

I'll really love the idea behind your Brighten mod. Ever since Viceroy's Darkness mod i thought that light should play a bigger role in the game (not only for the player but also for the colonists). I will definitely use this as soon as Skullywags updates his Lighting mod (i really don't like the vanilla standing lamp).
Title: Re: [A12] [MODLIST] Latta's small mods : New mod DoorMat
Post by: Latta on August 29, 2015, 10:27:29 PM
Under the door? It won't count I think, as a door's cell counts as a seperate room.
It's okay, I just wanted to prevent people from filling there whole hospital floor wih this. :D I'll think about self cleaning one if I get more feedback on that!
Title: Re: [A12] [MODLIST] Latta's small mods : DoorMat and GTC added
Post by: Latta on August 30, 2015, 01:17:55 AM
New mod added, named GTC.

The default value will make your summer daytime desert go up to 70~80 Celsius with heat wave. Never tried with ice sheet + cold snap though. Try to tinker with it.

Edit: Oh, and, of course, CCL is required for MapComponent injection.
Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: Latta on September 01, 2015, 09:47:08 AM
(http://i.imgur.com/LEIC3PB.png)

New mod added, named Animal Surgery Activator. CCL is required.
Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: LanMc on September 01, 2015, 12:30:53 PM
Love your latest addition: Animal Surgery Activator.  Great idea!  Thanks so much!
Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: joshwoo69 on September 01, 2015, 06:52:14 PM
Hail latta!
Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: Der Failer on September 01, 2015, 07:29:31 PM
"So frickin' sharks squirrals with frickin' laser beams attached to their frickin' heads" are now a thing?!
This changes everything!!!!11!!!!!!!eleven!!!!!!!
Loving it already (just in case you couldn't tell)
Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: Dragoon on September 01, 2015, 07:53:58 PM
I'm getting this error

[attachment deleted due to age]
Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: Latta on September 01, 2015, 09:26:07 PM
Dragoon, do you get the error after ASA installed?
Did you add your own recipe? If not, please attach a full log. If yes, it might possible that your recipe contains improper part for the recipeusers, like RightLeg to pig.
Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: FMJ Penguin on September 02, 2015, 01:35:13 AM
Quote from: Latta on March 04, 2015, 10:06:41 AM
FixBone 11a (https://ludeon.com/forums/index.php?topic=11171.msg111221#msg111221): Fix your colonist's bone.

The twelve-year-old boy in me thanks you for that mod name Latta  ;D

Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: Dragoon on September 03, 2015, 06:01:46 AM
Quote from: Latta on September 01, 2015, 09:26:07 PM
Dragoon, do you get the error after ASA installed?
Did you add your own recipe? If not, please attach a full log. If yes, it might possible that your recipe contains improper part for the recipeusers, like RightLeg to pig.

I don't know what went wrong, but everything is working now, and no I did not add my own recipe.
Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: Spaykers on September 04, 2015, 07:43:57 AM
Hi ! Greeat mod !
But , how i can use the serum ? i can do nothing with that  . :(
Title: Re: [A12] [MODLIST] Latta's small mods : GTC 10a, Animal Surgery Activator
Post by: Latta on September 04, 2015, 07:55:33 AM
Door mat now updated. Removed building restriction, modified cost, and optimization!

Quote from: Spaykers on September 04, 2015, 07:43:57 AM
Hi ! Greeat mod !
But , how i can use the serum ? i can do nothing with that  . :(

I didn't make any serum, may I ask what mod you are asking?
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: Nerve on September 05, 2015, 06:02:30 PM
Can you explain how to use GTC a little more and add some comments to the xml?
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: RemingtonRyder on September 05, 2015, 06:28:41 PM
GTC creates a temperature offset map condition. This allows you to effectively play with the temperature range for your current location. More than that, I can't say for sure without having tested it out myself. :)
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: Maffeo on September 07, 2015, 06:50:23 AM
Nice mods Latta !

And I have some request: Can you explain how to use <recipeUsers> in ASA or can you upload example file what you use to add own recipe (like in post #66) ?
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: Latta on September 07, 2015, 07:00:06 AM
Quote from: Maffeo on September 07, 2015, 06:50:23 AM
Nice mods Latta !

And I have some request: Can you explain how to use <recipeUsers> in ASA or can you upload example file what you use to add own recipe (like in post #66) ?
Quote from: Nerve on September 05, 2015, 06:02:30 PM
Can you explain how to use GTC a little more and add some comments to the xml?

Okay, I'll provide some comments or examples after I finish some works.
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: kellyboi on September 07, 2015, 07:57:49 AM
Quote from: Nerve on September 05, 2015, 06:02:30 PM
Can you explain how to use GTC a little more and add some comments to the xml?

If I'm not wrong, the points in the xml plots a xy graph. X being time of the day Y being the temperature.
Same for year. X being month of the year and Y being temperature.
The Y coord seem arbitary and doesnt represent any exact temperature.
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: Latta on September 07, 2015, 08:01:40 AM
Quote from: kellyboi on September 07, 2015, 07:57:49 AM
Quote from: Nerve on September 05, 2015, 06:02:30 PM
Can you explain how to use GTC a little more and add some comments to the xml?

If I'm not wrong, the points in the xml plots a xy graph. X being time of the day Y being the temperature.
Same for year. X being month of the year and Y being temperature.
The Y coord seem arbitary and doesnt represent any exact temperature.

You are right, except they are "offsets", thus they look arbitary. So if Jan. 1st's 12PM temperature is about 10C on temperate forest, it would be (10C + annual(1, offset) + daily(12, offset)) with this mod turned on.
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: kellyboi on September 07, 2015, 10:01:40 AM
Ah i see...
Well, I guess my colony's gonna be going thru some crazy temp changes cause i changed some values with the assumption that they're "actual" rather than "offsets" ;D ;D

May I ask about biome factor though? My guess is that they shift the whole curve up or down haha...
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: Latta on September 07, 2015, 10:13:17 AM
Quote from: kellyboi on September 07, 2015, 10:01:40 AM
Ah i see...
Well, I guess my colony's gonna be going thru some crazy temp changes cause i changed some values with the assumption that they're "actual" rather than "offsets" ;D ;D

May I ask about biome factor though? My guess is that they shift the whole curve up or down haha...

Your guesses are rather accurate! To be precise, It's value is added to the final value depends on your biome.
If you play in...
Ice sheet: Subtract the factor from temperature.
Tundra: Subtract half of the factor.
Temperate: Nothing.
Arid/Jungle: Add half of the factor.
Desert: Add the factor.

So, if you set it to 30, ice sheets' temperature will go down by flat 30C while deserts go up 30C. On the other hand, biome factor of -30 would make "warm" ice sheets(becomes not really icy) while deserts go very cold, or at least go "temperate".
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: kellyboi on September 07, 2015, 12:50:18 PM
Quote from: Latta on September 07, 2015, 10:13:17 AM
Quote from: kellyboi on September 07, 2015, 10:01:40 AM
Ah i see...
Well, I guess my colony's gonna be going thru some crazy temp changes cause i changed some values with the assumption that they're "actual" rather than "offsets" ;D ;D

May I ask about biome factor though? My guess is that they shift the whole curve up or down haha...

Your guesses are rather accurate! To be precise, It's value is added to the final value depends on your biome.
If you play in...
Ice sheet: Subtract the factor from temperature.
Tundra: Subtract half of the factor.
Temperate: Nothing.
Arid/Jungle: Add half of the factor.
Desert: Add the factor.

So, if you set it to 30, ice sheets' temperature will go down by flat 30C while deserts go up 30C. On the other hand, biome factor of -30 would make "warm" ice sheets(becomes not really icy) while deserts go very cold, or at least go "temperate".

Ah ok! Thanks so much for the explanation! :D
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: Match on September 09, 2015, 11:59:24 AM
Heya Latta, have a question about ASA. You mentioned that we would need to go in and add the recipes. Would this be similar to ThingDefs and editing the XML and putting in these.

Quote
<recipes>
<li>InstallPowerClaw</li>
<li>InstallScytherBlade</li>
<li>InstallBionicEye</li>
<li>InstallBionicArm</li>
<li>InstallBionicLeg</li>
<li>InstallSimpleProstheticArm</li>
<li>InstallSimpleProstheticLeg</li>
<li>InstallPegLeg</li>
<li>InstallDenture</li>
<li>InstallJoywire</li>
<li>InstallPainstopper</li>
<li>InstallNaturalHeart</li>
<li>InstallNaturalLung</li>
<li>InstallNaturalKidney</li>
<li>InstallNaturalLiver</li>
<li>RemoveBodyPart</li>
<li>Euthanize</li>
</recipes>
Title: Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
Post by: Latta on September 09, 2015, 12:15:53 PM
I am about to release have released an example mod for this, which includes animal peg legs(recipe only), simple prosthetic animal legs, simple prosthetic animal arms, bionic animal eyes, bionic animal arms, bionic animal legs and euthanize option. Basically all Core recipes adapted for animals except organs.

Updated ASA to 10a. Now includes Euthanize option as default. You may... free... your animals from pain, without cutting its head off.
Title: Re: [A12d] [MODLIST] Latta's small mods : ASA to 10a
Post by: harpo99999 on September 09, 2015, 06:12:29 PM
thank you for asa update, NOW my large pack of hauling dogs can receive further training  and masters instead of being unreleaseable masterless drag dogs
Title: Re: [A12d] [MODLIST] Latta's small mods : ASA to 10a
Post by: Fluffy (l2032) on September 09, 2015, 06:18:56 PM
Disclaimer: I'm an idiot.

Your naming scheme is really confusing. I have literally been hoping for weeks you'd update the mods to A12, only to just now realise thats just  your own versioning. Maybe put a 'v' in front of it so it's slightly clearer?
Title: Re: [A12d] [MODLIST] Latta's small mods : ASA to 10a
Post by: Latta on September 09, 2015, 10:49:30 PM
Sorry for confusions regarding version numbering. I'll apply your suggestion later today.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Latta on September 13, 2015, 12:14:55 PM
Added new mode: "No Cleaning Please!", which requires CCL 12.2 or higher.

I have a plan to add "No plant zone", but I should consider a bit more...
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Tekuromoto on September 13, 2015, 07:33:22 PM
Quote from: Latta on September 13, 2015, 12:14:55 PM
Added new mode: "No Cleaning Please!", which requires CCL 12.2 or higher.
You are a machine! Where do you find enough hours in the day I wonder...

Since you've shown its possible to make new zones, would it be possible to make a hauling-priority zone? So you could create zones with lower and higher priorities for haulers - I hate when there's a cargo container or the remains of a battle or something that you'd like gathered up and the haulers insist on running back to move that piece of leather the butcher made or that steel the miner made instead of DOING WHAT I WANT THEM TO!  ;D

Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Cornuthaum on September 13, 2015, 09:24:32 PM
Hello! I'm having a problem with No Cleaning Please, and I don't know what caused it - all of a sudden, I have dozens upon dozens of "Cleaning..." areas under my Allowed Areas, so many that they completely block out the screen - I can't even see any of the other allowed areas, or designate any non-Home Zone/seperate cleaning zone button-designated Cleaning Zone.

Only noticed this when I tried to keep my pawns away from the horde of man-eating boars, only to get drowned by Cleaning zones.

The debug console says:

(http://i.imgur.com/CDvUhcr.jpg)
(http://i.imgur.com/on6E6gU.jpg)
(http://i.imgur.com/sfQJztH.jpg)

Is No Cleaning Please! packaged into any other mod, so that I have it running in parallel? (It shouldn't be, none of the other mods I have running have anything to do with cleaning)
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Latta on September 13, 2015, 09:34:00 PM
Please confirm your CCL version; is it 12.0, 12.1 or 12.2?
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Cornuthaum on September 13, 2015, 09:56:38 PM
Quote from: Latta on September 13, 2015, 09:34:00 PM
Please confirm your CCL version; is it 12.0, 12.1 or 12.2?

Downloaded the latest release today, so it should be 12.2.

Checked, yes, it is 0.12.2
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Latta on September 13, 2015, 10:01:10 PM
Thank you, I'll look into it.
But before that, can you upload your output_log file? It will greatly help me.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Cornuthaum on September 13, 2015, 10:39:28 PM
If you could tell me where to find that file, gladly. Searching the game folder and the savefile folder turned up negative?

Edit: Found it. But it's 34mb of almost identical error messages. o_o

Do you prefer pastebin or dropbox?
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Latta on September 13, 2015, 10:50:19 PM
Thus is from public tester sticky.

� Mac OS X:   ~/Library/Logs/Unity/Player.log
� Windows:   EXECNAME_Data\output_log.txt (this is in the game folder)
� Linux:             Pass '-logfile /tmp/rimworld_log' to the Rimworld binary. It generates a log at that location.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Cornuthaum on September 13, 2015, 11:00:26 PM
Well, here's the output_log (https://www.dropbox.com/s/1uq63jfdp1bg3e0/output_log.txt?dl=0), all 635000 lines of it.
Title: Re: Animal Surgery Activator
Post by: TheGentlmen on September 13, 2015, 11:28:26 PM
Quote from: Latta on March 04, 2015, 10:43:34 AM
--SINP--
Example mod
A Dog Said... (https://ludeon.com/forums/index.php?topic=16000.0) provides base of working animal surgery.
--SINP--
Note
You must not, may not include this mod to your releases or packages at any conditions. All of your requests to include this within your releases will be denied. Please use hyperlink to this post instead.
I don' understand, so we can't use ASA, A Dog Said is based on ASA so can we use A Dog Said or are we not allowed since it uses ASA?
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Latta on September 13, 2015, 11:45:13 PM
Quote from: Cornuthaum on September 13, 2015, 11:00:26 PM
Well, here's the output_log (https://www.dropbox.com/s/1uq63jfdp1bg3e0/output_log.txt?dl=0), all 635000 lines of it.

Thanks, I got it.
Title: Re: Animal Surgery Activator
Post by: Latta on September 13, 2015, 11:54:45 PM
Quote from: TheGentlmen on September 13, 2015, 11:28:26 PM
I don' understand, so we can't use ASA, A Dog Said is based on ASA so can we use A Dog Said or are we not allowed since it uses ASA?
And what are you talking about? Oh well I should have wrote definitons for release and package...
Title: Re: Animal Surgery Activator
Post by: TheGentlmen on September 14, 2015, 12:13:29 AM
Quote from: Latta on September 13, 2015, 11:54:45 PM
Quote from: TheGentlmen on September 13, 2015, 11:28:26 PM
I don' understand, so we can't use ASA, A Dog Said is based on ASA so can we use A Dog Said or are we not allowed since it uses ASA?
And what are you talking about? Oh well I should have wrote definitons for release and package...
"You must not, may not include this mod to your releases or packages at any conditions."

This. You say we can't use 'ASA', 'A Dog Said' uses 'ASA', so can we use 'A Dog Said' or are we not allowed causes it uses 'ASA'?
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Latta on September 14, 2015, 01:07:37 AM
INCLUDE. Thanks.

Changed the note to be less ambiguous.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please!
Post by: Latta on September 14, 2015, 04:11:47 AM
Quote from: Latta on September 13, 2015, 11:45:13 PM
Quote from: Cornuthaum on September 13, 2015, 11:00:26 PM
Well, here's the output_log (https://www.dropbox.com/s/1uq63jfdp1bg3e0/output_log.txt?dl=0), all 635000 lines of it.

Thanks, I got it.

Fixed it! There won't be any more errors that cause game to write 635000 lines.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Latta on September 14, 2015, 05:50:51 AM
 :-\ Reuploaded. There was a annoying bug.
Please call me dumb.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: RemingtonRyder on September 14, 2015, 11:36:55 AM
Going to try out No Cleaning Please! - been waiting for this a while. Thanks for making. :)
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Cornuthaum on September 14, 2015, 11:56:02 AM
Quote from: Latta on September 14, 2015, 04:11:47 AMFixed it! There won't be any more errors that cause game to write 635000 lines.

Thank you :)

Do you mind if I ask what the issue was?

--

Edit: Blast. The issue of having a million Cleaning areas under the Allowed Areas persists even after updating - but at least now NCP doesn't generate more and more new errors.

output_log (https://www.dropbox.com/s/1uq63jfdp1bg3e0/output_log.txt?dl=0), just in case you want to take a poke at it.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Latta on September 14, 2015, 12:14:43 PM
Quote from: Cornuthaum on September 14, 2015, 11:56:02 AM
Edit: Blast. The issue of having a million Cleaning areas under the Allowed Areas persists even after updating - but at least now NCP doesn't generate more and more new errors.

First, I didn't remove some of logs I wrote to debug.
Second, area injection did not check whether there is cleaning area or not, thus resulting in multiple cleaning areas every time it tries to inject.
Third, I tried to cast type in an awkward fashion, which caused error especially when you load your game. This combined with the second one.

For those countless zones, you might be able to solve that by modifying your save file.
Find: <li Class="NoCleaningPlease.Area_Cleaning"> and delete it with all subnodes like <innerGrid> and <arr>, until there is only one Area_Cleaning.
The safest way would just use older auto save, but in case you don't have any...
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Cornuthaum on September 14, 2015, 12:29:26 PM
Well, no wonder saving and loading took so long - the save file bloated to 223 mb and 2.4 million lines.

Time to start pruning that I guess. Thank you for the replies, you just saved my current colony.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Latta on September 14, 2015, 12:32:49 PM
Actually, no, I made it go hang from the first place :'(
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Cornuthaum on September 14, 2015, 12:51:01 PM
And then you cut the rope before it choked to death, so it's Ok. And the mod, now that it works as intended, is amazing. Hooray, clean colonies!
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Baleur on September 14, 2015, 03:43:08 PM
I just downloaded and tried it, for some reason i cant place any cleaning areas what so ever (can see the selection numbers in how many tiles high and wide the zone would be, but it wont show a box outline and wont make the zone).

Here's my modlist
(http://i.imgur.com/iTdm8Y7.jpg)
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: RemingtonRyder on September 15, 2015, 06:16:49 PM
Okay so I've run into a problem with No Cleaning Please!

I've designated some cleaning zones, but the colonists are reluctant to do any cleaning even when their job priorities specifically say that they should do cleaning now. I can prioritise them to do some cleaning and they'll do it for a little while, but as soon as they have another job that they can do they'll run off and do that instead.

As a result, it's getting a bit smelly and gross in the base. ;)

I haven't got anything in the mods folder that would conflict with this.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Latta on September 15, 2015, 06:38:46 PM
Baleur, make sure your CCL is 12.2. Check your log that there is a message saying Special injection for NoCleaningPlease.

Marvin, I thought I got that one? Thanks for report, I need to examine once more. Did you download one after reuploaded?
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: RemingtonRyder on September 15, 2015, 06:47:05 PM
Hmm, I got version 10a here. Checked what I have against what's uploaded, looks the same.

If it helps though, I have seen similar behaviour in vanilla, in that filth will not be immediately available for cleaning - so you can't float menu and prioritise it - but this seems to be something else.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Latta on September 15, 2015, 06:51:21 PM
I can assume you downloaded reuploaded one because ypu posted reply after I said 'Repuloaded!' anyway.

Would you elaborate the symptom? It's the priority, right? Do they clean as usual when they have nothing to do but clean?
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: RemingtonRyder on September 15, 2015, 06:59:20 PM
It's not just the priority. For example, I have this colonist called Doc. He isn't much into social, hauling or mining but he can do cleaning so when I saw him idling I used the float menu and prioritised him to go clean up some dirt. But he does not seem to want to do it autonomously at all.

Edit: On a hunch, I changed the mod load order so that CCL and No Cleaning Please! are number 2 and 3 respectively. Suddenly cleaners want to clean. Weird!

Edit 2: Played a little while longer and it seems that Doc keeps going idle even when there is plenty of cleaning left to do, but no other jobs.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Latta on September 15, 2015, 09:08:13 PM
Duh....... :-X
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Cornuthaum on September 16, 2015, 05:28:22 AM
Just to cheer you up, after a day and a half with NCP I don't think I can go back to Rimworld without NCP. It's just so amazingly convenient.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Latta on September 16, 2015, 06:47:18 AM
Quote from: Cornuthaum on September 16, 2015, 05:28:22 AM
Just to cheer you up, after a day and a half with NCP I don't think I can go back to Rimworld without NCP. It's just so amazingly convenient.

Thank you! That's very motivating. Now what is wrong with Marvin's Doc...
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: RemingtonRyder on September 16, 2015, 10:26:31 AM
I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Cornuthaum on September 17, 2015, 09:12:24 AM
Quote from: MarvinKosh on September 16, 2015, 10:26:31 AM
I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.

It does this with hauling too - on a large (not Ludeonicrous, but the 105k cells one) map, when you mine out all the distant open metal deposits, the haulers will go Idle rather than haul because it's so far away.
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Beathrus on September 18, 2015, 07:58:00 PM
Latta, can you take a look at the mod 'Darkness', Its a good mod, and goes well with your 'Brighten' mod!
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Latta on September 18, 2015, 10:48:47 PM
Quote from: Cornuthaum on September 17, 2015, 09:12:24 AM
Quote from: MarvinKosh on September 16, 2015, 10:26:31 AM
I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.

It does this with hauling too - on a large (not Ludeonicrous, but the 105k cells one) map, when you mine out all the distant open metal deposits, the haulers will go Idle rather than haul because it's so far away.

I think that's the case, too. There is a property named LocalRegionsToScanFirst : int, which is 4 in CleanFilth's case.

Quote from: Beathrus on September 18, 2015, 07:58:00 PM
Latta, can you take a look at the mod 'Darkness', Its a good mod, and goes well with your 'Brighten' mod!

I know that mod ::) No one updated it?
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: Beathrus on September 18, 2015, 10:52:44 PM
Quote from: Latta on September 18, 2015, 10:48:47 PM
Quote from: Cornuthaum on September 17, 2015, 09:12:24 AM
Quote from: MarvinKosh on September 16, 2015, 10:26:31 AM
I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.

It does this with hauling too - on a large (not Ludeonicrous, but the 105k cells one) map, when you mine out all the distant open metal deposits, the haulers will go Idle rather than haul because it's so far away.

I think that's the case, too. There is a property named LocalRegionsToScanFirst : int, which is 4 in CleanFilth's case.

Quote from: Beathrus on September 18, 2015, 07:58:00 PM
Latta, can you take a look at the mod 'Darkness', Its a good mod, and goes well with your 'Brighten' mod!

I know that mod ::) No one updated it?

Not since 11b it seems. :/ And its one of my Favorites, because it adds to the game! I mean, the normal vanilla game its 'dark' isn't really dark.
Title: Re: [A12d] [MODLIST] Latta's small mods : Gardening v10d
Post by: Latta on September 18, 2015, 11:29:30 PM
Gardening updated. Now includes sowable grass with doubled beauty.
And turned out that Darkness works well with A12 despite no update.
Title: Re: [A12d] [MODLIST] Latta's small mods : Gardening v10d
Post by: Beathrus on September 19, 2015, 07:59:24 AM
Quote from: Latta on September 18, 2015, 11:29:30 PM
Gardening updated. Now includes sowable grass with doubled beauty.
And turned out that Darkness works well with A12 despite no update.

Really? :O

Edit: Does Brighten work with A12d or..?
Title: Re: [A12d] [MODLIST] Latta's small mods : No Cleaning Please! Fix
Post by: TheGentlmen on September 19, 2015, 10:47:42 AM
Quote from: Latta on September 18, 2015, 10:48:47 PM
Quote from: Cornuthaum on September 17, 2015, 09:12:24 AM
Quote from: MarvinKosh on September 16, 2015, 10:26:31 AM
I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.

It does this with hauling too - on a large (not Ludeonicrous, but the 105k cells one) map, when you mine out all the distant open metal deposits, the haulers will go Idle rather than haul because it's so far away.

I think that's the case, too. There is a property named LocalRegionsToScanFirst : int, which is 4 in CleanFilth's case.

Quote from: Beathrus on September 18, 2015, 07:58:00 PM
Latta, can you take a look at the mod 'Darkness', Its a good mod, and goes well with your 'Brighten' mod!

I know that mod ::) No one updated it?

I had a updated version for A12, but I decided agiast uploading it.

I'll try to find it.

EDIT:Relized you've got an updated version...
Title: Re: [A12d] [MODLIST] Latta's small mods : Gardening v10d
Post by: Pokk720 on September 19, 2015, 01:56:41 PM
Does Brighten affect raiders and guests as well?
Title: Re: [A12d] [MODLIST] Latta's small mods : Gardening v10d
Post by: Latta on September 21, 2015, 08:04:30 AM
Updated NCP to 10b.
Please let me know about any performance hit as I had to remove region search restrictions because of "This mod does not work"s, even when it is actually working.

Quote from: Pokk720 on September 19, 2015, 01:56:41 PM
Does Brighten affect raiders and guests as well?

Yes.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: RemingtonRyder on September 21, 2015, 02:00:44 PM
Hey Latta, I haven't noticed much of a performance hit with NCP! 10b. The cleaning behaviour is improved, though.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on September 21, 2015, 11:08:20 PM
That's what I wanted to hear... :D Thanks!
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Ectoplasm on September 24, 2015, 09:17:27 AM
Wanted to add a line on NCP, seems to be fine for me as well, haven't noticed any detrimental effects. Though since the update my colony hasn't grown to huge proportions yet. The pawns seem to be cleaning the specified area well too. Thanks/.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: daveboy2000 on September 24, 2015, 10:33:20 AM
So which mods are actually updated? They all state old versions in their posts.
Title: Re: [A12d] [MODLIST] Latta's small mods : Gardening v10d
Post by: Lupin III on September 24, 2015, 10:55:18 AM
Quote from: Latta on September 21, 2015, 08:04:30 AM
Updated NCP to 10b.
Please let me know about any performance hit as I had to remove region search restrictions because of "This mod does not work"s, even when it is actually working.

I had massive performance problems with 10a on a bigger colony (80+ colonists, 100+ tamed animals and around 20 prisoners). So sorry if you changed anything about that in 10b (I had no time to test it and I changed the no-clean areas so much I can't really compare it now). EDIT: It is still happening with 10b.
What happened was, that noclean caused loads of "xyz started 10 jobs in one tick" messages for multiple colonists at the same time. The game was lagging so hard at that time that it was almost unplayable (missed mouse clicks aso). When clicking the colonists they were just "standing" (no indication of what they wanted to do). I first I didn't know it was no clean and suspected other mods. I have cleaning set to the lowest priority for most colonist, if it is set at all. So I only started to see the problem when I optimized other stuff around the colony so colonists finally came to cleaning. Not all error messages where the same, but a few told me what object they wanted to clean. I search for the ID of the object in the save file to find it's position and used developer mode find that tile on the map (is there a more direct way to jump to an object you know the ID of?). I saw that tile was outside the cleaning area, so I expanded the area and the dirt got cleaned up. This happened again and again. It was always some dirt/rockrubble within the home zone but outside the cleaning area. In the end I ended up just expanding the cleaning area to be bigger than the home area. Once I did that the lag never appeared again and the game runs smoothly (except if there's harvesting season and 50+ colonists run out to cut the plants while the rest start inefficiently hauling around stacks of mayb 5 vegtables ;) ).
Although I really like the idea, I would have removed the mod from the running colony, but there were to many references in the savegame to it. Now I have to manage two areas without any benefits :( .
Anyway, thanks for your mods! I also use soiling and brighten and, now that I think of it, also "door mat" which I never found to build anywhere.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on September 24, 2015, 03:52:12 PM
Make sure that you have at least CCL 12.2, CCL logs written, and "LT-NC: NoCleaningPlease initialized" displayed when you load your game. There should be no other cleaning mod such as priority tweak.
And output log file is better than texts.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on September 24, 2015, 03:55:44 PM
Quote from: daveboy2000 on September 24, 2015, 10:33:20 AM
So which mods are actually updated? They all state old versions in their posts.
What mod states what?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: FX2K on September 24, 2015, 04:24:28 PM
Quote from: Latta on September 24, 2015, 03:55:44 PM
Quote from: daveboy2000 on September 24, 2015, 10:33:20 AM
So which mods are actually updated? They all state old versions in their posts.
What mod states what?

I might be wrong but I think daveboy2000 is confusing your mod version numbers with those of RimWorld.
i.e FixBone (22-08-15 v11a) looking like its for alpha 11.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on September 24, 2015, 04:34:11 PM
Oh well, I guessed so but no plan to change it
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Thorin on September 28, 2015, 09:56:56 AM
Probably my own fault (101,1% chance)

For "No Cleaning Please" probably also requires a fresh new colony?
Since I didn't see that disclaimer specifically in that post, since some of my marble floors turned into sand ;D
(like what happens with the soiling mod, which I don't have)

I installed this with CCL 12.3b (including the vanilla tweaks) on an existing colony in combination with EPOE last weekend.

some extra information:
In this save, some mods where already active: Telkir (more floors, beds, expanded cloth), Haplo's misc mod and Skullies embrasure's mod.

Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on September 28, 2015, 10:36:38 AM
There is nothing related to terrains... :/
Is there any warning or error output when you load the save with dev tool enabled?
Also, can someone else confirm this? I can't get to my computer.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Thorin on September 28, 2015, 11:52:45 AM
That was a quick response :D

I still had an very old save from that world and started playing with the mods.
It all goes well (no error log)
http://i.imgur.com/PSIQHYn.png (http://i.imgur.com/PSIQHYn.png)

until I activate EPOE (as number 11) and this is what the log says (including a part of my hall way that became sand):
http://i.imgur.com/AFYTBAz.png (http://i.imgur.com/AFYTBAz.png)

Not sure if it is your mod, it's the only one thread I remembered where stone turned into sand.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: TimTumm on September 28, 2015, 12:27:46 PM
Sorry if this has been asked before (I could not figure out a set of phrases to search properly), so feel free to tell me which of the ten pages to look for my answer if it has...

Anyway, I am having a real hard time installing these mods.  I downloaded the dogs, no-clean, and one other mod.  The only thing that I ended up downloaded is a "readme.md" file in each folder and nothing else.  How do I install these?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Lupin III on September 28, 2015, 12:31:22 PM
Quote from: TimTumm on September 28, 2015, 12:27:46 PMHow do I install these?
Exactly like every other mod. Get the zip/rar/7z file, extract it to your mods folder and activate the mods in the game main menu.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on September 28, 2015, 06:52:02 PM
Quote from: TimTumm on September 28, 2015, 12:27:46 PM
Anyway, I am having a real hard time installing these mods.  I downloaded the dogs, no-clean, and one other mod.  The only thing that I ended up downloaded is a "readme.md" file in each folder and nothing else.  How do I install these?

After go through download link on this post click the topmost link, not 'Source' ones.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on September 28, 2015, 06:57:21 PM
Quote from: Thorin on September 28, 2015, 11:52:45 AM
Not sure if it is your mod, it's the only one thread I remembered where stone turned into sand.
I doubt it's from NCP neither EPOE. But adding EPOE might have caused minor save corruptions.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Thorin on September 29, 2015, 08:28:18 AM
Quote from: Latta on September 28, 2015, 06:57:21 PM
I doubt it's from NCP neither EPOE. But adding EPOE might have caused minor save corruptions.

After fiddling for a few hours, with different orders of loading mods on an existing save. The moment that all were included, this kept happening. Therefore I agree with your statement.
Although none of these mods really require a new colony, starting a new colony was without problems.

Though as a sysadmin for profession, it irks me sometimes that uncontrollable things will happen, while expecting a flawless result. But that is my problem  ;D

Anyhow, thanks for the time spend and sorry for the inconvenience caused.
I learned a lesson in this, when mucking around with mods, always start a new colony to be sure.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Selonianth on October 04, 2015, 08:24:22 AM
I'm not going to lie, if I could get cleaning working I would be unspeakably happy.

The issue is that I grabbed two mods, and only because I both feel they should be in the game itself and because one of them fixed something that was driving me crazy.

No Clean Please, loads without showing any errors in the debug, but there's no "cleaning area" zone in my interface. Maybe because of EdBInterface?

If I put in the Soil one, because fertilizing soil is totally a thing, it kinda... well. Inside of 5 minutes poking it with a stick 9 10th's of my colony was mysteriously sick with malaria, at the same exact time. Then the other half went berzerk with no warning. And finally, the thing that kicked it all off, was one of my hunters, who was actually at the base when it happened, suddenly lost an arm.

Now, I have literally no idea how a mod relating to changing the state of the ground could cause all that, but it was very freaky.

Having both causes the creepiest glitch I've ever seen a mod cause. If I select soil, not even place it anywhere, every single person stops and where they are and their job shows as "standing."  There was also a debug as long as my arm.

They don't respond in any way to anything.

I will provide screenshots, hell I'll show you live if you want to drop in when I stream. This is a mod I'd really like to be able to use, particularly the cleaning areas mod, so if you can at all fix this I will gladly help.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on October 04, 2015, 10:40:25 AM
Before you post more, grab your output log text file from following location and attach them. Much better than screenshots:
� Mac OS X:   ~/Library/Logs/Unity/Player.log
� Windows:   EXECNAME_Data\output_log.txt (this is in the game folder)
� Linux:        Pass '-logfile /tmp/rimworld_log' to the Rimworld binary. It generates a log at that location.
By the way I don't know what "Pass" means. I think its parameters? Hope you use Windows as it's my OS.

NCP:
You have not installed CCL properly, or you have lower version than requirement. Make sure to install 12.2 or higher. The newest is 12.3b.
Soiling:
Soiling is not related and is not possible to cause such problems you experienced. Make sure to start a new colony after installation.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Selonianth on October 04, 2015, 10:03:56 PM
I run Windows so that's not a problem, I'll have a debug log for you when I get home.

... I didn't have CCL installed, wasn't aware I needed it, I'm a bit new. I'll install that when I get home as well.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Selonianth on October 05, 2015, 02:21:51 AM
Installed CCL, didn't make NCP work. Still has no items in the interface.

Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 10.18.13.5598]
    Renderer: NVIDIA GeForce GT 620
    Vendor:   NVIDIA
    VRAM:     973 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\RimWorld914Win\RimWorld914Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\RimWorld914Win\RimWorld914Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\RimWorld914Win\RimWorld914Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading D:\RimWorld914Win\RimWorld914Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading D:\RimWorld914Win\RimWorld914Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.085 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1600x900 60Hz; virtual: 3200x900 at 0,0
Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\System.dll (this message is harmless)
RimWorld 0.12.914 rev777

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0ADD7308 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0ADD7308.dll
Non platform assembly: data-0B058058 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B058058.dll
Non platform assembly: data-0B138840 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B138840.dll
Non platform assembly: data-0B175270 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B175270.dll
Non platform assembly: data-0B17B988 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B17B988.dll
Non platform assembly: data-0B17EB90 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B17EB90.dll
Initialized the EdB Prepare Carefully mod

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0B1B7298 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B1B7298.dll
Initialized EdB Interface.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0B206DC0 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B206DC0.dll
Non platform assembly: data-0B20F750 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B20F750.dll
Non platform assembly: data-0B2164D8 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B2164D8.dll
Non platform assembly: data-0B2211D8 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B2211D8.dll
Non platform assembly: data-0B229FE8 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B229FE8.dll
Non platform assembly: data-0B24BE10 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B24BE10.dll
Non platform assembly: data-0B258E20 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B258E20.dll
Non platform assembly: data-0B264168 (this message is harmless)
Fallback handler could not load library D:/RimWorld914Win/RimWorld914Win_Data/Mono/data-0B264168.dll
Community Core Library v0.12.3

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Community Core Library :: Injected Specials

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: LT-NoCleaningPlease :: Injected Specials

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: LT-NoCleaningPlease :: Injected Designators

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help System :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0F016E38 (this message is harmless)
Non platform assembly: data-0F0B9010 (this message is harmless)
Non platform assembly: data-0F158038 (this message is harmless)
Non platform assembly: data-0F0B9010 (this message is harmless)
Non platform assembly: data-0F0B9010 (this message is harmless)
Non platform assembly: data-0F158038 (this message is harmless)
Non platform assembly: data-0F158038 (this message is harmless)
Non platform assembly: data-0F0B9010 (this message is harmless)
Non platform assembly: data-0F0B9010 (this message is harmless)
Non platform assembly: data-0EEB8F70 (this message is harmless)
Non platform assembly: data-0F0B9010 (this message is harmless)
Non platform assembly: data-0AF70020 (this message is harmless)
Non platform assembly: data-0AF70020 (this message is harmless)
Non platform assembly: data-0EEB8F70 (this message is harmless)
Non platform assembly: data-0EEB8F70 (this message is harmless)
UnloadTime: 0.834460 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 18 unused Assets to reduce memory usage. Loaded Objects now: 4468.
Total: 25.876606 ms (FindLiveObjects: 0.142344 ms CreateObjectMapping: 0.136167 ms MarkObjects: 24.683331 ms  DeleteObjects: 0.049149 ms)

Initializing map from file Banthos with mods Core, RimWorld914Win, VeinMiner, Community Core Library, Community Core Library - Vanilla Tweaks, LT_NoCleaningPlease, Industrialisation, EdBPrepareCarefully, EdBInterface, and Miscellaneous_HiRes

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: D:\RimWorld914Win\RimWorld914Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Community Core Library :: Community Core Library :: Injected MapComponents

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: LT-NoCleaningPlease :: Injected MapComponents

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Replaced standard gameplay interface with EdB Interface

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LT-NC: Initialized NoCleaningPlease.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


This is with CCL and NCP, but not soil because I don't want to make another new colony right this moment.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on October 05, 2015, 02:33:43 AM
If the log is right you must see it by now... Architect-Zone-Broom icon, next to home area. Would you post a screenshot with zone menu selected? I'm a bit confused because the log clearly says designators are added.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Selonianth on October 05, 2015, 03:30:42 AM
... Ok what the hell. It was not there when I posted the above, and is now. I'm so confused... NCP is now working at any rate. Thanks for the help.

Now a possible small suggestion, Possibly Priority Haul zones as well if that's possible so colonists/animals/haulers in general will haul from a specified area before finding stuff outside it.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Thorin on October 05, 2015, 04:16:09 AM
Quote from: Selonianth on October 04, 2015, 08:24:22 AM
No Clean Please, loads without showing any errors in the debug, but there's no "cleaning area" zone in my interface. Maybe because of EdBInterface?

Could be already found out by you, but you find the 'cleaning' under the same menu option, where you can set the other area's (like for animals etc.)
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Beastro on October 21, 2015, 12:45:47 PM
Quote from: Thorin on October 05, 2015, 04:16:09 AM
Quote from: Selonianth on October 04, 2015, 08:24:22 AM
No Clean Please, loads without showing any errors in the debug, but there's no "cleaning area" zone in my interface. Maybe because of EdBInterface?

Could be already found out by you, but you find the 'cleaning' under the same menu option, where you can set the other area's (like for animals etc.)

I had to set the mod high in the load order for it to appear under Zones
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Noobier on October 24, 2015, 12:04:21 PM
This mod corrupted my saves.
I had it installed and for the cleaning tool to show up, I had to put it last in my modorder.
But then it did not even asaigned the zones.
When I tired to remove the mod, the save is corrupted.
I just recognized it to late and had all my saves corrupted this way.
Is there a way to remove it fully or do I have to start all over again?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Bazkur on November 17, 2015, 01:25:54 PM
Did the new CCL (v0.12.4) break this mod?  It's been working fine but I updated CCL and it stopped.  No other new mods installed.  Doesn't show up on saved games or new games (even on a new world).

[EDIT] Resolved itself.  I did nothing except close and restart the game several times.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Kairon156 on November 20, 2015, 01:57:47 PM
Soiling: I haven't used this mod yet but I've had an idea where a player can grow grass sods perhaps in the hydroponics and than place them like in Prison Architect.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Zallo on November 20, 2015, 11:35:52 PM
I really like the idea of being able to fix bones with a surrogate part but feel it should have some penalty for being an imitation. Yeah it's better than having a messed up bone but it's not as good as having an actual living bone. Also I tested your bone mod with version 12d and it seems to be fully compatible.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: szypkiyakwonsz on November 30, 2015, 02:07:44 PM
I've noticed an issue - when I run RimWorld and load colony at first try, operation tab for animals just doesn't show - but after returning to main menu and loading colony again, everything fix itself and I can suddenly operate animals. Don't know, why.

Also, I'm using RimBeast mod by rooki1 and decided to try adding Feather raptor to the list of operatable animals. I've just added <li>FRaptor</li> to ASA RecipeDefs and to Recipes_Surgery.xml in A_Dog_Said. Haven't tried actually operating them, but now at least it seems that I can. Don't know much about modding and programming and have no idea if it'll work, but You might consider making RimBeast compatibile - animals from rooki1 are sooo damn cool.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Grogfeld on December 01, 2015, 07:56:26 AM
@wolnyjakjaszczurka

Does it happen every time you load game or was it after you installed this mod? 
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: szypkiyakwonsz on December 02, 2015, 07:14:13 PM
@polezrumem

The funny thing is, it happens everytime I load the game. I run it, load the save (no operation tab for animals), then I reload the same save again and it appears. Reinstalled the whole game, set same mods and issue is still present. I've thought that EPOE is causing problems, but it's not.

Talking about EPOE, I've added possibility of creating animal body parts to the workbenches. It works and I'm still not sure why, since I don't even know what programming language is this.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Grogfeld on December 02, 2015, 07:31:49 PM
Well that's peculiar thing. I noticed when for first time I'm starting colony (or maybe game, not sure) icons from No Cleaning Please! doesn't appear but after reloading everything is fine...

WAIT... Actually it happens only if I forget about administrator rights, and if my Rimworld is to deep in the system, so I need to send it C:\Games or somewhere like this. 

Where do you have your folder? What system do you use and what other mods do you have?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: szypkiyakwonsz on December 03, 2015, 08:30:03 AM
Uh, the list is pretty long atm, but the only ones that could cause this problem are EPOE and EdB Interface in my opinion - the rest just adds stuff, like Miscellanous or Industrialisation.

RimWorld folder is on my deskop and I'm using win7 (somehow I don't feel like changing to 8 or 10).
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: RadGH on December 04, 2015, 04:16:41 AM
I was struggling to get a cleaning area to work in my existing save game like some others. I have edb interface.

Here's some info:

1) Existing colonies don't start with a cleaning zone.
2) In a new colony/world, the cleaning buttons do NOT look like this anymore: http://i.imgur.com/P0aaczk.png but instead look like this: https://dl.dropboxusercontent.com/s/3xaafba5m6jk5gk/2015-12-04_01-08-32.jpg?dl=0

Here's how to add a cleaning zone to your existing world:

1) Create a new zone in your game with named "CLEANME". Name doesn't matter and will be overwritten later.
2) Save your game. Make it a separate save than your original in case you break it by modifying it.
3) Go to your save folder. Default is: %appdata%\..\LocalLow\Ludeon Studios\RimWorld\Saves
4) Open your new save file in a text editor (notepad might work, but I use Notepad++)
5) Ctrl+F and locate this bit of text: <label>CLEANFIX</label>
6) Scroll up from that line, Locate this line: <li Class="Area_Allowed">
7) Replace the class, REMOVE Area_Allowed and INSERT NoCleaningPlease.Area_Cleaning
8. Should look like, https://dl.dropboxusercontent.com/s/56viam8f3k111wg/2015-12-04_01-15-10.jpg?dl=0
9) Load your game. You should now see the zone has been renamed "Cleaning"
10) Place the cleaning zone. Unpause the game briefly, as it won't update the tiles are cleanable immediately
11) After a few seconds, your cleaners should be able to right-click to clean within the zone. But you don't get the popup outside of the zone.

Hope this helps. The same instructions might be in the other 11 pages but I didn't bother to look.

--

Latta, can you please link the instructions in the mod's post for people trying to add the mod to their existing world? Or advise for a better solution. I had thoroughly read this post but it didn't have much information:

https://ludeon.com/forums/index.php?topic=11171.msg111238#msg111238
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Tekuromoto on December 05, 2015, 01:45:06 AM
Quote from: RadGH on December 04, 2015, 04:16:41 AM
I was struggling to get a cleaning area to work in my existing save game like some others. I have edb interface.

Here's some info:

1) Existing colonies don't start with a cleaning zone.
2) In a new colony/world, the cleaning buttons do NOT look like this anymore: http://i.imgur.com/P0aaczk.png but instead look like this: https://dl.dropboxusercontent.com/s/3xaafba5m6jk5gk/2015-12-04_01-08-32.jpg?dl=0

That's strange... I use NCP and EdB interface and have no problem assigning/deleting cleaning zones. My zones menu looks like

(http://s11.postimg.org/bplzgyneb/20151204_103134.jpg)

and as you see the cursor is a little broom that lets me paint the cleaning area, just like any of the other basic areas like home, roof, or snow clearing. You're correct that there is no default cleaning area though - it's independent of your home area.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: duduluu on December 06, 2015, 09:19:23 AM
Can I activate ASA and "A Dog Said..." in one colony?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: rayvien on December 20, 2015, 07:25:00 AM
Hi just wanted to let you know that ASA and Dog Said aren't compatible with Edb Interface. when both are active the operations tab does not appear for animals. Is this a problem on your end or there's?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Dr. Z on December 20, 2015, 07:28:53 AM
Do the version numbers refer to Alpha versions of RimWorld? Becasue the title says Alpha 12 but theres no v12 in the list and "no cleaning please" and "expanded history" don't work for me. Or do I need to create a new colony for them to work?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: CoffeeOMG on December 22, 2015, 04:32:37 PM
Hi,
I'm having issues with Door Mat mod. I researched carpeting (and it told me that door mats will be available), and then... nothing.
I can't find door mats. Anywhere. I looked in furniture, floors, etc.
Any ideas? All my mods are up to date, including CCL (v.12.4)
Thank you,
-Coffee
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: skullywag on December 22, 2015, 04:58:33 PM
they are in Misc. Works fine for me.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: CoffeeOMG on December 22, 2015, 09:26:08 PM
I don't have it  :o My misc. toolbar only has vanilla items.
I feel like I'm taking crazy pills.
What do?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: skullywag on December 23, 2015, 03:43:14 AM
So it sounds like you think you have mod on when you dont. Check your folder structure and make sures its mods/doormats/about/about.xml and not mods/doormats/doormats/about/about.xml
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: RickyMartini on December 31, 2015, 11:24:13 AM
Hi. Can you give us a little insight as to how the global temperature changer works? What parameters do I change when I change those numbers? I don't get it.
Title: Re: No Cleaning Please!
Post by: Kaballah on January 01, 2016, 01:07:31 AM
Quote from: Latta on March 04, 2015, 10:43:40 AM
No Cleaning Please! (21-09-15 v10b)


Description
Separate cleaning function from home area to "cleaning area".

This is such a fantastic improvement over the vanilla behavior, thanks so much for this.
Title: Re: No Cleaning Please!
Post by: Kaballah on January 08, 2016, 02:49:15 PM
Quote from: Latta on March 04, 2015, 10:43:40 AM
No Cleaning Please! (21-09-15 v10b)


Description
Separate cleaning function from home area to "cleaning area".

You know what would go super, super well with this: if you could add a 5th Schedule category (currently Anything/Work/Joy/Sleep) for Cleaning, so you could set a few pawns to do all the cleaning in the morning or at the end of the day or whatever, instead of instantly when the filth appears.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: RickyMartini on January 08, 2016, 03:42:34 PM
But isn't "Work" kind of already there? Would probably be really buggy since the schedule would basically mean "Make cleaning number one priority." Now I don't know of any other modder that has done that.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Kaballah on January 08, 2016, 04:16:10 PM
Yes but the problem with cleaning is that you either make it top priority so it gets done at all, so you have people stopping whatever they're doing and running across the zone (cleaning or home in vanilla) to clean 1 spot of dirt, and then going back to whatever was lower priority - or you make cleaning a lower priority and it simply never gets done.  It would be great to just set a different activity type in the Schedule interface and just let the filth pile up until end of the day/morning cleaning time slot that you configure the same as you can configure specific time for "go play with toys/make snowmen" (which is really just another kind of work anyway).
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Kaballah on January 08, 2016, 07:38:43 PM
Poking around in ILSpy, the check for what type of activity is set on Schedule interface is made in Rimworld.JobGiver_Work (or whatever the correct notation is idk) and the activity types themselves are set in Rimworld.TimeAssignmentDefOf.  I have no idea if adding another item to TimeAssignmentDefOf would make the UI blow up or display it automatically.  If it does, I'm guessing you could override JobDriver_CleanFilth/WorkGiver_CleanFilth and check the TimeAssignment to see if it's cleaning time, else don't issue the job/don't clean.

e: I suppose since TimeAssignment is set per-colonist then you wouldn't check it in the WorkGiver eh
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: hazey_sunshine on January 22, 2016, 02:29:06 PM
Potentially stupid question...
On the Gardening mod is sowing grass part of the list of crops in growing zones? Looked through everything I could think of and can't find it anywhere... I have ExpandedCrops running too, wondering if that's pushed the option off-screen. I can see & use the new flowers, but not grass. :-\

(Thanks for all your wonderful mods!)
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Mikhail Reign on February 17, 2016, 04:21:10 AM
I'm not at all sure how to use GTC. I'm basically just trying to create 100+ during the day and -100 at night. How would I go about doing that?

*bump*
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Dr. Z on March 31, 2016, 06:36:46 PM
Just found a problem with no cleaning please. It only works if you have one continuous zone. If you make two separate cleaning zones, the second gets ignored.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Dust Vixen on April 09, 2016, 01:42:40 PM
Any idea if this works with A13? Or if it;s going to be updated to work please?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on April 10, 2016, 01:56:33 AM
I haven't tried them all yet, but Soiling does appear to work with A13. I'll probably try a couple of the other ones that I've always used soon. Hopefully they will be OK too!
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on April 11, 2016, 12:03:54 AM
I take it back, Soiling is BROKEN. I didn't realize until too late. I was running in a Temperate forest, and all of my soil turned to sand and all my plants are dead. I realoaded my save game from right at the start, and it was all sand. I removed the mod and re-loaded the first game and it was back to soil. Unfortunately I didn't realize sooner and when I reload my most recent it's still all sand. Just FYI.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Jessi on April 14, 2016, 07:36:25 PM
Will this be updated to A13, the doormats were neat.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: luminisone on April 15, 2016, 06:20:34 PM
Would love to see these mods updated to A13 or will they run without an update?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Dust Vixen on April 15, 2016, 10:28:12 PM
No Cleaning has broken the right click function :(
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Rock5 on April 16, 2016, 10:15:03 AM
This is one of those mods I wanted to use in A13 game but couldn't. Really, this should be part of vanilla. I used it in A12d game and it was great. The cleaning area and repair/firefighting area should be separate. I'm sick of the colonists cleaning the dirt around my firefighting areas..
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Gnurro on April 22, 2016, 04:34:51 AM
Door mats seem to be working fine in A13, it seems nothing neccessary for them has changed. I'm totally new to Rimworld mods, but comparing with other A13 mods' files it looks good. In the end it's a thing to put down that's super clean.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: RooSalad on April 25, 2016, 03:08:35 PM
I will personally donate to whoever picks up the No Cleaning Please mod, and continues work on it.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Rock5 on April 25, 2016, 10:04:20 PM
I agree. It's worth a donation. Someone can't just "pick it up" without the source for the assemble so they would have to start from scratch.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Rock5 on April 26, 2016, 06:40:59 AM
I just remembered, you could use a decompiler such as ILSpy to decompile the dll and fix it.

When I think about it, this is a really simple mod. All it needs to do is change the zone that it cleans from the home zone to a new Cleaning zone. As for the designators they are just a copy of the Home Zone designators but they work on the new Cleaning zone. So I would think it's mostly copy and pasting from the games source and changing a few words. I had a look at it and I'm able to identify a few lines that need to be changed by comparing it to the original game functions but there was still too much I didn't understand, not knowing c# as I do.

Still I think this should be a relatively easy project for someone who knows c#.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: joshwoo69 on April 26, 2016, 07:07:05 AM
for all of you guys... I might be considering updating it...
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Dakkon on April 26, 2016, 09:53:47 AM
Tempted to update a few of these myself (specifically No Cleaning Please! and doormats) but I'm not familiar with rimworlds specific coding. If I find the time I'll have a look but it'd be much quicker for someone who is already familiar with rimworld mods.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: skullywag on April 26, 2016, 10:20:33 AM
I have doormats updated, shall I upload here or on my own threads?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Dakkon on April 26, 2016, 12:14:34 PM
Quote from: skullywag on April 26, 2016, 10:20:33 AM
I have doormats updated, shall I upload here or on my own threads?

Put it in here temporarily and try to contact the OP. If you don't get a reply put it in your own thread and just reference OP. I'm sure you know this type of thing happens all the time with mods in new alphas.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Rock5 on April 26, 2016, 12:57:56 PM
No Cleaning Please! is the last mod I'm waiting to be updated before I start a new game. Please someone update it.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: skullywag on April 26, 2016, 05:13:23 PM
Latta is not coming back (at least for a while), I thought that was common knowledge.

Heres doormats updated:

https://github.com/Skullywag/DoorMats/releases/tag/DoorMats1.0
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Hermit on April 28, 2016, 02:09:36 PM
Quote from: skullywag on April 26, 2016, 05:13:23 PM
Latta is not coming back (at least for a while), I thought that was common knowledge.

Heres doormats updated:

https://github.com/Skullywag/DoorMats/releases/tag/DoorMats1.0

Skully, you're a saint! Any chance you'll tackle No Cleaning Please (or roll your own) for separate home/cleaning zones?   :D
I know, I know... just what you need. Yet another mod to maintain. hehe I don't know how you do it!
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Fluffy (l2032) on April 28, 2016, 02:28:25 PM
By popular request; No Cleaning Please! for A13;
https://github.com/FluffierThanThou/LT_NoCleaningPlease/releases/tag/0.13.0.1
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on April 28, 2016, 02:29:42 PM
Fluffy, you are a SAINT! Thank you!

Is this save-friendly, or do I need a new game?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Rock5 on April 28, 2016, 02:37:08 PM
FINALLY! I can start a new game. Thanks you heaps, Fluffy.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Dakkon on April 28, 2016, 02:56:11 PM
Fluffy!!! thank you! I'd offer to have your babies but sadly I'm not a girl.  :D

That was the last must have mod I needed.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Hermit on April 28, 2016, 03:10:34 PM
Fluffy! Thanks so much. :D
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: daz84uk on April 28, 2016, 03:19:49 PM
Fluffy, any chance you can work your magic on soiling?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Fluffy (l2032) on April 28, 2016, 03:36:55 PM
Quote from: MisterVertigo on April 28, 2016, 02:29:42 PM
Fluffy, you are a SAINT! Thank you!

Is this save-friendly, or do I need a new game?
No idea :P. I literally just fixed the errors of building against A13 rimworld and CCL, and tested it for all of five seconds. I did see a mapcomp injector in there, so it might be fine. I'd say back up that save and give it a try.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on April 28, 2016, 06:20:14 PM
Hi, I just installed fluffies updated no clean, it's the only mod apart from CCL, but I'm not seeing any new options anywhere. What am I missing? Thx
edit: actually an adendum to the above, this version of no clean seems to break the ai? on a world start my colonists mostly refuse to move unless drafted, and when I select one I can't even right click on anything.

@Daz84uk the current soiling mod seems to work perfectly fine.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: timeandtherani on April 28, 2016, 06:28:37 PM
Check zones.  If there's a broom, you have it.  Designate a cleaning zone like any other zone.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on April 28, 2016, 06:45:21 PM
Quote from: timeandtherani on April 28, 2016, 06:28:37 PM
Check zones.  If there's a broom, you have it.  Designate a cleaning zone like any other zone.

Alas I don't have it. The closest would be the snow free zone.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on April 28, 2016, 07:26:41 PM
Quote from: MisterVertigo on April 11, 2016, 12:03:54 AM
I take it back, Soiling is BROKEN. I didn't realize until too late. I was running in a Temperate forest, and all of my soil turned to sand and all my plants are dead. I realoaded my save game from right at the start, and it was all sand. I removed the mod and re-loaded the first game and it was back to soil. Unfortunately I didn't realize sooner and when I reload my most recent it's still all sand. Just FYI.
Just an FYI... Soiling was NOT working for me a while back shortly after A13 came out. You can read above what happened to me. I don't recall if I tried it with a new colony or not though, so maybe that would make a difference.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Rock5 on April 28, 2016, 11:27:48 PM
Awe. It didn't work. Like exelsiar said.

Quote from: exelsiar on April 28, 2016, 06:20:14 PMon a world start my colonists mostly refuse to move unless drafted, and when I select one I can't even right click on anything.

I would add that I tried starting a new game with only CCL (both 13.1 and 13.1.1) and No Cleaning please, still didn't work. I noticed that 1 colonist was moving and it was the 1 colonist who couldn't clean. I tried unticking Cleaning on the other colonists and they also started moving.

Here is the error I got on loading the game before even starting a colony.
(https://ludeon.com/forums/index.php?action=dlattach;topic=11171.0;attach=12667)

[attachment deleted by admin - too old]
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Fluffy (l2032) on April 29, 2016, 01:26:06 AM
restart the game after changing mods. it 100% does work.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on April 29, 2016, 01:41:58 AM
Quote from: Fluffy (l2032) on April 29, 2016, 01:26:06 AM
restart the game after changing mods. it 100% does work.

Ahh that did it, many thanks Fluffy ^_^
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Rock5 on April 29, 2016, 02:03:09 AM
No I definitely restarted. It doesn't work.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Anrui on April 29, 2016, 03:36:28 AM
Does the cleaning zone mod work with current saves? Also even though it's A12D, do you think it would be fine to use with A13?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on April 29, 2016, 03:45:25 AM
Quote from: Anrui on April 29, 2016, 03:36:28 AM
Does the cleaning zone mod work with current saves? Also even though it's A12D, do you think it would be fine to use with A13?

The original one doesn't work no, but Fluffy has posted an updated version, just gotta read back a page or 2, super easy to find :3
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Grogfeld on April 29, 2016, 04:02:23 AM
Something strange just happened in my game. No Cleaning zones is loaded (Fluffy build), buttons are present, zones are designated, but my pawns just standing still with broom in her hand and doesn't move. Also no errors in log. There are many mods loaded with CR and Miscellaneous that could mess with this and i loaded this mod on save so to many variables that could mess it up but anyone noticed such a behavior? 

I've noticed that if I force her to clean one spot she will do it and when she try clean another cell she freezes.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Fluffy (l2032) on April 29, 2016, 04:11:11 AM
@Rock5; I think you may be using, or still have in your mods folder, the A12 version. You're getting an xml error for the <version>0.12.bla</version> tag, which is only present in Latta's original A12 version. The correct modhelperdef file should read; <minCCLVersion>0.13.0</minCCLVersion>.

Make sure to clean up any old NCP install, then try again.

@Grogfeld; I honestly don't know. Nothing showing in the logfile seems odd, there should at least be 10 jobs in 10 ticks errors. I haven't really looked in depth at how Latta's NCP code works (it's much harder to understand someone else's code than to write your own - I just fixed the errors), so I can't really help much. You might be right that it's an issue with loading it into an ongoing save, might be something completely unrelated.

Feel free to make an issue on my version's github page, attaching the save, modconfig.xml and your entire mod folder (minus core), and I'll try and see if I can make any sense out of it.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Rock5 on April 29, 2016, 04:33:59 AM
You're right. Somehow I installed the wrong version. Working fine now. Looks like I will be able to start that new game after all.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Grogfeld on April 29, 2016, 05:58:00 AM
Ok i know what's the problem. I had designated snow cleaning area, apparently this two zones can't overlap each other.

Edit: Nope. That was just part of the problem, I found that there are some bugged tiles with dirt/blood/vomits that my pawn/cleaning robot can't clean. I've opened Debug Inspector and found difference between good and bugged cell or rather jobs performed on that cells. (2 files attached)  The bugged one have no <cleaningWorkDone> element. Like I said previously there are no errors, no 10 tick error, no waiting/standing one, just constant cleaning. I think it's a leftover from previous configurations. I tested this on new map and spawn tons of dirt, there was no problems.

[attachment deleted by admin - too old]
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on May 02, 2016, 01:14:26 AM
Quote from: Grogfeld on April 29, 2016, 05:58:00 AM
Ok i know what's the problem. I had designated snow cleaning area, apparently this two zones can't overlap each other.

Edit: Nope. That was just part of the problem, I found that there are some bugged tiles with dirt/blood/vomits that my pawn/cleaning robot can't clean. I've opened Debug Inspector and found difference between good and bugged cell or rather jobs performed on that cells. (2 files attached)  The bugged one have no <cleaningWorkDone> element. Like I said previously there are no errors, no 10 tick error, no waiting/standing one, just constant cleaning. I think it's a leftover from previous configurations. I tested this on new map and spawn tons of dirt, there was no problems.

I get exactly the same, in my last colony it was just a couple of tiles affected, easily fixed by not having them cleaned. However in my current colony its all of them... I wish I was exagerating. I can't even uninstall the mod without breaking the save.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Fluffy (l2032) on May 02, 2016, 01:58:40 AM
please upload your save game, modsconfig.xml and your entire mods folder (without core) to an issue ticket on the github page so I can replicate your exact situation and try to work out whats going on.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on May 02, 2016, 02:19:19 AM
Quote from: Fluffy (l2032) on May 02, 2016, 01:58:40 AM
please upload your save game, modsconfig.xml and your entire mods folder (without core) to an issue ticket on the github page so I can replicate your exact situation and try to work out whats going on.

I have no idea how to use github :s
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Fluffy (l2032) on May 02, 2016, 07:42:32 AM
you click the link I posted above, then click issues, then create an issue.

Or if you have some other way of sending me files, that will work too.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on May 02, 2016, 08:36:48 AM
Thar we go, thanks sir :3
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on May 02, 2016, 11:16:04 AM
Until I can get this issue fixed (if I even can), any idea how I can remove the No Cleaning mod? When I disable it via the method in game just stops the save from loading.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Fluffy (l2032) on May 02, 2016, 04:10:07 PM
Try removing the NoCleaningPlease entry in the mapComponents section of the save file. If that doesn't work, remove everything that has the name NoCleaningPlease in it. I'll hopefully get around to looking at this problem better by tomorrow. It's a bit annoying to debug someone else's code, have to figure out how everything really works first ;).
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on May 02, 2016, 05:52:29 PM
Thanks fluffy, alas theres at least 1000 entries, guess I'll be keeping my dirty floors :P Thanks for all your good work ^_^
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on May 06, 2016, 09:57:31 PM
Ah bummer. I finally got a good start on a new colony, and then I realized that No Cleaning wasn't working, and I can't clean at all.

I don't have the buttons to designate a cleaning area, and none of my pawns will clean. I have them assigned to be able to clean, but I can't even right-click in a dirty spot on my floor to force them to clean it. I removed the mod, but I'm still unable to clean at all. I read your post above about removing all the lines from the save file, but that didn't seem to do anything.

So, what can I do to help you help me figure out why your mod won't work for me? I've never looked at an error log before so I'm not sure where to look. If you have any thoughts on how I can salvage this save that would be good too!

Thanks Fluffy!
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Rock5 on May 06, 2016, 10:41:14 PM
I haven't been playing recently, just doing some testing, but what I noticed about No Cleaning Yet is you have to restart the game when you visit the mod list or it wont work and if you start a new game you should test the cleaning first because if it doesn't work you have to start a new game. I wasn't able to recover from a good start I had once no matter what I tried.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Poebe on May 08, 2016, 12:59:39 AM
Is brighten working on A13?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Soap on May 09, 2016, 01:06:03 AM
Quote from: Poebe on May 08, 2016, 12:59:39 AM
Is brighten working on A13?
I tried, but didn't work :(
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Asame on May 09, 2016, 10:19:58 AM
Added the A13 update to my game. Check to see if the area buttons were there to see if it was working (saw others had problems getting it to load apparently)

Well the buttons were there so I just left it. Colonists didn't get to cleaning until now, but they're now perpetually stuck cleaning. Dirt doesn't go away and they just freeze basically. Tried different worlds and saves, same thing.

(http://i.imgur.com/dNal7h0.png)

Could this be the issue? Don't really know how to debug this game.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Der Failer on May 09, 2016, 11:11:01 AM
Quote from: Asame on May 09, 2016, 10:19:58 AM
Added the A13 update to my game. Check to see if the area buttons were there to see if it was working (saw others had problems getting it to load apparently)

Well the buttons were there so I just left it. Colonists didn't get to cleaning until now, but they're now perpetually stuck cleaning. Dirt doesn't go away and they just freeze basically. Tried different worlds and saves, same thing.

(http://i.imgur.com/dNal7h0.png)

Could this be the issue? Don't really know how to debug this game.
This is a known bug (see here (https://github.com/FluffierThanThou/LT_NoCleaningPlease/issues/1)). I don't know how far Fluffy is in fixing it, so i would recommend playing without is for the moment.
Also if you're reporting a bug, always make sure to attach the output_log.txt (https://ludeon.com/forums/index.php?topic=18272.0).
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: crusader2010 on May 12, 2016, 05:55:44 PM
Looking at the error from above,  <li Class="NoCleaningPlease.Area Cleaning">, there could be something wrong because of the underscore character that is apparently missing (NoCleaningPlease.Area Cleaning   VS   NoCleaningPlease.Area_Cleaning). Probably some parsing issue?

Also, looking at the MakeNewToils() method in JobDriver_CleanFilth_NoHome.cs, there is a defaultCompleteMode = ToilCompleteMode.Never
Does this mean that under certain conditions the cleaning "job" is never going to complete? (thus colonists probably getting stuck).

Sorry if these questions are silly... just started looking over the code and trying to make sense of it :)
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: nobrainer on May 17, 2016, 05:32:22 PM
Hey there! I've seen some posts saying that Soiling isn't working on A13, has anybody updated Soiling? What would be needed to update it to A13?

Would it be a matter of updating something within the XML files? Or does it require any change to some DLL source code?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: exelsiar on May 17, 2016, 05:47:01 PM
Quote from: nobrainer on May 17, 2016, 05:32:22 PM
Hey there! I've seen some posts saying that Soiling isn't working on A13, has anybody updated Soiling? What would be needed to update it to A13?

Would it be a matter of updating something within the XML files? Or does it require any change to some DLL source code?

Soiling works just fine with A13 :)
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: nobrainer on May 18, 2016, 04:54:10 AM
Quote from: exelsiar on May 17, 2016, 05:47:01 PM
Quote from: nobrainer on May 17, 2016, 05:32:22 PM
Hey there! I've seen some posts saying that Soiling isn't working on A13, has anybody updated Soiling? What would be needed to update it to A13?

Would it be a matter of updating something within the XML files? Or does it require any change to some DLL source code?

Soiling works just fine with A13 :)

Really! Good to know. Thanks.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on May 18, 2016, 10:29:59 AM
Soiling wasn't working for me in a previous colony, but I may have not started a new game after I loaded it. So, I want to try it again since I see folks here saying it's working for them. However, when I go to download the file from the first post on this thread, the zip file only contains a folder with a README file in it. Where can I get the rest of the mod? Thanks!

EDIT: Nevermind. I went back to the link today and downloaded again, and now the mod was there. I'm not sure if something changed or if I did something wrong, but I got it now. Thanks.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Johnny on May 18, 2016, 07:39:22 PM
To the people that can't make "No cleaning please" work, try this!

1 - Open Rimworld, go to the mods tab, Core > CCL > Combat Realism (if you have this mod) > NoCleaningPlease > Others.
2 - Go back to the menu screen, exit the game.
3 - Realod Rimworld, DON'T OPEN THE MOD TAB, begin a new game, GG.

At least for me it worked... and just to make it clear, seems like opening the mod tab before opening or loading a save game screw with your game...
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: magik20 on May 31, 2016, 10:45:07 AM
I'm fairly certain "No Cleaning" is broken, perhaps due to other mods, but I've tried a number of ways to get people to start cleaning by assigning / erasing etc cleaning areas.... SOMETIMES they will clean a small space, but overall this is majorly broken.

Anything I can do to help troubleshoot?
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: crusader2010 on May 31, 2016, 11:36:13 AM
Quote from: magik20 on May 31, 2016, 10:45:07 AM
I'm fairly certain "No Cleaning" is broken, perhaps due to other mods, but I've tried a number of ways to get people to start cleaning by assigning / erasing etc cleaning areas.... SOMETIMES they will clean a small space, but overall this is majorly broken.

Anything I can do to help troubleshoot?

Did you, by any chance, have two (or more) independent cleaning areas? (i.e. that weren't connected to each other)
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: magik20 on May 31, 2016, 12:29:39 PM
Quote from: crusader2010 on May 31, 2016, 11:36:13 AM
Quote from: magik20 on May 31, 2016, 10:45:07 AM
I'm fairly certain "No Cleaning" is broken, perhaps due to other mods, but I've tried a number of ways to get people to start cleaning by assigning / erasing etc cleaning areas.... SOMETIMES they will clean a small space, but overall this is majorly broken.

Anything I can do to help troubleshoot?

i tried every combination of getting this to work i can think of, responding to your PM btw.

Did you, by any chance, have two (or more) independent cleaning areas? (i.e. that weren't connected to each other)
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: crusader2010 on May 31, 2016, 01:15:08 PM
Is there anyone else willing to help me test a modified .dll for LT_NoCleaningPlease?
I've been talking with magik20 and tested one of his saved games in which colonists got stuck while cleaning. After replacing the mod's dll with this one, they started cleaning properly again.

The link is: HERE (https://mega.nz/#!oFdAWA6J!52zufC39y5PmUN-fFo4oQpCCxKFTwtwAt-e39CIfn9E)

All you have to do is this:

1. Open Rimworld and a saved game in which you have the cleaning bug. Confirm that the bug is still in effect!
2. Quit Rimworld.
3. Go to the folder "\Mods\LT_NoCleaningPlease-0.13.0.1\Assemblies", and move the .dll from there to a safe location. This is the original "NoCleaningPlease.dll" library of the mod, so keep it safe.
4. Copy my .dll in the same folder (make sure it's the only .dll file in there).
5. Open up Rimworld and the saved game, make sure you have cleaning areas properly set up, draft and undraft your colonists while the game is not paused.
6. Order one colonist (that is able) to clean something from within the cleaning area and see if he still gets stuck.
7. If you still have the bug, delete my .dll and put back the original - and PM me or reply here :)

Let me know how it goes please!
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: FlyingGekko on June 02, 2016, 01:23:49 PM
Quote from: crusader2010 on May 31, 2016, 01:15:08 PM
Is there anyone else willing to help me test a modified .dll for LT_NoCleaningPlease?
I've been talking with magik20 and tested one of his saved games in which colonists got stuck while cleaning. After replacing the mod's dll with this one, they started cleaning properly again.

The link is: HERE (https://mega.nz/#!YREnnS5Q!pW49fNzqQYyE0b9I77yd3NlKXZoHgmLq6oRpxGTbek8)

All you have to do is this:

...
Let me know how it goes please!

Hi! I'll give it a go, but the link seems to not be working (there's no file in the link)...
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: crusader2010 on June 02, 2016, 02:34:36 PM
Quote from: FlyingGekko on June 02, 2016, 01:23:49 PM
Hi! I'll give it a go, but the link seems to not be working (there's no file in the link)...

Sorry, I forgot I removed that file. Updated the link to the archive with the modified source and DLL.
Just to write it again:  Modified NoCleaningPlease source and DLL (https://mega.nz/#!oFdAWA6J!52zufC39y5PmUN-fFo4oQpCCxKFTwtwAt-e39CIfn9E)

Also modified CombatRealism to get rid of a few errors some people reported. If you are willing to test this too see: https://ludeon.com/forums/index.php?topic=9759.msg225889#msg225889 (https://ludeon.com/forums/index.php?topic=9759.msg225889#msg225889)
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: FlyingGekko on June 03, 2016, 05:46:42 AM
Quote from: crusader2010 on June 02, 2016, 02:34:36 PM

Sorry, I forgot I removed that file. Updated the link to the archive with the modified source and DLL.
Just to write it again:  Modified NoCleaningPlease source and DLL (https://mega.nz/#!oFdAWA6J!52zufC39y5PmUN-fFo4oQpCCxKFTwtwAt-e39CIfn9E)

Hi again!
I tried it out, but the same happened with another modified dll I tried earlier (with the MEGA pack, I think) - and that is: nothing! My colonists can't clean, I can't even order them to, it's like there is no cleaning ability at all...

Here's a screenshot of all the other mods I have installed: http://imgur.com/a0nhj2C
I had the No cleaning Please just after "EdB prepare carefully" (before your modified dll and after the modified dll changes). I also followed your steps completely.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: crusader2010 on June 03, 2016, 07:42:09 AM
Could you upload your saved game, mods folder and modsconfig.xml file somewhere (and archive them as best as you can)? I want to try it on my own as well as debugging the mod.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: FlyingGekko on June 03, 2016, 11:30:29 AM
Quote from: Fridolin on June 03, 2016, 10:06:48 AM
reupdate to version 1.11c https://www.dropbox.com/sh/jmpa0g3vc9avvff/AADFqdX8_lz6CJY3U1LasbKTa/Old%20Versions?dl=0 (https://www.dropbox.com/sh/jmpa0g3vc9avvff/AADFqdX8_lz6CJY3U1LasbKTa/Old%20Versions?dl=0)

... These are all for "Hospitality"...? Wrong folder, perhaps? Since I was talking about "No cleaning please" ;)
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: nachtfalter on June 05, 2016, 02:36:42 AM
Quote from: Fluffy (l2032) on April 28, 2016, 02:28:25 PM
By popular request; No Cleaning Please! for A13;
https://github.com/FluffierThanThou/LT_NoCleaningPlease/releases/tag/0.13.0.1
finally! q_q
Thank you sooo much!
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Soap on June 12, 2016, 03:47:37 AM
Quote from: Johnny on May 18, 2016, 07:39:22 PM
To the people that can't make "No cleaning please" work, try this!

1 - Open Rimworld, go to the mods tab, Core > CCL > Combat Realism (if you have this mod) > NoCleaningPlease > Others.
2 - Go back to the menu screen, exit the game.
3 - Realod Rimworld, DON'T OPEN THE MOD TAB, begin a new game, GG.

At least for me it worked... and just to make it clear, seems like opening the mod tab before opening or loading a save game screw with your game...

It work for me :D
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on June 25, 2016, 10:23:39 PM
I'm not sure what I'm doing wrong. I can't get No Cleaning Please to work. I don't even see the option to designate a cleaning area. I've tried loading the mod right after CCL, and I've tried it at the very bottom. Same results. It's a brand new world and a brand new colony. I haven't played for a while and I just updated all of my mods so everything should be up-to-date. I couldn't get this to work last time I played either, but I thought I'd try it again with everything updated.

Here is my mod order now:

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>RimWorld-Mods-NCv10b</li>
    <li>EdBModOrder</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>VeinMiner</li>
    <li>AllowTool</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>RW_FluffyRelations-0.13.1.2</li>
    <li>LessIncidentTrolling</li>
    <li>RW_PawnBar-0.13.0.1</li>
    <li>ED-LaserDrill</li>
    <li>AdditionalLighting-AdditionalLighting1.6</li>
    <li>PowerSwitch</li>
    <li>ED-Moat</li>
    <li>ED-Plant24H</li>
    <li>RW_Manager-0.13.0.3</li>
    <li>DoorMats-DoorMats1.0</li>
    <li>SkilledBuilderOff</li>
    <li>MapReroll</li>
    <li>Confusion</li>
    <li>xeva_hair</li>
    <li>AssignableCrafting</li>
    <li>kNumbers-0.4.4-A13</li>
    <li>LT_Soiling</li>
    <li>RW_AreaUnlocker-0.13.0.1</li>
    <li>RW_PawnStateIcons</li>
  </activeMods>
</ModsConfigData>


What can I send you to help troubleshoot? Thank you!
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on June 26, 2016, 01:06:29 AM
Just wanted to add: I tried a new game with a new world with only No Cleaning and CCL enabled. Still no option to create a cleaning zone.

EDIT: I also re-extracted all the game files from the downloaded ZIP file just to be sure something didn't get corrupted. I'm at a loss as to what else to try: fresh copy of the game, no other mods (other than CCL).

EDIT 2: I used admin mode to claim some areas, and I made them filthy. My colonist have the cleaning work type enabled and prioritized, but I cannot manually clean anywhere.

EDIT 3: I decided to re-download the mod. It turns out I had downloaded the wrong file. Oops. However, it is still not working for me, but at least I'm getting errors in the console with admin mode enabled. All the errors related to NCP "Could not find a type named NoCleaningPlease.JobDriver_CleanFilth_NoHome" was the first of about 6 errors. Does this mod not work with the latest 0.13.3 version of CCL? I know it says it requires 0.12.2 or higher, so I would think it would be OK. I re-downloaded and installed CCL just in case, but I still have errors.

Thanks!
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Civrock on July 09, 2016, 11:49:08 PM
So I have the MOD MEGAMPACK by crusader2010. I was having the same issue of the cleaning zone button not showing in zones, as well as all kinds or errors when setting the colonists priority to clean. I went through the mod pack and enabled each mod one by one. Turned out the "Rimworld Westernization Project" causing the issue. This was with all mods updated.

If you have that particular mod pack or mod it is worth a try to disable that specific one.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on July 19, 2016, 01:56:46 PM
Any plans to update your mods for A14? I love soiling and DoorMat, and maybe I can get NCP to work this time! Thanks!
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: Latta on July 19, 2016, 02:01:38 PM
Quote from: MisterVertigo on July 19, 2016, 01:56:46 PM
Any plans to update your mods for A14? I love soiling and DoorMat, and maybe I can get NCP to work this time! Thanks!

Doormat's already updated! Soiling is quite a trivial mod so it won't take so long. NCP is in queue.
Title: Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
Post by: MisterVertigo on July 19, 2016, 04:50:43 PM
I just saw Doormats on the Workshop. Thank you! Look forward to Soiling and NCP!