Ludeon Forums

RimWorld => Mods => Releases => Topic started by: Orion on March 13, 2015, 11:19:16 AM

Title: [1.3.0] Hospitality
Post by: Orion on March 13, 2015, 11:19:16 AM
(http://ufo2.site44.com/Hospitality/Preview.png)

Description
Have you been wondering what the point of visiting factions is? Look no further, this mod is the answer.

- Convince visitors to join your faction!
- Increase faction relationships!
- Treat visitors well by providing them with rooms, guest beds, and joy activities!
- Sell junk by placing it in their rooms!
- Rescued characters can decide to join you!
- Happy guests will help out with your chores! (http://ufo2.site44.com/new.png)

You can improve relationships by having your colonists entertain your guests. In return, using silver to improve relationships now gets more expensive every time you do it.

In order to recruit a guest, you have to increase their trust in your colonists. Hanging out with them will help, and having someone with a high social skill try and recruit them is required as well. The amount of required friends to recruit is based on how many colonists you already have. Once they have enough friends, they are willing to join your faction right away.

Guests stay in their selected area. Make sure you create an area specifically for guests (this is done with the area tools, just as with animals). This is also possible for where they are allowed to buy. The shopping area has to be inside the guest area, though.

To please a visiting faction provide quality guest beds, joy objects, and a pretty environment. If they liked their stay, they might leave items for you. It also affects your relationship with that faction. If the relationship with a visiting faction is high, they will also bring more silver and more items.

Happy guests might also help you out with work inside of their area.

Installation
(http://i.imgur.com/9L4f8u7.png) (https://ludeon.com/forums/index.php?topic=28066) is required.
This mod can be added at any time, without creating a new game. Removing it while visitors or guest beds are around can break your save game.

Usage
Select a visitor and open the "Guest" tab. Use the "Make Default" button to apply the guest's settings to all current and future visitors.
You can select any built bed and turn it into a guest bed with the "For guests" button.
You can use any regular area you made with the area tool for where guests may go or what guests may buy.

Compatibility
If you have trouble with visitors not doing anything / going berserk, try changing the mod order. You also might be getting errors. Press Ctrl-F12 and post a link to your log with a description of what is wrong.

Known conflicts:
- Any mod that gives guests animals (or slaves) 
- Colony Manager (you will need to start a new game)
- Many more, changing daily!

How to report bugs
Please first check on GitHub (https://github.com/OrionFive/Hospitality/issues) if the problem is already known.
If not, create a new issue there. You must upload your log (use the green button in the console in RimWorld or press Ctrl-F12) and post the link to it.
Also, provide a description of what happened and what you expected instead. Screenshots can help clarify the issue as well.
In 90% of all cases, the problem is a conflicting mod or a corrupted installation on your side.

Troubleshooting
Make sure dev mode is on so you can see errors in the console.

Are you getting a Root level exception in OnGUI? Odds are your operating system is 32bit (not 64) and there's nothing you can do about it.
Does weird stuff happen? Probably you have a mod conflict. Often this is accompanied by one or more errors in the console. The first error is usually the issue, everything after that is collateral.
The first thing you should try is moving hospitality to the end of the load order.

Changelog
Code: [Select]
1.3.00 - 20.07.2021
- Updated to 1.3
- New: Guests now eventually optimize their apparel, so they will wear what you gift them if appropriate
- New: Added debug action to remove broken groups (so you don't have to edit your savegame)
- New: Alert when guests have nothing to eat
- Fix: Guests walking outside of their area if not absolutely necessary
- Fix: Recruited guests still act like guests
- Fix: Guests won't claim player walls when smoothing them
- Fix: Guests now have dedicated food restrictions
- Fix: When recruiting a faction leader, a new one will be elected
- Fix: Guests won't hang around in bed all day anymore
- Fix: Recruited guests now get the default drug policy
- Fix: Another shot at fixing guests leaving failure when pawns were improperly removed from map
- Fix: Art is now properly preserved when creating guest beds
- Fix: Made spawning guest inventory more robust against broken objects from mods
- Tweak: Spread lord arrival check over multiple ticks, and caching arrived pawns to improve performance
- Tweak: Caching guest alerts
- Tweak: You can not toggle refusing guests until beds have been built in the map options
- Tweak: Guests afraid dialog now shows the name of the faction
- Tweak: There is a change that rejected groups don't stick around
- Tweak: Improved code for guests restocking their food
- Tweak: Guests now use vanilla gifting system, but with Hospitality score for chance
- Tweak: Guests will only leave during the day
- Performance improvements

1.2.11 - 10.06.2021
Fixes and optimization by simplyWiri:
- Performance optimizations
- Fix: Bug caused by real ruins spawning guest beds before world loads
- Fix: Incompatibility with WTH
- Fix: Dead guests no longer reserve beds

1.2.10 - 17.05.2021
- Fix: Guests taking player's drugs for social relaxing

1.2.09 - 03.05.2021
- Fix: Weapon gets dropped when pawn is put to bed, which breaks "Where Is My Weapon" behavior
- Fix: Guest beds listed in architect menu due to mod conflict
- Fix: Automated check for guest drug policies
- Fix: Guest beds can get borked and can't be removed

1.2.08 - 16.01.2021
- Fix: Pawntable faction column bug
- Fix: Mod references
- Fix: Made group spawning not fail for people with outdated RimWorld

1.2.07 - 02.01.2021
- Fix: Hotfix for interruptions

1.2.06 - 27.12.2020
- New: New banner
- New: Manhunters and mental breaks make guests afraid to come
- New: Option to disable friendlies dropping their inventory when downed
- Fix: Guests wouldn't equip apparel that they buy
- Fix: Don't interrupt eating guests
- Fix: Exclude bestower from spawning as guest
- Fix: Compatibility with Elder Things bed-likes
- Tweak: Patch optimization for beds by Wiri
- Tweak: Guests now find their exit point via flood fill; This hopefully lets us avoid danger and find the closest exit

1.2.05 - 13.09.2020
- Tweak: Renamed "Manage Defaults" to "Map Settings"
- Fix: Wrong guests marked with "-" in guest list

1.2.04 - 06.09.2020
- Fix: Dragon's Descent compatibility
- Fix: Quest related pawns can't spawn as guests now
- Fix: Guests getting kicked out of bed on load
- Fix: Recruit button being unclear
- Tweak: Empire faction will trigger death acidifier on recruited pawns; these will only join by force

1.2.03 - 15.08.2020
- Fix: Multiplayer issue (thanks again to NotFood)

1.2.02 - 14.08.2020
- New: Multiplayer support (thanks to NotFood!)
- Fix: Recruit button worked when it shouldn't
- Fix: Bug where beds stay claimed by previous guests

1.2.01 - 01.08.2020
- Updated for 1.2
- Fix: GetTypes error when the user has an invalid assembly from another mod
- Fix: Error when selecting sleeping spot on ground
- Tweak: Comfort now affects bed attractiveness
- Tweak: Made all guest memories last much longer
- Tweak: Empire guests that couldn't be recruited before can, if they have a relationship with a colonist
- Tweak: Guest groups can now travel across any worldmap terrain and are slightly faster

1.1.12 - 20.06.2020
- New: Added setting to disable helping with warden tasks
- Fix: Error when not using Alien Race framework
- Fix: Removed warning when a guest needs no sleep
- Fix: Freeholders are no longer buggy (free recruiting, etc.)
- Fix: Error from apparel check
- Tweak: Increased attractiveness of single bed rooms and pure guest rooms
- Tweak: Royals are 2.5x more likely to show up
- Tweak: Guests will now never bring items with thingSetMakerTags of "NotForGuests"
- Tweak: Happy guest joins event now won't work with royals
- Tweak: Most empire guests can not be recruited now as a tradeoff for their valuable gear

1.1.11 - 25.05.2020
- New: Added option to use an icon on guest tab instead of text

1.1.10 - 24.05.2020
- New: Added button to guest tab to manage map defaults
- New: Manage Defaults menu now has a setting for disabling guests for the map
- New: Russian translation by kamadz
- Fix: Beds will now only show royal title information when royalty is active
- Fix: Fixed issue with guests not finding path to base caused by locked doors
- Tweak: Optimized shopping code for performance
- Tweak: Now caching guest comp access for performance

1.1.9 - 01.05.2020
- New: Setting to limit maximum visits within next 3 days
- New: Spanish translations
- New: When unsorted, the guest tab now shows which guests are in the same group
- Fix: Guests now won't buy items biocoded for someone
- Fix: Guest tab can be sorted now
- Tweak: Added a delay before guests can claim a bed, based on their silver

1.1.8 - 26.04.2020
- Fix: Rebuilt for latest RimWorld version
- Fix: Some more information gets logged for debugging
- Fix: Added check for null defs in royal titles
- Fix: More defensive code for various issues
- Tweak: Ascetic guests don't care about the paid fee
- Fix: Error when guests try to rescue downed guest
- New: Added debug option to spawn a group and select the faction

1.1.7 - 03.04.2020
- Fix: Guests won't buy or wear stuff they can't wear due to missing body parts
- Fix: Guests shouldn't have question marks when leaving now
- Fix: Error when sending guests away before they have arrived
- Fix: Error when trying to take off royal headgear
- Tweak: Royal pawns have a much lower chance of spawning now

1.1.6 - 30.03.2020
- Fix: Visitors scared of ancients in cryptosleep caskets
- Fix: Update to ChineseTraditional (thanks to Miyu)
- Fix: Another shot at the bed owners bug
- Fix: 4x per day the guest list gets recalculated now to make sure no guests get lost / don't show
- Fix: Recruited lover now shouldn't show "Want to sleep with x" if they share a bed

1.1.5 - 24.03.2020
- New: ChineseTraditional language (thanks to https://github.com/CuteLasty)
- New: Italian language (thanks to TopIn [https://ludeon.com/forums/index.php?action=profile;u=106209])
- Fix: Defensive code against beds without CompAssignableToPawn
- Fix: Guests will avoid sharing a bed with someone they don't have a relationship with, unless they have to
- Fix: Guests won't help with feeding prisoners or sick; too many issues (food from inventory, wrong food category, etc. etc.)
- Fix: Guests won't drop biocoded or bladelinked gear now
- Fix: Colonists no longer get stuck in doors, trying to talk to guests

1.1.4 - 22.03.2020
- Fix: Guests not buying wares
- Fix: Hospitality 1.0 language files now load correctly from subfolder
- Fix: nullThing errors are now warnings

1.1.3 - 21.03.2020
- Hotfix: BedDefCheck error

1.1.2 - 21.03.2020
- Hotfix for UpdateFeatureBase error and CheckBedDefs error

1.1.1 - 20.03.2020
- New: Guest beds now show which titles accept it and what is needed for the next title
- New: Recruiting royal guests requires royal friends
- New: Info box for guest bed stats
- New: Beds show general attractiveness
- New: Alerts for guests without beds
- Fix: Compatibility with Vanilla Events Expanded 'hunting party' event
- Fix: Nudists now won't buy (and put on) clothes
- Tweak: Royal guests are more likely to be offended by entertainment attempts of low social pawns
- Tweak: Guests will no longer do diplomat tasks for the player
- Tweak: Guests with low relationship are more likely to bring at least some silver
- Tweak: Guests will now at least bring something cheap if relationship is really low
- Tweak: Individual guests will bring slightly more items, especially with higher goodwill
- Tweak: Headgear guests wear when they arrive is now marked as not for sale
- Tweak: Masochists now don't mind eating without table or various bad sleeping types (also non-guests)
- Tweak: Lowered sale value of items to 55% marketvalue
- Tweak: Recruited guests will give their weapon to their previous faction
- Various other fixes and tweaks (see GitHub)

1.0.35 - 10.02.2020
1.0.34 - 08.02.2020
1.0.33 - 15.12.2019
1.0.32 - 04.11.2019
1.0.31 - 03.11.2019
1.0.30 - 21.09.2019
1.0.29 - 12.09.2019
1.0.28 - 07.09.2019
1.0.27 - 31.08.2019
1.0.26 - 25.08.2019
1.0.25 - 23.08.2019
1.0.24 - 21.08.2019
1.0.23 - 12.08.2019
1.0.22 - 09.08.2019
1.0.21 - 08.08.2019
1.0.20 - 06.08.2019
1.0.19 - 16.07.2019
1.0.18 - 12.07.2019
1.0.17 - 10.06.2019
1.0.16 - 07.05.2019
1.0.15 - 25.04.2019
1.0.14 - 30.03.2019
1.0.13 - 10.03.2019
1.0.12 - 19.01.2019
1.0.11 - 11.01.2019
1.0.10 - 10.01.2019
1.0.9 - 09.01.2019
1.0.8 - 07.01.2019
1.0.7 - 07.01.2019
1.0.6 - 28.11.2018
1.0.5 - 21.11.2018
1.0.2 - 28.10.2018
1.0.1 - 19.10.2018
0.19 - 09.08.2018
0.18g - 23.02.2018
0.18f - 16.12.2017
0.18d - 4.12.2017
0.18c - 2.12.2017
0.18b - 25.11.2017
0.18a - 19.11.2017
0.17j - 25.08.2017
0.17f - 11.07.2017
0.17d - 13.06.2017
0.17c - 10.06.2017
0.17a - 03.06.2017
0.16g - 05.04.2017
0.16f - 17.02.2017
0.16e - 15.01.2017
0.16d - 14.01.2017
0.16c - 06.01.2017
0.16b - 03.01.2017
0.16a - 02.01.2017
0.15d - 02.11.2016
0.15b - 02.09.2016
0.15a - 29.08.2016
0.14i - 17.08.2016
0.14f - 30.07.2016
0.14e - 25.07.2016
0.14 - 16.07.2016
0.13 - 22.05.2016
0.11c - 26.04.2016
0.11b - 25.04.2016
0.11a - 14.04.2016
0.11 - 10.04.2016
0.10d - 19.03.2016
0.10c - 01.03.2016
0.10b - 28.02.2016
0.09b - 01.01.2016
0.09 - 28.12.2015
0.08b - 27.12.2015
0.08 - 23.09.2015
0.07 - 30.08.2015

Author
Orion (https://ludeon.com/forums/index.php?action=profile;u=33462)

Download
Note: Only remove the mod while there are no visitors or guest beds on your map.
GitHub (https://github.com/OrionFive/Hospitality/releases)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=753498552)

Note:
I no longer update this thread. So if you want to be notified about a new release, you can go to GitHub (https://github.com/OrionFive/Hospitality/releases), click "Watch" in the upper right corner, then "Custom", and then select "Releases".

How to install
- Delete old folder of this mod (Hospitality).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.

Support development
Do you want to support me developing this mod? Do you want to have a vote in what will be added next?

(http://ufo2.site44.com/become_a_patron_button.png) (https://www.patreon.com/orionmods)

Wanna do me a huge favour?
I'm working on a new game and in the coming months, we will need beta testers. So if you're up for helping me out and have some fun in the process, check this out (https://extra-nice.net/skirmish-beta-testing/). If you don't want to test, that's fine too, your feedback on our video alone is already helpful!
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: UMK on March 13, 2015, 11:34:26 AM
Yet another must have mod *sigh*. Hope it will be included into core game.
Can you also give an option to slightly improve faction relationship by talking with travelers?
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Zebrin on March 13, 2015, 11:36:35 AM
Thank you for this. My colony has a "Guest" that had his leg shot off. You can't perform surgery on guests so I can't get rid of him. This is a pretty nice soft fix for that, and has added benefits of giving me a supply of new recruits I can pay some 300 silver for!
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Orion on March 13, 2015, 11:44:52 AM
Can you also give an option to slightly improve faction relationship by talking with travelers?
That was next on the list. Some sort of "improve relationship" option. But given that factions are now a new source of colonists, it shouldn't be too easy.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Vonholtz on March 13, 2015, 11:47:43 AM
Hmm visitor's get killed by other factions or they get right in the middle of my colony fight off some one else attack and they get dead. all the time they blame me. Well now a new way to piss them off. *download*  :)

Hey I might as well do the pissing off and get some thing for it right. Nice one going to try it out.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Orion on March 13, 2015, 11:52:07 AM
Hey I might as well do the pissing off and get some thing for it right. Nice one going to try it out.
Nothing you can't fix for a few silver ;)
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Keychan on March 13, 2015, 11:54:45 AM
You could just make relation building be very slow like +3 to +5 relation each visiting group or +1 to +2 relation for each visitor.  Not sure if you can program something that effects everyone to effect the only visiting group only easy though.  It would be interesting to just have people from visiting groups to just join the colony if your relations are perfect to near perfect. Like I can imagine a young tribesman wanting to see another life and your colony is 'claimed' to be the perfect chance for him to learn more.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: skullywag on March 13, 2015, 12:43:30 PM
Omnomnomnomnom
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: MarvinKosh on March 13, 2015, 03:11:58 PM
Hmm, I like the look of this mod. I'll have to give it a try!
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: daft73 on March 13, 2015, 07:05:44 PM
Interesting, question: What is the penalty, is it something that should be used rarely for the penalty is high, say 35% or so,...or is it well I can do this 5 times before they care to much. If the penalty is trivial then maybe this is too easy, or is it a calculated risk?  ;)
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: millenium on March 13, 2015, 07:15:12 PM
in accordance with hospitality can you have improved relations if they steal my food.

im tired of factions visiting and eating all my grub.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Latta on March 13, 2015, 08:37:01 PM
Maybe they can give you something instead of joining you?
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Orion on March 14, 2015, 04:08:23 AM
Interesting, question: What is the penalty, is it something that should be used rarely for the penalty is high, say 35% or so,...or is it well I can do this 5 times before they care to much. If the penalty is trivial then maybe this is too easy, or is it a calculated risk?  ;)
The penalty is a fixed cost that you know upfront. If you recruit that person, this is what the relationship will suffer (once). If, through bad social skills or bad luck you anger the visitors, it costs the relationship 1 point per incident.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Grogfeld on March 14, 2015, 10:31:18 AM
Love this idea!
But (tm)... ;)
As we see on screenshot this guy is worth how much, 300 silver? Because of comm console for that much silver you can improve relations, am I right? Maybe it should cost additional silver or even gold to? You know, as a bribe to that guest or faction.

Also, this isn't a bug report, maybe a incompatibility report. I've noticed that I can't interact with buildings, I  mean I can't manually give job order (stone-cutting, meals...), and my colonists started to starve even when there are many meals in stock but I can manually give them orders to eat, it started just after I've convinced a guest. But if I make area to grow food they will go there an sow, also mining is strange, they mine selected area but I can't give them orders manually. Probably incompatibility with PrisonImprovements. Other mods that I've installed just add prosthetics and scars removal ability aaand of course EdBs mods. Or something else is messing up, I don't know, I'm to sick now to think about it :D
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: prongssage on March 14, 2015, 10:41:50 AM
Also, this isn't a bug report, maybe a incompatibility report. I've noticed that I can't interact with buildings, I  mean I can't manually give job order (stone-cutting, meals...), and my colonists started to starve even when there are many meals in stock but I can manually give them orders to eat, it started just after I've convinced a guest. But if I make area to grow food they will go there an sow, also mining is strange, they mine selected area but I can't give them orders manually. Probably incompatibility with PrisonImprovements. Other mods that I've installed just add prosthetics and scars removal ability aaand of course EdBs mods. Or something else is messing up, I don't know, I'm to sick now to think about it :D

I have those mods (except scars removal ability) plus some. Which Prosthetics mod are you using?
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Kaballah on March 14, 2015, 10:46:53 AM
I like the idea of this, but I think you should consider making it more about building amenities to actually make your colony appealing to passing visitors, if that's possible.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Grogfeld on March 14, 2015, 12:47:42 PM
I have those mods (except scars removal ability) plus some. Which Prosthetics mod are you using?

It's Expanded Prosthetics and Organ Engineering there's also Fixbone, FixScar, RecoilCompensation, In-Game Clock, Pawn State Icons Mod, RimEffectShield, Modular Tables, Never stop looking, Priorityhaul, Stonecutting Tweak.

So there are possibilities that all are messing up, but as I noticed before, problem started one second after I convinced guest to stay, that's why I wrote that note. I could try remove all mods and start new game but I'm to sick to play now :) Maybe later.

EDIT: I've load mod as last one and started new colony on a new planet (same as before) and spawn a villager from debug menu, and every thing is fine for now, so cheers :D
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Orion on March 14, 2015, 07:42:46 PM
Love this idea!
But (tm)... ;)
As we see on screenshot this guy is worth how much, 300 silver? Because of comm console for that much silver you can improve relations, am I right? Maybe it should cost additional silver or even gold to? You know, as a bribe to that guest or faction.
Yeah, only 600 silver, for someone expensive, close to none for someone who got properly hurt (it scales with their usefulness). But I also don't think outright war is justified, just for getting someone to join you. In reality it might even improve relationships if you have several members of their group in yours (they're probably still buddies with people from there).

On the other hand, it's a lot cheaper than a slaves trader.

I might be able to override how the comm console works, though. For example some sort of escalating pricing model: first relationship improvement with a faction is 300 silver, 2nd = 400, 3rd = 600, 4th = 900, 5th = 1300, etc.

I like the idea of this, but I think you should consider making it more about building amenities to actually make your colony appealing to passing visitors, if that's possible.
I was thinking about that too, which is why I gave the mod this name. I want to allow the player to improve relationships by treating the visitors well. I won't be able to turn the game into Hotel Tycoon, but maybe you will at least be able to offer them a bed or something to eat.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: re1wind on March 15, 2015, 12:10:54 AM
I really like this concept,

but...300 gold for a colonist is very cheap. Its a great start but the whole trading and relationship mechanic needs a bit more depth. Relationships and trust takes time to build up, its not something you normally get by paying them.

i.e. when a faction group leaves your area with a "well treated" flag, long-term reputation with that faction increases by 10. Once the value reaches 100, you can temporarily hire their visitors for mundane tasks, like hauling, cutting, a bit of research, etc. etc. but they're never quite "your" colonists. Hiring labour basically.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Dragoon on March 15, 2015, 08:26:44 AM
300 gold for a colonist is very cheap.

By the light man how much gold do you have?! Gold is expensive as heck. No way is it cheap unless you only played alpha 9.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Grogfeld on March 15, 2015, 08:41:39 AM
Yeah, only 600 silver, for someone expensive, close to none for someone who got properly hurt (it scales with their usefulness). But I also don't think outright war is justified, just for getting someone to join you. In reality it might even improve relationships if you have several members of their group in yours (they're probably still buddies with people from there).

Oh, that's how you see it. I don't know if that kind of action should help with relations. I see this like a Mad Max world, when groups of people try to survive and every pair of hands are priceless. Even now I've started with 3 colonists and 2 of them are over 60 years old with cataracts and bad backs and they are frail, and I need them. Even if I will have 12 younger they will be part of my community.

So maybe relations should make worse in short time, because of emotional, impulsive thinking of their group leaders, but in the longer period those who staid with you could help.

One event could happen when you steal someone. When relations are negative, an attack of pirates is triggered. Leader of tribe, or colony bribe them to attack your colony.

I might be able to override how the comm console works, though. For example some sort of escalating pricing model: first relationship improvement with a faction is 300 silver, 2nd = 400, 3rd = 600, 4th = 900, 5th = 1300, etc.

Great idea, simply and elegant.

@Dragoon
Probably silver not gold is what he thought.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: daft73 on March 15, 2015, 10:18:59 AM
300 gold for a colonist is very cheap.

By the light man how much gold do you have?! Gold is expensive as heck. No way is it cheap unless you only played alpha 9.
Yes my guess is that he/she means the 300 silver currancy..."gold" is sooo common in every other game on the  planet, so it was most likely just wrong term use.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Orion on March 15, 2015, 05:05:56 PM
but...300 gold for a colonist is very cheap.
You are also making the assumption that it will just work. But many choices, especially those that have high difficulty, you might not be able to recruit, or only with suffering more relationship penalties.
If that's not enough, I could add that if the convinced colonists are not doing well in your colony (low mood), they eventually decide to go back to their previous faction.
Not sure I really like this option, though.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: imuteyou on March 17, 2015, 09:53:01 AM
"guest does not like it here" status: how do I fix the place?
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Orion on March 17, 2015, 11:09:35 AM
Essentially it comes down to their mood. So if you have dirt / blood around, corpses, cramped spaces, etc. they will not like it. The social skill of your colonist will determine if he can improve their mood by talking or if it will get worse.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Asfalto on March 17, 2015, 05:01:43 PM
Awesome.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: SixChambers on March 22, 2015, 12:50:49 PM
Nice, I want this in my game, simply so I can annoy my allies by being Mr Steal Yo Colonist
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: BlueFreakQ on March 22, 2015, 12:59:08 PM
Hello,

Thank you for making this!  It is something I have always thought was missing from the base game and finally brings some purpose (and possible consequences) to visitors.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: veryinky on March 22, 2015, 02:31:37 PM
I was thinking about that too, which is why I gave the mod this name. I want to allow the player to improve relationships by treating the visitors well. I won't be able to turn the game into Hotel Tycoon, but maybe you will at least be able to offer them a bed or something to eat.
Some Hotel Tycoon ish feature would be nice though, like a Inn setting for beds, like Colonist, Prisoner, Inn and they'd drop silver based on the quality of the room. Or the ability to sell meals to them. Some kind of "Inn" sign that works like a trade beacon? Or, a zone definition which overlaps a table&stools, food stockpile, and bed?

I'm not entirely sure what Visitors are supposed to be for right now, they just wander around the map for a bit, eat their own food, then leave.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Dragoon on March 22, 2015, 02:36:29 PM
They talk to your colonist if they are close I think it helps build relationships and if you come under attack a few extra heads aren't bad.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Klaatu on March 23, 2015, 04:05:13 AM
Bug:
When checking to recruit a guest, and the guest dies during recruitment attempts, the wardens attempting to recruit will be stuck in an infinite loop having no one to recruit while 'attempting to recruit'.

I had to revert back 3 days worth of saves before I noticed my wardens were stuck, and not even forced recruitment will move them.

You need to add a check to break out of this recruitment loop.
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: Orion on March 23, 2015, 06:16:11 AM
You need to add a check to break out of this recruitment loop.
Thanks for pointing this out. I'm looking into it.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01)
Post by: Orion on March 23, 2015, 12:40:29 PM
Changelog
1.01 - 23.03.2015
- You can choose to improve the relationship with a visitor's faction
- Improving relationships with factions using silver gets increasingly more expensive
- Fixed various problems
Title: Re: [MOD](Alpha 9) Hospitality (v1.01)
Post by: LInfo on March 24, 2015, 05:07:11 AM
adding russian translate in mod

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Hospitality (v1.01)
Post by: Zipko on March 24, 2015, 08:22:17 AM
[BUG]My colonist tried to recruit a guest a few times , and what happened is i get a message on the left that she failed, but the envelope on the right says that she successfully recruited him. This happened a few times in a row, and every time relations with his faction would go down, but he would not be recruited, eventually they became hostile, and i had to knife him, capture him, and recruit him as prisoner. I have quite a few mods (50+, i am testing a lot of them , deciding which ones im gonna use) , so any of them could be interfearing, so i will report back when i reduce number of mods, and try to find out if this happens again.
(http://i.imgur.com/AhbPfXS.jpg) (http://imgur.com/AhbPfXS)
Title: Re: [MOD](Alpha 9) Hospitality (v1.01)
Post by: Orion on March 24, 2015, 09:03:33 AM
[BUG]My colonist tried to recruit a guest a few times , and what happened is i get a message on the left that she failed, but the envelope on the right says that she successfully recruited him. This happened a few times in a row, and every time relations with his faction would go down, but he would not be recruited, eventually they became hostile, and i had to knife him, capture him, and recruit him as prisoner. I have quite a few mods (50+, i am testing a lot of them , deciding which ones im gonna use) , so any of them could be interfearing, so i will report back when i reduce number of mods, and try to find out if this happens again.
From what I can tell you're using an old version of the mod. Please try the latest one, hopefully the problem is solved then. But with so many mods, there's really no guarantee if it will work or not.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01)
Post by: Zipko on March 24, 2015, 09:11:41 AM
[BUG]My colonist tried to recruit a guest a few times , and what happened is i get a message on the left that she failed, but the envelope on the right says that she successfully recruited him. This happened a few times in a row, and every time relations with his faction would go down, but he would not be recruited, eventually they became hostile, and i had to knife him, capture him, and recruit him as prisoner. I have quite a few mods (50+, i am testing a lot of them , deciding which ones im gonna use) , so any of them could be interfearing, so i will report back when i reduce number of mods, and try to find out if this happens again.
From what I can tell you're using an old version of the mod. Please try the latest one, hopefully the problem is solved then. But with so many mods, there's really no guarantee if it will work or not.
Uh, yes, i just noticed that there is a newer version, i will try that first. May i suggest that you add a release date next to version number in title, most mod threads use that pattern, and it is much easyer (at least for me) to know if you have the latest version.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Dewion on March 25, 2015, 10:22:56 AM
Hey I just got this game, tried it a bit and then went look for mods to flesh it out.

I'm having strange issue. When i try to recruit crash survivor, game just spams "was successful" and the survivor won't show up on my list.

I'm using bunch of other mods, including "prison improvements" is that the problem?

If it is, anyway to make them work together, or do I have to choose? :D
And i would like to get the fix to my current game, I really hope it possible.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Dewion on March 25, 2015, 01:01:57 PM
I tried to merge the mods but it didn't work, anyone willing to help?
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: T-Wrecks on March 26, 2015, 04:38:36 AM
Is it possible to make it so that your colonists are only allowed to recruit or chat with each vistor once? That way when the visitors leave your colonists wont go running off after them. I have lost multiple colonists in this fashion. Lol.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: L.Max on March 26, 2015, 10:39:03 AM
after i updated this mod from the previous version i get a colorful screen of death spamming red "squad brain AI" lines

it was the only mod i updated between saving and loading my colony

i had no recruit orders in my saves and tried several saves

i have attached my installed mod list (only a few aren't active and they are all updated to latest version)

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Dewion on March 26, 2015, 01:11:19 PM
after i updated this mod from the previous version i get a colorful screen of death spamming red "squad brain AI" lines

it was the only mod i updated between saving and loading my colony

i had no recruit orders in my saves and tried several saves

i have attached my installed mod list (only a few aren't active and they are all updated to latest version)

Hey, I see you also use PrisonImprovements mod, is it active?
Have you been able to recruit people with it?

Btw, I have been in impression that updating mods or at least removing or adding them brakes saved games, is that so?
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: L.Max on March 26, 2015, 02:33:17 PM

Hey, I see you also use PrisonImprovements mod, is it active?
Have you been able to recruit people with it?

Btw, I have been in impression that updating mods or at least removing or adding them brakes saved games, is that so?

i usually update mods for the same colony unless they warn or state they are not save friendly. i added this mod after creating this colony and worked fine. Depending of the mod, some can be removed between saves as well

i have that mod active, but the recruiting it does is enslaving prisoners with collars, i don't know if that counts lol

also i started a new test colony and it works fine. but i noticed though that the Warden role is now called something else?

can i have the previous version package so i can finish my original colony? (note to myself: i will keep the outdated mods packages from now on, just in case)
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: LustrousWolf on March 26, 2015, 07:12:23 PM
BUg when I recruit a guest they will always have there weapon out. Even after drafting u drafting and shooting. It doesn't affect anything it's just it seems odd for them to be sowing a potato plant whilst holding a gun expecting the plant to attack him. Also when I tried to improve faction relationship he got then hostile against me in like 5 mins. He was social 6 and wasn't doing very well. Went from faction relationship 40 to -40. Rebalance? :o
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Javis on March 26, 2015, 09:14:41 PM
Bug report:

I dunno if this is intended, but in my installation, whenever someone succeeds improving relations, the "improved" person gets a x3 *debuff* to their mood, and when they fail, they get a x3 *buff*.

Mod list:

EdB mod order; less incident trolling; advanced lamps; biodiversity; can I brew it?; defensive that colony!; EdB interface; Hospitality 1.01; thingamajigs; temperature control; shaped charge; seasonal wardrobe; RTGs v1.11; powerswitch; outfitter; combat realism core; rimworld PSIv03c; Tmods- core crop tweaks, expanded cloth, expanded crops; expanded prosthetics & organ engineering; vein miner; priorityhaul; more designators; modular tables v1.43; mediXP; more vanilla turrets; nu metals; bulk meals; ice sheet and harsher tundra; winter is here; log wall stuffed v1.21; crash landing.

Running Alpha 9.725.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Orion on March 27, 2015, 05:45:50 AM
Thanks a lot for all the feedback guys! This is very important to improve the mod and I really appreciate it. I will look into fixing as much as possible. But: what I really need from you, apart from the description of what's happening is:
- screenshots of the expanded (first) error in the console (all the cryptic stuff, I really need that)
- if that's not possible, the log file from the game's data folder

If you're having issues with a savegame, please also include your savegame. It's found here:
%appdata%\..\LocalLow\Ludeon Studios\RimWorld\Saves
or here:
%appdata%\LocalLow\Ludeon Studios\RimWorld\Saves
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Dewion on March 27, 2015, 02:04:39 PM
you didn't reply are this and prison improvements working together, does anyone else have problems? They do modify same files right?
I already deleted my prev colony and started a new one without this mod. I couldn't wait any longer, also I will probly start soon another one, then i test them together again.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Dragoon on March 27, 2015, 08:08:55 PM
-snip-
I don't get any problems.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Dragoon on March 27, 2015, 10:29:31 PM
By the way can you heavily reduce the negative amount from worsening seriously it like -10 every time it's bad and +1 for the time it is good.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Orion on March 28, 2015, 03:32:15 AM
By the way can you heavily reduce the negative amount from worsening seriously it like -10 every time it's bad and +1 for the time it is good.
I'll make it a bit less extreme. There has to be a penalty for playing the odds, though.

Running Alpha 9.725.
Might help to run the latest version.

BUg when I recruit a guest they will always have there weapon out.
Looking into it.

can i have the previous version package so i can finish my original colony? (note to myself: i will keep the outdated mods packages from now on, just in case)
Attached.

Is it possible to make it so that your colonists are only allowed to recruit or chat with each vistor once? That way when the visitors leave your colonists wont go running off after them. I have lost multiple colonists in this fashion. Lol.
I'll make it so, that you can only influence them while they're on your home zone. That'll fix several problems at once.

I'm using bunch of other mods, including "prison improvements" is that the problem?
If it is, anyway to make them work together, or do I have to choose? :D
I'll see what I can do. Prison improvements seems pretty intrusive, so I may not be able to make it properly compatible.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Dragoon on March 28, 2015, 04:01:03 AM
Yeah but I get 1+ from an good job which is 87% if i am lucky then somehow I get it wrong once and boom it drops -10 XD. It's funny until it drops and they turn hostile lol.
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: LustrousWolf on March 28, 2015, 05:26:14 AM
Is it possible to make it so that your colonists are only allowed to recruit or chat with each vistor once? That way when the visitors leave your colonists wont go running off after them. I have lost multiple colonists in this fashion. Lol.

Instead of just talking once, can you not make colonist just not talk to visitors after it says they are leaving your colony?
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: Orion on March 28, 2015, 09:14:32 AM
Instead of just talking once, can you not make colonist just not talk to visitors after it says they are leaving your colony?
I'm making it so that they will only be talked to while they're in your home zone. What you suggest is actually rather difficult to implement.

Yeah but I get 1+ from an good job which is 87% if i am lucky then somehow I get it wrong once and boom it drops -10 XD. It's funny until it drops and they turn hostile lol.
I'm lowering it a bit (5-10 instead of 10). If your colonist is shit at being social, the results should reflect that (and maybe you shouldn't send him to entertain your allies). With a semi-decent talker it's already not so bad anymore. Since positive relationship translates almost directly to money or new recruits, it must not come cheap.
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Orion on March 28, 2015, 09:20:56 AM
Changelog
1.02 - 28.03.2015
- ensured converting crash survivors works
- ensured compatibility with "prison improvements" (hospitality should be loaded first)
- targets will now only be talked to while they are in your home zone
- fixed weapons out bug
- slightly less negative impact
- fixed that some buffs were inverted
Title: Re: [MOD](Alpha 9) Hospitality (v1.01 - updated 23.03.2015)
Post by: LustrousWolf on March 28, 2015, 11:02:08 AM
Instead of just talking once, can you not make colonist just not talk to visitors after it says they are leaving your colony?
I'm making it so that they will only be talked to while they're in your home zone. What you suggest is actually rather difficult to implement.

Yes true, sorry about that. Well just inside the home region still seems good. Good luck with the mod :D
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Dewion on March 28, 2015, 01:09:27 PM
Changelog
1.02 - 28.03.2015
- ensured converting crash survivors works
- ensured compatibility with "prison improvements" (hospitality should be loaded first)
- targets will now only be talked to while they are in your home zone
- fixed weapons out bug
- slightly less negative impact
- fixed that some buffs were inverted

Yay, I will test it with my next colony. I'm starting a new one 'couse I ran in some trouble in recent colony.
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: LustrousWolf on March 28, 2015, 04:25:59 PM
I started a colony a few days ago with the version before this, is it safe to just take out the old version and put in the new version and continue my colony? or do i have to start again OnO
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Mechanoid Hivemind on March 29, 2015, 05:40:27 AM
Do i need to start over or not? IE save compatible?
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Orion on March 29, 2015, 12:00:44 PM
I always try my mods on old saves and I make sure noone has to start over between versions. It should work fine, but I can't guarantee that there won't be specific circumstances that will cause problems. As always, keep backups of your saves if they're important to you.
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Mechanoid Hivemind on March 29, 2015, 01:17:07 PM
I always try my mods on old saves and I make sure noone has to start over between versions. It should work fine, but I can't guarantee that there won't be specific circumstances that will cause problems. As always, keep backups of your saves if they're important to you.
Well i did get a red message but i have always gotten it with interface mod from EDB so it wasnt your mod doing it
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Orion on March 30, 2015, 05:55:24 AM
Sometimes that happens, and will go away after saving. Also could mean your save is gonna be corrupted when you save again. No risk, no fun, I guess...
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Mechanoid Hivemind on March 30, 2015, 08:49:53 AM
Sometimes that happens, and will go away after saving. Also could mean your save is gonna be corrupted when you save again. No risk, no fun, I guess...
Eh f*ck it i have a few mods that i wanna try out but not till after this colony sinks or floats
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: LInfo on March 31, 2015, 02:16:28 AM
hello. About folder translate:
All phrases at picture impossible translated. Please check it is and repair.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Dewion on March 31, 2015, 09:00:10 AM
Still can't get this to work. i started a new colony with several mods, including latest "Superior Crafting". i also use "prison improvement" mod, it works without any problems.

when i try to recruit someone, if my colonist can outrun the visitor, message says it was successful, but nothing else happens. i even locked the visitor inside my house and my colonist kept spamming recruitment, but still nothing happens after successful recruitment.

Any advise?  ???
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Orion on March 31, 2015, 10:16:49 AM
Very strange. Can you tell me all the mods you're using? Prison improvements is the prime suspect for trouble. Could you try loading it after this mod?

Are you sure recruitment was successful? It may take a couple of attempts of convincing and there should be a letter saying that it worked.
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Dewion on March 31, 2015, 02:12:23 PM
Here some pics:

Step 1
try to recruit is on.
Step 2
colonist is negotiating. i tried to select and rightclick to order negotiating, but it didn't show up, i had to draft the colonist and move her close, then undraft and the colonist choose to do it by herself.
Step 3
recruitment was successfully, at least it says so, but visitor is still my guest.
Step 4
i let the time go by and my colonist keep spamming and nothing changes.

and here is also my active mods.

next i will try swap order and then without Prison improvements.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Dewion on March 31, 2015, 02:37:42 PM
swapping didn't work, only made worse. and removing Prison improvements didn't change a thing. should i start a new colony to see the difference?
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: prongssage on March 31, 2015, 04:51:54 PM
then its not prison improvement I've been using the two of the together since Hospitality came out and haven't had a single issue . I also have Edb mod order, prepare carefully, and interface. And space meals plus a few more that differ from your list. my suggestion would be to remove mod by mod and start a new world each time till you find the issue at least that's what I do.
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Dewion on April 01, 2015, 01:26:59 PM
yeah, i know. i just don't wanna.. it takes time, i thought someone could easily say what mods conflicts with this mod.

i will test that later, now i just play without it and finish testing that SuperiorCrafting mod.
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Orion on April 02, 2015, 08:02:52 AM
I think you most likely get some errors that you can't see (I suppose you have the console turned off). Could you please attach your output log text file from the data folder after it happens?
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Maistronom on April 02, 2015, 02:07:17 PM
Hi guys, I'm having a slight problem here, when I try to talk to some visitors, no matter if I'm trying to improve relations or recruit them, my negotiator just become imobilized and can't move or do anything, anybody here got the same problem or maybe even a solution? please tell!!!
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: LustrousWolf on April 02, 2015, 02:12:05 PM
Hi guys, I'm having a slight problem here, when I try to talk to some visitors, no matter if I'm trying to improve relations or recruit them, my negotiator just become imobilized and can't move or do anything, anybody here got the same problem or maybe even a solution? please tell!!!

no i am having no problems at all. and im using like 20 other mods. what mods might u be using ?
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: kindofrvl on April 04, 2015, 01:49:05 PM
Hi there, thanks for this mod, easier to recruit stuff, but I have one little problem. After successful recruitment of an armed person he will hang around with the equipped gun in his hand, whow can I make my new colonist to hide his weapon?
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Dragoon on April 04, 2015, 08:23:54 PM
-snip-
Have you tried draft and un drafting.
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: kindofrvl on April 05, 2015, 08:58:38 AM
-snip-
draft and un drafting.
You mean one of zone commands for future planning? How can it help?
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Dragoon on April 06, 2015, 01:05:53 AM
No drafting is press "R" on your keyboard to make them be able to fight.
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: kindofrvl on April 06, 2015, 04:37:05 PM
Dragoon, thanks for explanation. :) Yes, I tried draft/undraft, it didn't help. Well, there might be no way of solving this.  :'(
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Lenix on April 06, 2015, 08:13:59 PM
As much as I hate to say it the Outfitter mod was the culprit for me sadly, but I might have been on an older version of outfitter. I hope for the future a compatibility patch for them because they are both equally as useful.

EDIT: Ok I'm a fool it still may be outfitter but modded factions don't work
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Orion on April 08, 2015, 12:05:11 PM
As much as I hate to say it the Outfitter mod was the culprit for me sadly, but I might have been on an older version of outfitter. I hope for the future a compatibility patch for them because they are both equally as useful.
I'm using outfitter as well, should work fine.

After successful recruitment of an armed person he will hang around with the equipped gun in his hand, whow can I make my new colonist to hide his weapon?
Are you using version 1.02? It should be fixed...
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: kindofrvl on April 11, 2015, 09:24:13 AM
Orion, when I installed v1.02 I saw bugscreen afted loading my save. I thoght that permanent guns in pawns' hands aren't that bad, replaced v1.02 with 1.01 and there was another bugscreen, attached.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: hyperkiller on April 19, 2015, 04:55:43 PM
When do you think this will be updated to alpha 10?
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Orion on April 21, 2015, 02:24:11 AM
It's having top priority right now, but I can't promise anything.
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: hyperkiller on April 21, 2015, 12:07:55 PM
It's having top priority right now, but I can't promise anything.
Alright, NP don't rush it too much!
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Orion on April 22, 2015, 05:34:44 AM
Rejoice, it's back! ;)

Changelog
1.03 - 22.04.2015
- updated for Alpha 10
Title: Re: [MOD](Alpha 9) Hospitality (v1.02 - updated 28.03.2015)
Post by: Ninefinger on April 22, 2015, 08:06:09 AM
Rejoice, it's back! ;)

Changelog
1.03 - 22.04.2015
- updated for Alpha 10

Awesome! Thank You!
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: thenightgaunt on April 22, 2015, 11:13:00 AM
Thank you! I've been waiting for this mod to update to A10 ever since it hit. While not having this mod didn't stop me from updating to A10, it's absence has been felt every time I've loaded up the game.
It's like having an iPod in your car. You get so used to listening to whatever you want when driving that when you forget it you find every little thing on the radio just annoys the hell out of you.

To quote The Matrix "like a splinter in your mind".
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: LordShotGun on April 22, 2015, 03:43:34 PM
It's probably something to do with my own modlist since I have a bunch, but when I recruited a visitor successfully, my game slowed down to a crawl. No idea what the issues is, but I love the concept of your mod!
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: MarSmith on April 22, 2015, 03:53:43 PM
Happened on my end as well.

Even when you save / exit / reload after recruitment.
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: nuschler22 on April 24, 2015, 05:52:41 PM
I usually choose one of the visitors to recruit and I improve good will with everyone else.

I've yet to recruit anyone.  I only attempt to recruit visitors in the 60's or below range for recruitment.

When I try to recruit, it says something to the effect of "recruited with his smooth etc" and a 91 percent for success, but not one visitor has ever joined.  I also use several of my wardens to try to recruit.  So I don't know why it's a success since nobody joins.

What am I doing wrong or is it just very, very rare for them to join?
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: Savagedingo on April 24, 2015, 09:31:40 PM
So is this running smooth with 10f, or should we hold off for now?
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: Orion on April 26, 2015, 06:37:56 AM
Thank you! I've been waiting for this mod to update to A10 ever since it hit. While not having this mod didn't stop me from updating to A10, it's absence has been felt every time I've loaded up the game.
It's like having an iPod in your car. You get so used to listening to whatever you want when driving that when you forget it you find every little thing on the radio just annoys the hell out of you.
Thanks! It's comments like these that make it worth putting all the hours into maintaining a mod!

It's probably something to do with my own modlist since I have a bunch, but when I recruited a visitor successfully, my game slowed down to a crawl. No idea what the issues is, but I love the concept of your mod!
Do you guys get any messages in your console? I will try and see what could be causing this...

I've yet to recruit anyone.  I only attempt to recruit visitors in the 60's or below range for recruitment.

When I try to recruit, it says something to the effect of "recruited with his smooth etc" and a 91 percent for success, but not one visitor has ever joined.  I also use several of my wardens to try to recruit.  So I don't know why it's a success since nobody joins.

What am I doing wrong or is it just very, very rare for them to join?
The recruitment difficulty is how high their mood has to be for them to join (aka how much they like being at your place). Every successful convincing effort will improve their mood, so eventually it may be high enough. So unless your place is very awesome, I'd try even easier targets than 60. Some visitors are grumpy from the get go (e.g. wounded), so they'll be harder to begin with.
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: Ninefinger on April 26, 2015, 07:27:32 AM
this is a great mod i hope you can work out the kinks soon i would really like to add it to my modpack, some things that need a look into are visitors not properly being recruited even though it says that its been successful and the lag issues reported by others earlier.

keep up the good work man! :D
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: Orion on April 27, 2015, 07:15:07 AM
this is a great mod i hope you can work out the kinks soon i would really like to add it to my modpack, some things that need a look into are visitors not properly being recruited even though it says that its been successful and the lag issues reported by others earlier.

keep up the good work man! :D
Unfortunately I can't reproduce the lag - it must be a combination with another mod that I'm not using. The other issue is coming down to lack of clarity. I've addressed it in the latest version - now the recruiting difficulty reflects the circumstances and the efforts already put into the person and thus keeps changing. E.g. if they're feeling really bad it might go up to 100, saying you probably won't have a chance to convince them at all, or as low as 0, saying you just need to try a few times to get them around.

Coming soon :)
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: perzhenie on April 27, 2015, 06:00:30 PM
it has a bug(fo me at least):
if more than one colonnist are persuading guests to join, and they do, than the colonnists who were in the middle of negotiations just freeze :/


I included message from console in the screenshot.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: Addhatic on April 27, 2015, 09:09:48 PM
it has a bug(fo me at least):
if more than one colonnist are persuading guests to join, and they do, than the colonnists who were in the middle of negotiations just freeze :/


I included message from console in the screenshot.

having the same problem with same debug lines plz fix. love the mod by the way :D
Title: Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: Kolljak on April 28, 2015, 02:39:17 AM
I think the lag issue might be their map size if you play on any size that has the warning on it when you have a full fledge base and their is fire or rain it might have huge fps reduction ive been having this not persay with this mod but with the core game in general. with any 1 mod installed
Title: Bug report-Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: Pursuit on April 29, 2015, 04:43:02 AM
This looks like a great mod and started out working great for me.
The only mod I had installed was EdB Interface.
When the colony began recruiting I had some lag, but when someone was finally recruited it got much worse with both the recruit and the recruiter freezing. The new recruit didn't even register on EdB's Colonist Status Bar.
The lag continued until I used developer mode to destroy the frozen pawns.
I tested it again after disabling EdB and had the same outcome of frozen recruit and recuiter, but with worse lag than before.

Sorry to have to report a problem but I hope it gets fixed. This looks like it would be a great addition to my play through. You've done a good job balancing the pros and cons of recruiting from other factions.
Title: Re: Bug report-Re: [MOD](Alpha 10) Hospitality (v1.03 - updated 22.04.2015)
Post by: Ninefinger on April 30, 2015, 03:28:20 AM
This looks like a great mod and started out working great for me.
The only mod I had installed was EdB Interface.
When the colony began recruiting I had some lag, but when someone was finally recruited it got much worse with both the recruit and the recruiter freezing. The new recruit didn't even register on EdB's Colonist Status Bar.
The lag continued until I used developer mode to destroy the frozen pawns.
I tested it again after disabling EdB and had the same outcome of frozen recruit and recuiter, but with worse lag than before.

Sorry to have to report a problem but I hope it gets fixed. This looks like it would be a great addition to my play through. You've done a good job balancing the pros and cons of recruiting from other factions.

Hope that this gets fixed, i would really like to be able to add this to my Ultimate Overhaul Modpack! But in its current state im afraid i am going to have to wait, im not inclined force this situation upon people, but this is an excellent mod!
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Orion on April 30, 2015, 04:24:10 AM
Changelog
1.04 - 30.04.2015
- fixed exception when multiple colonists try to recruit the same person
- changed display of recruit difficulty: now shows how much convincing is still necessary


The new version should take care of the freezing or exceptions when recruiting. I encountered lag occasionally, but I can't connect it back to this mod.
I also changed how difficulty is displayed. It now takes into account how much effort you've already put into the target. So it'll slowly approach 0, at which point it's just a matter of luck + social skill to turn the person around.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: porkchops on April 30, 2015, 04:41:55 AM
The newest version gives me a 404 error while trying to download.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ninefinger on April 30, 2015, 05:08:11 AM
Awesome! Thanks for the update, link is still broken, but thanks for the update none the less!
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Orion on April 30, 2015, 05:10:08 AM
My bad, I botched the upload in the background ::)
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ninefinger on April 30, 2015, 07:35:46 AM
My bad, I botched the upload in the background ::)

no worries, Thanks for the update!
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ienkoron on April 30, 2015, 09:04:41 AM
Yup I'm getting the 404 too :/
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ninefinger on April 30, 2015, 09:13:06 AM
Yup I'm getting the 404 too :/

that's weird i just downloaded the update a couple minutes ago.

i just uploaded it to my dropbox here is the updated version https://www.dropbox.com/s/3tmh187qlmritpt/Hospitality%201.04.zip?dl=0
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ienkoron on April 30, 2015, 09:18:58 AM

that's weird i just downloaded the update a couple minutes ago.

i just uploaded it to my dropbox here is the updated version https://www.dropbox.com/s/3tmh187qlmritpt/Hospitality%201.04.zip?dl=0

Ta muchly that worked a charm, the internet's like Canberra, if one roundabout takes you the wrong way, the next will get you back on track XD
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ninefinger on April 30, 2015, 09:23:40 AM

that's weird i just downloaded the update a couple minutes ago.

i just uploaded it to my dropbox here is the updated version https://www.dropbox.com/s/3tmh187qlmritpt/Hospitality%201.04.zip?dl=0

Ta muchly that worked a charm, the internet's like Canberra, if one roundabout takes you the wrong way, the next will get you back on track XD

lol np. ;D
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Looptrooper on April 30, 2015, 11:02:10 AM
Soooo... anybody still got a mirror to download 1.04?
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ninefinger on April 30, 2015, 11:15:40 AM
Soooo... anybody still got a mirror to download 1.04?

lol wtf i just checked it like 10 min ago and it was working again so i removed it. here it is: https://www.dropbox.com/s/3tmh187qlmritpt/Hospitality%201.04.zip?dl=0
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: kaptain_kavern on April 30, 2015, 11:35:49 AM
Thx for the mirror link.

The OP's link give me a 404 error too.


Thx to the modder too, this mod is great. Can't play without it now :D
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Looptrooper on April 30, 2015, 11:40:37 AM
Much appreciated :)
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ninefinger on April 30, 2015, 12:37:38 PM
Thx for the mirror link.

The OP's link give me a 404 error too.


Thx to the modder too, this mod is great. Can't play without it now :D

Much appreciated :)

Np  :D
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Clibanarius on April 30, 2015, 03:30:59 PM
Wow, that was some coincidental timing. I just got a visitor at my colony and was thinking 'Damn, I want to recruit him!' and was hoping this mod was updated. Thanks!
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Orion on May 01, 2015, 09:22:12 AM
The latest link from page 1 should work just fine...
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ninefinger on May 01, 2015, 05:45:45 PM
The latest link from page 1 should work just fine...

Confirmed, i just checked, it wasn't working for most of the day yesterday though, but i had your covered, i will remove my link now.

Thanks again for the update!
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Tynan on May 01, 2015, 08:04:11 PM
I'm getting a 404 on the 1.03 link... :(
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ninefinger on May 02, 2015, 12:53:06 AM
I'm getting a 404 on the 1.03 link... :(

all of them are working now i just checked, they seem to have a mind of their own lol :)
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ienkoron on May 02, 2015, 12:58:11 AM
I'm getting a 404 on the 1.03 link... :(

all of them are working now i just checked, they seem to have a mind of their own lol :)

*looks around nervously* Is this the first test? are the AI's taking over? XD
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Ninefinger on May 02, 2015, 01:00:21 AM
I'm getting a 404 on the 1.03 link... :(

all of them are working now i just checked, they seem to have a mind of their own lol :)

*looks around nervously* Is this the first test? are the AI's taking over? XD

loool

(http://24.media.tumblr.com/812abf76dc2fba47ee8a5df0af4bbd21/tumblr_msak72ptwb1qgwf0wo1_500.jpg)
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Jan2607 on May 02, 2015, 04:31:06 PM
I have installed this mod, and I have a little problem with it: The line "relationship damage on success" in the guest menu has a lot of acute accents.
I'm playing RimWorld in German language and in the past I had occasionally problems with that when I used mods (for example the Industrialization mod).
Do you know any solution on this?

Screenshot attached.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Tynan on May 02, 2015, 05:39:09 PM
I have installed this mod, and I have a little problem with it: The line "relationship damage on success" in the guest menu has a lot of acute accents.
I'm playing RimWorld in German language and in the past I had occasionally problems with that when I used mods (for example the Industrialization mod).
Do you know any solution on this?

Screenshot attached.

This indicates that these two things are BOTH true:
1. You're playing in development mode.
2. This string isn't translated.

The modder should translate the string, and/or you can turn off dev mode.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Jan2607 on May 02, 2015, 06:01:45 PM
When I took the screenshot I was in dev mode, but after I turned it off, it was still there. A few hours later a new group of visitors came (Dev mode was off) and it was still there.

This string is in English, like the string under it. But the other string doesn't cause any problem. So why do you think, the translation causes this problem?


Allright, I needed to restart the game after Dev mode was disabled. Thank you, Tynan :)
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Jan2607 on May 02, 2015, 07:14:38 PM
And again, I have a problem:

My colonist Steven was recruiting a guest. The guest was recruited by another colonist and Steven stucked.
His status is "Trying to recruit Frenchy".
I can't order Steven to do anything (on the screen shot he is drafted, because I tried to move him).
If I order another colonist to wound (attack) him, Steven gets invisible.

Screenshot of Steven and the Debug Screen attached.

How can I help my colonist to move?

[attachment deleted due to age]
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Sigan on May 02, 2015, 10:24:01 PM
And again, I have a problem:

My colonist Steven was recruiting a guest. The guest was recruited by another colonist and Steven stucked.
His status is "Trying to recruit Frenchy".
I can't order Steven to do anything (on the screen shot he is drafted, because I tried to move him).
If I order another colonist to wound (attack) him, Steven gets invisible.

Screenshot of Steven and the Debug Screen attached.

How can I help my colonist to move?

I'm having the same problem.  Colonist can't be fixed via drafting, but the recruited colonist has become a part of my team.  Also, I've noticed that sometimes I'll get the successful recruitment message stating that I have a new colonist, but the colonist will still be following the group of traders and, had I not drafted and undrafted said colonist, it appears he would have walked right off the map with them!  So, just a few little bugs here, but I love when it works right.  :)

Edit:  As well, all of his needs are frozen.  He's not getting tired, hungry, upset... it's annoying.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Muramas on May 03, 2015, 11:05:15 AM
Hey I had an idea for your Hospitality mod but it would change the way it worked and I don't know if that interested you or not.

Right now when another village comes to visit there isn't much point other than to help if there is a raid and they are nearby.

My idea is that when visitors come you are acting as a hotel where you can sell services can by providing a meeting spot for them where they can play games, eat food and sleep. By doing this you can improve relations and convince visitors / purchase their help, bring traders (or expand trader's stock)

This could use the Incident: Trader Arrival from misc mod: https://ludeon.com/forums/index.php?topic=3612.0
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Daman453 on May 03, 2015, 09:27:53 PM
I have a bug, When i got a guest to join me, when i put it to 3X speed, it lags like a mofo. Resetting the game does nothing, but 2X speed works good.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Orion on May 05, 2015, 03:01:27 AM
Thanks everyone for providing feedback!

And again, I have a problem:

My colonist Steven was recruiting a guest. The guest was recruited by another colonist and Steven stucked.
His status is "Trying to recruit Frenchy".
I can't order Steven to do anything (on the screen shot he is drafted, because I tried to move him).
If I order another colonist to wound (attack) him, Steven gets invisible.

Screenshot of Steven and the Debug Screen attached.

How can I help my colonist to move?

Once you get the red errors the colonist is broken, I'm afraid, so better reload (it might be fixable by modifying your savegame, but that may prove tricky). Are you using the latest version 1.04? I thought I had this one fixed, so I'll have to check what could still be causing it.

I have a bug, When i got a guest to join me, when i put it to 3X speed, it lags like a mofo. Resetting the game does nothing, but 2X speed works good.
I'm after this one, but I can't locate the source of the problem. For all I know I'm doing things correctly when joining new pawns, so I really don't know what other system is interfering. Also my computer is pretty fast, so I can't even tell when it would lag for other people :-\

Hey I had an idea for your Hospitality mod but it would change the way it worked and I don't know if that interested you or not.
...
I've been thinking about this as well. It's definitely possible, and something I thought would be a great expansion of this mod (actually, I chose the name with this in mind). But for now I'm struck with too limited time and I first want to get the current version to work perfectly and also convert my other mod to A10. Thanks for thinking along, though!
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Orion on May 05, 2015, 03:55:44 AM
Changelog
1.04a - 05.05.2015
- fixed exception when multiple colonists try to recruit the same person (again)


I hope it'll be fixed for good this time. It might even solve the slow downs after recruiting *fingers crossed*.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Ienkoron on May 05, 2015, 05:35:02 AM
*Whispers so 'they' don't hear* The link worked YAY this is an awesome mod :D
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: V3cta on May 05, 2015, 07:55:24 AM
Hey there, don't know why but my colonist does nothing when I want him to convince someone to join. :| I can't even right-click on the person I want to convince. I've got Alpha 10F.

Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: deadlydullahan on May 05, 2015, 09:16:20 AM
Hey there, don't know why but my colonist does nothing when I want him to convince someone to join. :| I can't even right-click on the person I want to convince. I've got Alpha 10F.

have you turned on dev mode and looked at the debug menu to see what the potential cause is? also make sure your rimworld is Version 785
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: V3cta on May 05, 2015, 12:37:14 PM
Yeah looked at it a few minutes ago and it seems like it didn't load properly. (was at the end of the list) But I put it next to the Core Module and now it works. Thanks. (Y)
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Pursuit on May 06, 2015, 04:49:43 PM
Still getting the error where my colonist freezes and I cannot get them to do anything. It says that the colonist is trying to recruit the visitor who was just recruited. Also causes stutter lag and repeating the below errors in rapid succession. Is there a way to reset all colonists who were recruiting each time a new colonist is recruited, maybe that would fix it:

JobDriver threw exception in Tick. Pawn=Raf, Job=GuestRecruit A=Human160609 C=(0, 0, 0) Exception: System.NullReferenceException: Object reference not set to an instance of an object  at Hospitality.JobDriver_GuestRecruit.TryGuestRecruit (Verse.Pawn recruiter, Verse.Pawn guest) [0x00000] in <filename unknown>:0   at Hospitality.JobDriver_GuestRecruit+<>c__DisplayClasse.<TryRecruitGuest>b__c () [0x00000] in <filename unknown>:0   at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0   at Verse.AI.JobDriver.Cleanup (JobCondition condition) [0x00000] in <filename unknown>:0   at Verse.AI.Pawn_JobTracker.CleanupCurrentJob (JobCondition condition, Boolean releaseReservations) [0x00000] in <filename unknown>:0   at Verse.AI.Pawn_JobTracker.EndCurrentJob (JobCondition condition) [0x00000] in <filename unknown>:0   at Verse.AI.JobDriver.EndJobWith (JobCondition condition) [0x00000] in <filename unknown>:0   at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0   at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception ticking Raf: System.NullReferenceException: Object reference not set to an instance of an object  at Hospitality.JobDriver_GuestRecruit.TryGuestRecruit (Verse.Pawn recruiter, Verse.Pawn guest) [0x00000] in <filename unknown>:0   at Hospitality.JobDriver_GuestRecruit+<>c__DisplayClasse.<TryRecruitGuest>b__c () [0x00000] in <filename unknown>:0   at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0   at Verse.AI.JobDriver.Cleanup (JobCondition condition) [0x00000] in <filename unknown>:0   at Verse.AI.Pawn_JobTracker.CleanupCurrentJob (JobCondition condition, Boolean releaseReservations) [0x00000] in <filename unknown>:0   at Verse.AI.Pawn_JobTracker.EndCurrentJob (JobCondition condition) [0x00000] in <filename unknown>:0   at Verse.AI.JobDriver.EndJobWith (JobCondition condition) [0x00000] in <filename unknown>:0   at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0   at Verse.AI.Pawn_JobTracker.JobTrackerTick () [0x00000] in <filename unknown>:0   at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0   at Verse.TickList.SingleTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Orion on May 06, 2015, 05:05:29 PM
Still getting the error where my colonist freezes and I cannot get them to do anything. It says that the colonist is trying to recruit the visitor who was just recruited. Also causes stutter lag and repeating the below errors in rapid succession. Is there a way to reset all colonists who were recruiting each time a new colonist is recruited, maybe that would fix it:

Thanks for the report. The problem is that I can't reproduce the issue. Which other mods are you using?
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Pursuit on May 06, 2015, 05:22:44 PM
Still getting the error where my colonist freezes and I cannot get them to do anything. It says that the colonist is trying to recruit the visitor who was just recruited. Also causes stutter lag and repeating the below errors in rapid succession. Is there a way to reset all colonists who were recruiting each time a new colonist is recruited, maybe that would fix it:

Thanks for the report. The problem is that I can't reproduce the issue. Which other mods are you using?

Just EdB Interface. I also noticed that the new colonist was recruited by a different colonist than the one who ends up frozen.

Don't know how you have coded it but I had a couple of ideas that may be giving the problem. Like the problem is with multiple colonist trying to recruit the same guest or the task not being dropped as a current task when they move on to doing something else. Or two colonists being assigned the same recruitment job before it is marked as being underway.

Hope this is helpful. I think it is a great mod.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04 - updated 30.04.2015)
Post by: Sigan on May 06, 2015, 06:53:56 PM
Thanks everyone for providing feedback!

I have a bug, When i got a guest to join me, when i put it to 3X speed, it lags like a mofo. Resetting the game does nothing, but 2X speed works good.
I'm after this one, but I can't locate the source of the problem. For all I know I'm doing things correctly when joining new pawns, so I really don't know what other system is interfering. Also my computer is pretty fast, so I can't even tell when it would lag for other people :-\

This one is probably the same bug.  I've noticed that if I slow down the speed of the game, everything seems to be running at its normal pace - probably because it has more time to process the errors at a slower rate, while maintaining everything else at the same speed.  When the game is sped up, there are 3x more errors happening at one time, while also having to keep track of all the data from the colonists' actions on a regular basis.  This would cause much more lag as the machine can't keep up.

Either way, it's hard to reproduce simply because it doesn't happen all that often.  I, however, use Edb Interface as well.  I use a lot of other mods too, but Edb Interface is at least in common with our previous poster here.  It might be a slight incompatibility.  As well, maybe if there was a check for such an error, and a resulting cancellation of the action, that might fix our problem.  I'm not sure how you would go about doing that, but then again I'm not really a modder.  :(  I wish I could help you more.

Other than this one game-breaking glitch, this mod is awesome and I look forward to this little wrinkle eventually being ironed out!  Thank you very much for your hard work.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: buder5 on May 06, 2015, 08:21:20 PM
somEthing wrong the link to the version 1.0.4a lead to the version 1.0.4 know why?
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Orion on May 07, 2015, 06:36:10 PM
somEthing wrong the link to the version 1.0.4a lead to the version 1.0.4 know why?

Sorry, laziness on my part, I guess. The archive 1.04 is the correct one (it contains 1.04 now). Nothing goes unnoticed around here ;)

This one is probably the same bug.  I've noticed that if I slow down the speed of the game, everything seems to be running at its normal pace -
Once you start getting errors, the game will lag a lot - this is normal, the error messages collect a lot of information. So once you start getting them, you can better load an old savegame.


I also use EdB Interface. Strangely I can't recreate the problem. But I'll look into it again this weekend.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Sigan on May 10, 2015, 09:29:17 PM

This one is probably the same bug.  I've noticed that if I slow down the speed of the game, everything seems to be running at its normal pace -
Once you start getting errors, the game will lag a lot - this is normal, the error messages collect a lot of information. So once you start getting them, you can better load an old savegame.


I also use EdB Interface. Strangely I can't recreate the problem. But I'll look into it again this weekend.

... and yet.... it would appear you have not!  LoLz...   :P
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: mathwizi2005 on May 10, 2015, 11:22:01 PM
Would it be possible to extend the capability of Hospitality to allow construction of usable 'Guest Rooms' ?
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Orion on May 11, 2015, 06:18:34 AM
... and yet.... it would appear you have not!  LoLz...   :P
Nope, can't reproduce it, so with fixes I'm just shooting in the dark :-\

Would it be possible to extend the capability of Hospitality to allow construction of usable 'Guest Rooms' ?
It would be possible, I'd love to do it, but these days it's a task too big for me to tackle, sorry.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Sigan on May 12, 2015, 09:45:02 PM
... and yet.... it would appear you have not!  LoLz...   :P
Nope, can't reproduce it, so with fixes I'm just shooting in the dark :-\

Understandable.  I wish I could be of more assistance, but right now I'm not running it because... well, it wrecks a save game :P  Although... I could probably pull up one of my old ones and post the error log... somehow.  Would that help?
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Orion on May 13, 2015, 03:35:48 AM
From the previous error logs I couldn't gather much information.

More interesting would be which mods you used when it happened and the exact circumstances... like, a step by step procedure to reproduce it.

You did encounter the problem again with 1.04a, right? And I don't mean loading a borked savegame...
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Orion on May 13, 2015, 04:19:50 AM
Changelog
1.04b - 13.05.2015
- tried to fix exception when multiple colonists try to recruit the same person (again)


Could you guys please give this new version a spin and give me the log if an exception happens again?
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: Pursuit on May 13, 2015, 08:38:18 AM
Testing looks very good. I've run it through 2 groups of visitors, recruiting with 5 negotiators at a time. I've managed to recruit 7 colonists. No lag, no freezing, and no colonist malfunctions after successful recruiting.

I'll let you know if I have any problems but it appears that you fixed the issues I was having.

Thanks!
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: AllenWL on May 15, 2015, 12:57:23 AM
Is this compatible with pre-existing save games? I've always had that moment when I can't afford to make any more enemies, and a young, healthy visitor with stats that are just perfect comes by....
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: Orion on May 15, 2015, 07:28:07 AM
It definitely is compatible. It can be added any time.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: Sigan on May 15, 2015, 09:52:56 PM
Just saw this.  I'll test it out.  The scenario before to make it happen was just designating the visitors for recruitment through your mod's interface.  I usually have several wardens/socializers set up and, if they don't have anything else going on, they all attempt converting the visitor at the same time - not waiting for one another, and not reserving the potential recruit for one colonist.  It would be like them all trying to haul the same stone at the same time.

Anyway, once one recruits the visitor successfully, the others all get stuck.  If there's just one other colonist attempting, only one colonist gets stuck.  I have had two stuck at once before, but really it could be 20, I believe, if they were all attempting conversion at the time of one's success.

I'll test this out.  Thanks for your hard work :)
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: Orion on May 16, 2015, 04:50:32 AM
If it still doesn't work, reserving is probably the solution. Thanks!
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: neadlak on May 16, 2015, 07:02:53 AM
Reserving wouldn't be -too- bad. You'd want to adjust the numbers a bit so that one colonist still stands a chance of success in the timeframe of a visit... but otherwise it work.

But of course, HOPEFULLY we won't see any more problems and it won't be necessary! :D
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: Sigan on May 24, 2015, 10:36:02 AM
This has been working for me with no problems.  All the same mods are being used, nothing has changed other than your update.  Thank you :)
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: taze on June 01, 2015, 01:14:37 AM
how do we designate a place where all guests gather?
my guests keep gathering on my kill-zone and my automatic turret keep shredding them to to bits whenever a mad animals or raids happens in the same time as their arrival, and that make factions hates me D:
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: Orion on June 01, 2015, 07:05:37 AM
Right now it's using RimWorld's mechanism for determining that place. One day I'll add a zone that you can define which they'll use.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: nmid on June 02, 2015, 01:35:02 AM
Hi,
Thanks for this mod.. I have read the last 4 pages and see you have updated your mod to solve the many colonists talking/recruiting to guests at the same time which could lead to them getting stuck.
Nice.
I am using the version that's in ninefinger's Overhaul modpack.
The problem I'm facing is that even though I'm getting a successful recruitment message (and the corresponding fall in faction goodwill), the new recruit doesn't join my colony but stays as a part of the other faction.

This is for the IGDB faction, so could that be a reason?

(http://s22.postimg.org/n3oyj10st/Hosp_not_recruiting.jpg) (http://postimg.org/image/n3oyj10st/)
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: Orion on June 05, 2015, 03:37:32 AM
Strange!

The faction should not matter. I'm using pretty much the same code for recruiting as when you convert prisoners. I also don't know if there were any changes for the overhaul modpack.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: LanMc on June 05, 2015, 11:03:37 AM
Hi,
Thanks for this mod.. I have read the last 4 pages and see you have updated your mod to solve the many colonists talking/recruiting to guests at the same time which could lead to them getting stuck.
Nice.
I am using the version that's in ninefinger's Overhaul modpack.
The problem I'm facing is that even though I'm getting a successful recruitment message (and the corresponding fall in faction goodwill), the new recruit doesn't join my colony but stays as a part of the other faction.

This is for the IGDB faction, so could that be a reason?

(http://s22.postimg.org/n3oyj10st/Hosp_not_recruiting.jpg) (http://postimg.org/image/n3oyj10st/)

Were they from a Trading party - that could have been added by using Miscellaneous w MAI (https://ludeon.com/forums/index.php?topic=3612.0)?  I saw that Ninefinger had added it to his mod pack... 

I have had this issue arise but only when trying to recruit a pawn from the trading group.  And it didn't happen every time. 

Hope this helps.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: gruhfuss on June 16, 2015, 08:01:12 PM
Love, love love this mod - do you have plans to update this for A11? This is probably my number one missing thing right now in the game.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: Orion on June 17, 2015, 05:32:41 AM
Love, love love this mod - do you have plans to update this for A11? This is probably my number one missing thing right now in the game.
Thanks! That's really nice to hear!

I'm first going to update my MoreMechanoids mod to A11, then it's this one's turn again.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: r4ky on June 17, 2015, 06:36:39 AM
Love, love love this mod - do you have plans to update this for A11? This is probably my number one missing thing right now in the game.
Thanks! That's really nice to hear!

I'm first going to update my MoreMechanoids mod to A11, then it's this one's turn again.

Can't wait :) your mod if one of my favorite!

Keep up the great work!  ;D
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: LanMc on June 17, 2015, 11:11:13 AM
Can't wait :) your mod if one of my favorite!

Keep up the great work!  ;D

Ditto, one of my favs too!!!
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: Ninefinger on June 17, 2015, 12:18:21 PM
Hi,
Thanks for this mod.. I have read the last 4 pages and see you have updated your mod to solve the many colonists talking/recruiting to guests at the same time which could lead to them getting stuck.
Nice.
I am using the version that's in ninefinger's Overhaul modpack.
The problem I'm facing is that even though I'm getting a successful recruitment message (and the corresponding fall in faction goodwill), the new recruit doesn't join my colony but stays as a part of the other faction.

This is for the IGDB faction, so could that be a reason?

(http://s22.postimg.org/n3oyj10st/Hosp_not_recruiting.jpg) (http://postimg.org/image/n3oyj10st/)

Sorry for late response to this but i just noticed this now and some factions are set to <appreciative>false</appreciative> which i think causes them to not gain reputation with them even if you were to send them gifts etc. since sending those types of factions gifts i think is disabled this mod adds the function to interact with the people directly bypassing any blocks made to prevent you from attempting to increase those types of factions reputation thus making it pointless to try to recruit those types of factions but it will not be evident without knowing if a faction is set that way or not.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04b - updated 13.05.2015)
Post by: nmid on June 17, 2015, 01:03:46 PM
thx for the reply.. I'll check in my next play through.
Stopped recruiting now that I have my droids and 15 colonists. Don't want more :)
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: Orion on June 23, 2015, 08:39:59 AM
A11 version!

Changelog
1.05 - 23.06.2015
- Converted for Alpha 11
- Known bugs: sometimes colonists that are not set to be Warden will engage visitors
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: nmid on June 23, 2015, 08:52:40 AM
YES!
ps - can i use this on an existing save?

edit - yup.
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: LanMc on June 23, 2015, 02:07:24 PM
Thank you!!!  Love this mod!
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: Beathrus on June 23, 2015, 02:28:24 PM
I love the fact that Hospitality is updated, right after I get 'More Factions' mod, 'Norbals' and 'Pirates', as well as the patches that make those two work with 'More Factions'. So now, I have like, 20 different factions playing, so I can lure people from 20 different factions and not worry so much about pissing them off. xD
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: r4ky on June 24, 2015, 11:16:40 AM
i had find a bug with this mod :

when i recruting people faction directly change hostile and i have a spam message for recruting the same guyz x30

i try using the dev mode to put back faction neutral and try to recrut again and same thing happen again and again.

it was at start of the game and it s the first time it happen and i hope it will be the last
and there were no error log.

Thanks
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: nmid on June 24, 2015, 02:12:04 PM
I had the same problem in A10, but never got around to checking on it further..

Which faction was it and were they traders or visitors?
Those were the possible reasons suggested on the thread, for the problem.
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: r4ky on June 24, 2015, 02:43:54 PM
hell, i didn't check the faction, but i get a new error with log this time :

(http://img15.hostingpics.net/thumbs/mini_573732Sanstitre.png) (http://www.hostingpics.net/viewer.php?id=573732Sanstitre.png)
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: HalfmoonSmile on June 24, 2015, 02:54:37 PM
Thank you for your hard work making and maintaining this mod; it's the only thing keeping every stray human from becoming a slave or hat. Unfortunately, I've got issues with a pawn that disobeys allowed zones, and prioritizes work flagged as impossible for them (medicine and social), after installing the alpha 11 update it to an existing colony.

When I added hospitality 1.05, I noticed it changed some of the manual priorities of my pawns, including "negotiate" being universally set at "1"--could this be related? (Can't manually readjust the priority of work the pawn is incapable of, can you?) It seems like the borked pawn has medicine and social set at priority 1, despite being incapable.

Uninstalling the mod doesn't fix the issues for that colony, but starting a new colony with hospitality works fine. I also run edb interface, edb prepare carefully (the borked pawn was from the custom start), edb mod order, norbals, and auto-hunt beacon.
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: r4ky on June 24, 2015, 07:13:46 PM
it look more harder to recruit than in Alpha 10, i m wrong?
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: Orion on June 25, 2015, 04:16:28 AM
Thanks for the feedback, everyone!

Without you guys I can't find those rare bugs, so keep em coming.

r4ky, when you get these errors - could you click the first one that occurs (if possible) and make a screenshot of the box that appears below? It gives additional details to the error. Without that I can't do anything about it.

it look more harder to recruit than in Alpha 10, i m wrong?
Actually, the difficulty depends on whether RimWorld thinks you should have more colonists or not - it uses RimWorld's difficulty for recruiting prisoners. So depending on the state of your colony, it can be easier or harder. I do think visitors stay for a shorter time now, though, so that can make it more difficult.

HalfmoonSmile, thanks for this report. It gives me a good lead. I noticed some similar weird behavior but couldn't put my finger on what's actually wrong.
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: r4ky on June 25, 2015, 04:24:31 AM
i don't speak about prisoner but about visitor :

when i try to recruit visitor my and even if my collonist have 20 social skill the faction make hostile so faaast so i dont know what s wrong but if there is a way to edit this ... ?

visitor get so much angry than happy by collonist i don't know why as i told you they have 20 social and i play base builder difficult and it can be at start or in late game result is the same

Thanks Orion.

edit: it s ok i find the way myself  8)
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: Orion on June 25, 2015, 06:28:55 AM
r4ky, when you get an error, could you end RimWorld and send me the file RimWorld834Win/RimWorld834Win_Data/output_log.txt?
Title: Re: [A11] Hospitality (v1.05 - updated 23.06.2015)
Post by: Hiztaar on June 25, 2015, 12:44:53 PM
Thank you for your hard work making and maintaining this mod; it's the only thing keeping every stray human from becoming a slave or hat. Unfortunately, I've got issues with a pawn that disobeys allowed zones, and prioritizes work flagged as impossible for them (medicine and social), after installing the alpha 11 update it to an existing colony.

When I added hospitality 1.05, I noticed it changed some of the manual priorities of my pawns, including "negotiate" being universally set at "1"--could this be related? (Can't manually readjust the priority of work the pawn is incapable of, can you?) It seems like the borked pawn has medicine and social set at priority 1, despite being incapable.

Uninstalling the mod doesn't fix the issues for that colony, but starting a new colony with hospitality works fine. I also run edb interface, edb prepare carefully (the borked pawn was from the custom start), edb mod order, norbals, and auto-hunt beacon.

+1 Got the same problem...
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: nmid on June 25, 2015, 04:08:34 PM
edit: it s ok i find the way myself  8)
How did you solve the problem?
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: Zallo on June 25, 2015, 04:45:21 PM
Love the mod but I am no longer able to assign a warden when playing. The warden tab is completely removed. There is still someone doing the warden responsibilities but I can't control who. Too big an issue because the warden ended up being my doctor. I've got one good doctor who I trust to hack off people's limbs and harvest prisoner organs. She is a very busy woman. (I run a organ harvesting prison.)
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: Orion on June 27, 2015, 04:03:35 AM
Love the mod but I am no longer able to assign a warden when playing. The warden tab is completely removed.
I didn't want to add a new tab, so I renamed the warden to diplomat, since they use the same skills. So the diplomat takes care of prisoners and visitors.
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: r4ky on June 27, 2015, 11:49:41 AM
r4ky, when you get an error, could you end RimWorld and send me the file RimWorld834Win/RimWorld834Win_Data/output_log.txt?

sure i will but i didn't get another error yet and im happy like that :)
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: Ninefinger on June 28, 2015, 08:57:08 AM
Hey Orion, I got this error while attempting to recruit two people at the same time, The first person i recruited worked perfectly and teh pawn became a colonist, after that the second recruit attempt this error poped up (see error log). The faction then turned hostile as expected since the first recruit was successful. However i thought maybe that would help in determining if that could be part of the reason for the bug is faction relationship status between recruiting attempts. or if it changes during a recruiting process.

[attachment deleted due to age]
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: Orion on June 28, 2015, 10:14:46 AM
Hmm.. good catch!
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: r4ky on June 29, 2015, 05:58:20 PM
Hi Orion,

Just an idea but ...

it should be nice to have a room specially for the visitor when they re coming to our collony i don't really know how to do because it s not really like prison architect where you can specify that each room is but maybe something to build that work like a rallypoint   :)
ty
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: r4ky on June 29, 2015, 07:20:02 PM
say recruit but not  :-[

(http://img11.hostingpics.net/thumbs/mini_567728Sanstitrejty.png) (http://www.hostingpics.net/viewer.php?id=567728Sanstitrejty.png)
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: Orion on June 30, 2015, 10:17:52 AM
it should be nice to have a room specially for the visitor when they re coming to our collony
I know. It's on top of the feature list, but I didn't have enough time to implement it yet.

say recruit but not  :-[
Sorry, I can't do anything unless you show me the error log from the console, or the output_log.txt file.
Title: Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
Post by: Leucetius on June 30, 2015, 04:54:51 PM
I did ;)

In fact - I only just registered to post the update. Read the license and as I understand it, I'm allowed to, aren't I? English isn't my native language so I may misread something.

- edited : Link removed since it's been included in Orions mainbranch -

For Orion: read "ver1.05.2 by Leucetius.txt" in the About folder, you shall be able to identify what excactly I changed.
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Orion on July 01, 2015, 05:41:22 AM
Wow, you rock, Leucetius! Thanks a lot for your effort!

I've uploaded the version you made:

Changelog
1.05a - 01.07.2015 fixed by Leucetius (https://ludeon.com/forums/index.php?action=profile;u=45945)
- fixed case where the recruitee's faction has no leader
- removed the "Giving no job" log spam

Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: nmid on July 01, 2015, 08:48:21 AM
http://ufo2.site44.com/Hospitality/Hospitality%201.05a.zip
We could not find the requested page. (Error 404.)
:(

Edit - dropbox link is working.
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Vas on July 03, 2015, 08:14:35 AM
There seems to be an exploit where I can talk 20 times or more, infinitely to the same person, and keep getting higher reputation points.  Started at -25, and managed to get to 15 before they left.  It was even faster and more so, when one of the allies were injured, I rescued, healed, then marked as improve relations and he just stood there getting rapid successes.

I suggest a time in between talking, a required delay.
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Loki88 on July 03, 2015, 08:42:39 AM
There seems to be an exploit where I can talk 20 times or more, infinitely to the same person, and keep getting higher reputation points.  Started at -25, and managed to get to 15 before they left.  It was even faster and more so, when one of the allies were injured, I rescued, healed, then marked as improve relations and he just stood there getting rapid successes.

I suggest a time in between talking, a required delay.

Or a backfire event. "This guy won't shut up! Let's get outta here" relationship -5
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Vas on July 03, 2015, 11:15:00 AM
Backfire would be bad, considering he does it in rapid succession.  Imagine playing at 3x speed and you suddenly have -OVER9000 with a faction because you didn't turn off the thing in time.  I think that it should just require a delay between speaking to that particular person again.  So if a group of 5 shows up, you can talk to each person once every 3 game hours or so.  Allowing you to talk to all 5, then wait 3 game hours and talk to all 5 again, assuming all 5 are still around.
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Ninefinger on July 03, 2015, 01:24:29 PM
I think that it should just require a delay between speaking to that particular person again.  So if a group of 5 shows up, you can talk to each person once every 3 game hours or so.  Allowing you to talk to all 5, then wait 3 game hours and talk to all 5 again, assuming all 5 are still around.

I second this!

This is a perfect idea!
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Vas on July 03, 2015, 01:59:10 PM
I think that it should just require a delay between speaking to that particular person again.  So if a group of 5 shows up, you can talk to each person once every 3 game hours or so.  Allowing you to talk to all 5, then wait 3 game hours and talk to all 5 again, assuming all 5 are still around.

I second this!

This is a perfect idea!
I third this!  Whoever came up with the idea should be given a gold star! :|  Yea, that guy right there, in the first quote! :|
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Leucetius on July 03, 2015, 02:00:39 PM
I propose this:
- when you talk to someone, he either gets a positive or negative mood (anger or please - the system implemented at the moment)
- I sum the moodpoints given by these thoughts (negative moods are inverted so both have postive impact in the sum)
- convert in chance (sum / 100)
- this is the chance that your guest receives another thought : the neutral "I'm tired of talking with you" thought
- as long as the thought is present, you can't talk to him again.

balance values: calculation of chance, thought-time of the dimmisive-thought, add the social skill to one of the equations

(btw: I propose this, because it's nearly done ;) )

to clarify a example:
You've talked to GUEST 5 times, resulting in 4 positive thoughts worth +14 mood and 1 negative thought worth -5 mood
The sum of those is 14 + -(-5) = 19
This results directly in a 19% chance that GUEST receives the "I don't wanna talk" thought.
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Vas on July 03, 2015, 02:48:32 PM
This is already a cheaty method of gaining reputation with factions, even with my nerf, it allows you to gain 100 rep with all of them except pure enemies for free.  Your method lets you gain 19 reputation by talking to ONE person, this is not right, at most you should be getting 1 per person per visit, and this could still be cheaty.
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Leucetius on July 03, 2015, 03:56:57 PM
edit: second thoughts. After all it's Orion's mod...
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: dopestar667 on July 03, 2015, 07:45:10 PM
I'm encountering a bug where my recruiting pawn gets frozen in place when trying to recruit someone. It appears to happen when the target goes to sleep, and then my pawn will not respond to any commands and the game slows significantly. Even if I draft the pawn, it gets stuck in the "Trying to recruit xxx" mode.

I was able to get past it last time by unloading the mod, quitting the game, and reloading the game. Then saving, reloading the mod, and loading the game again. Screenie of the debug log.

Here's the relevant repeating part of the output.log

Exception in Tick (pawn=Mie, job=GuestRecruit A=Human403333): System.InvalidProgramException: Invalid IL code in Hospitality.JobDriver_GuestRecruit:TryGuestRecruit (Verse.Pawn,Verse.Pawn): IL_00a0: stloc.1   



  at Hospitality.JobDriver_GuestRecruit+<>c__DisplayClasse.<TryRecruitGuest>b__c () [0x00000] in <filename unknown>:0

  at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.Cleanup (JobCondition condition) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.CleanupCurrentJob (JobCondition condition, Boolean releaseReservations, Boolean cancelBusyStancesSoft) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.EndCurrentJob (JobCondition condition) [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.EndJobWith (JobCondition condition) [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


[attachment deleted due to age]
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Leucetius on July 04, 2015, 02:43:09 AM
Alpha 11 or 11b?
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: paragonid on July 06, 2015, 05:32:16 AM
Alpha 11b - goodwill cost for guest recruiting seems to always be 0
Pawns do not attempt to recruit guests outside of home zone (could be intended?)
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Orion on July 06, 2015, 08:49:48 AM
Alpha 11b - goodwill cost for guest recruiting seems to always be 0
Pawns do not attempt to recruit guests outside of home zone (could be intended?)
The mod is not officially Alpha 11b compatible yet, so weird things could happen.
Recruiting outside of home zone is intended. I'll improve this soonTM by letting you specify where visitors gather.

This is already a cheaty method of gaining reputation with factions, even with my nerf, it allows you to gain 100 rep with all of them except pure enemies for free.  Your method lets you gain 19 reputation by talking to ONE person, this is not right, at most you should be getting 1 per person per visit, and this could still be cheaty.
I think it has to be a time investment to improve relations, IF the player has a character with the required skills. With low skills it has to be risky that it ruins the relationship. Recruiting a character has to be a time investment and a relationship cost.

Given that most groups arrive, hang out for a few hours, then go to sleep, then go home, there's a rather narrow time window to improve relationships. I think an improvement of about 30 per visit is a good rule of thumb. If you have 3 skilled guys who spend their whole time kissing the visitors' behinds when they come around, this should be considered a big success.
If one of them is unskilled, there should be a good chance that relationships won't improve. And if half or more of your guys have low skills, a good chance that things go bad should be there.
It shouldn't be too harsh - especially in the beginning of the game you have lower skills but are more dependent on convincing visitors. Later in the game you have many high skilled people, so there has to be a cap for how much improvement you can make per visit.

My ideal vision would cap in both directions: the visitor box should show the relationship with the other faction as a (noninteractive) slider, with the center being the current relationship status (example: 45). The left would be current - 30, (example: 15), the right current + 30, (example: 85). The range (+-40 is up for discussion).
If your guys managed to piss them off all the way to the lower end of the bar (or recruit one of them), they will just leave. If you reach the right, they are pleased and you can't improve it any further.
This will give clarity about how it works and make your successes (or losses) very visible.

I also want to allow inviting other factions over for a visit. This will come at an immediate cost of relationship (to simulate higher expectations) and have a bit of cooldown, so you can't do it immediately again with the same faction.
Title: Re: [A11] Hospitality (v1.05a - updated 01.07.2015)
Post by: Vas on July 08, 2015, 12:02:03 PM
This is already a cheaty method of gaining reputation with factions, even with my nerf, it allows you to gain 100 rep with all of them except pure enemies for free.  Your method lets you gain 19 reputation by talking to ONE person, this is not right, at most you should be getting 1 per person per visit, and this could still be cheaty.
I think it has to be a time investment to improve relations, IF the player has a character with the required skills. With low skills it has to be risky that it ruins the relationship. Recruiting a character has to be a time investment and a relationship cost.

Given that most groups arrive, hang out for a few hours, then go to sleep, then go home, there's a rather narrow time window to improve relationships. I think an improvement of about 30 per visit is a good rule of thumb. If you have 3 skilled guys who spend their whole time kissing the visitors' behinds when they come around, this should be considered a big success.
If one of them is unskilled, there should be a good chance that relationships won't improve. And if half or more of your guys have low skills, a good chance that things go bad should be there.
It shouldn't be too harsh - especially in the beginning of the game you have lower skills but are more dependent on convincing visitors. Later in the game you have many high skilled people, so there has to be a cap for how much improvement you can make per visit.

My ideal vision would cap in both directions: the visitor box should show the relationship with the other faction as a (noninteractive) slider, with the center being the current relationship status (example: 45). The left would be current - 30, (example: 15), the right current + 30, (example: 85). The range (+-40 is up for discussion).
If your guys managed to piss them off all the way to the lower end of the bar (or recruit one of them), they will just leave. If you reach the right, they are pleased and you can't improve it any further.
This will give clarity about how it works and make your successes (or losses) very visible.

I also want to allow inviting other factions over for a visit. This will come at an immediate cost of relationship (to simulate higher expectations) and have a bit of cooldown, so you can't do it immediately again with the same faction.

30 per visit? That's way too much.  I already don't like it because I can rapidly fire off "hey how you doing?" at someone and gain a whole lot of rep in a single short period of time.  If you're going to raise it, to make it so it's even easier to gain rep, I'm just going to delete this mod and move on.

Like I said, you should be able to talk to a character only once every few hours, if it fails or succeeds, you have to  wait a few game hours again before you can talk to him again.  So if they come in a group of 6 people, you can talk to each one, then wait a few game hours, then talk to them again, wait a few more game hours, then talk to them a 3rd time before they end up leaving.  Each time gives you a chance of a +1 to a maximum of +2 rep points, so you could gain 18 points at MOST before they leave.  that group of 6 people that is.  Rep shouldn't be super easy to get, you can't just talk to a guy once and gain 30 rep.  No.  That'd only happen if you talked to their clan leader which never visits.  You only talk to some random grunt or explorer.

In fact, in the event of multiple visitors visiting, I think that talking to all of them should be required before you get +1.  Maybe, even make it harder to improve relations the higher the relation is, without a penalty.

E.G. If you are -50, you can improve relations with a little talking to one guy by just a few points.  When you get to 10 rep, it is 30% harder to improve relations, if you have a good talk, you have a good talk and no rep is gained, if you have a good talk and gain rep, it should be +1 only.  Once you reach 40 rep, it should be about 50% harder to gain, 70 rep, 90% harder to gain.  80 rep, 100% harder to gain.  No gain at all after 80 rep, you'll have to use silver to gain after that.  SHould probably be lower too, just thinking out loud.  It should take a year or more of  visits to gain a super positive rep with factions.
Title: Re: [A11b] Hospitality (v1.05b - updated 07.07.2015)
Post by: Orion on July 09, 2015, 11:15:53 AM
30 per visit? That's way too much.
We're talking "worst case scenario" here. So maxed out social skills and a bit of luck. Essentially 6 visitors leaving with all dreamy eyes who can't wait to visit you again.

If you [don't do what I want], I'm just going to delete this mod and move on.
That's fine. I can't make it perfect for everyone.

Like I said, you should be able to talk to a character only once every few hours, if it fails or succeeds, you have to  wait a few game hours again before you can talk to him again.  So if they come in a group of 6 people, you can talk to each one, then wait a few game hours, then talk to them again, wait a few more game hours, then talk to them a 3rd time before they end up leaving.
Version 1.06 is going to work like that. After x amount of talking they are fed up for a while. And there's always the chance you ruin relations, so gaining 30 is going to be very difficult.

Maybe, even make it harder to improve relations the higher the relation is, without a penalty.
I like it. I'll think about it. There is no real benefit to having a very good standing with a faction, so at some point it's just not going to be worth the trouble.
Title: Re: [A11b] Hospitality (v1.05b - updated 07.07.2015)
Post by: Vas on July 09, 2015, 08:25:33 PM
Wow, rephrase what I said to make me seem like an -------.  Good job there.  I hate it when people rephrase what I say to make others see me as the bad guy.  I said if you make it too easy to gain rep, this mod will be game breaking and I will not use it.

No real benefit?  You mean, I can't just call allies to come defend me every time I have a large raid coming in, and have extra defense based on high rep?  If I have 100 rep, I can call the same guy 3 times, that's 3 defense teams from ONE ally.  Imagine I have 2 allies, 6 teams.  3 allies, 9 teams.  And then I can just chat them up again and not spend a dime, completely free easy reputation.

What I'm trying to say is this mod makes it too easy for me to gain fast rep, at this current time, or at least when I last used it which is when I first made my post.
Title: Re: [A11b] Hospitality (v1.05b - updated 07.07.2015)
Post by: Orion on July 10, 2015, 08:20:50 AM
Wow, rephrase what I said to make me seem like an -------. 
I know what you said. But that's how your post came across to me. If it was not your intention then I'm sorry. I just really don't like "do this OR ELSE" posts. There are rude and friendly ways to express yourself.

No real benefit?  You mean, I can't just call allies to come defend me every time I have a large raid coming in, and have extra defense based on high rep?  If I have 100 rep, I can call the same guy 3 times, that's 3 defense teams from ONE ally.  Imagine I have 2 allies, 6 teams.  3 allies, 9 teams.  And then I can just chat them up again and not spend a dime, completely free easy reputation.
If I'm not mistaken, it costs 300 silver for 10 rep. So a defense team costs 750 silver. Given how much money a player has by the time he can safely "just chat them up again" (15+ social), a defense team is almost for free.

The other thing is that most mods make the game easier one way or another: Crafting medkits, bionics, better weapons (brought for free by raids), fortifications, etc. More choices mostly translate to an easier game.
It's interesting, because you can always just play on a higher difficulty level. Or you get further in the game, which is also more difficult again.

So considering that, I think this mod is fairly balanced. I do see your point and I'm striving for a good balance between useless and overpowered, both at the early and the late stages of the game.

I'll release a new version soon (thanks to Leucetius) and I'm curious what you think of it.
Title: Re: [A11b] Hospitality (v1.05b - updated 07.07.2015)
Post by: hairlessOrphan on July 10, 2015, 09:52:52 AM
Wow, rephrase what I said to make me seem like an -------. 
I know what you said. But that's how your post came across to me. If it was not your intention then I'm sorry. I just really don't like "do this OR ELSE" posts. There are rude and friendly ways to express yourself.

Yeah, that's what it sounded like to me, too.

On the plus side, that post made me go back and edit one of my own posts where I came across sounding like him.

I hate to say it, though, but I agree with his point, even though I think he's a jerk. The rep boosts would be better served in small doses, IMO. Faction rep becomes a pretty low-hanging fruit with swings of +30. By the time the player starts working on this, they'll have a functional base with a couple of dedicated socializers who've been grinding chat xp on prisoners. Scoring the big rep win won't actually be a challenge by then.

Basically, if you want faction rep to be something the player can take care of in a couple of visits, then this is totally fine. I think it'd be more fun as a long-term goal, though.
Title: Re: [A11b] Hospitality (v1.05b - updated 07.07.2015)
Post by: Vas on July 10, 2015, 11:32:01 AM
I'm going to ignore the fact that the last guy called me a jerk.  I said exactly this "If you make the rep gaining even easier, I'm going to delete the mod and move on".  That is in no way demanding something, you were considering something that would have made it easier than it was when I first made my 'complaint'.  So I stated that.

I do feel that this type of rep gain should be long term though.  You can buy rep with giving gifts, you can talk to people which takes a long time but eventually you'll need to give something to gain more.

Also, I'm not sure, but I think high rep does have another advantage.  I think that the higher your rep is, the more likely it is that you will have allies come to your defense regardless of asking for it.  I've had this happen a lot before when I gained high rep with a faction.  I wasn't sure if it was the game being random, or if it was because of the high rep.  Just a thought.
Title: Re: [A11b] Hospitality (v1.05b - updated 07.07.2015)
Post by: Orion on July 10, 2015, 01:09:56 PM
I hate to say it, though, but I agree with his point, even though I think he's a jerk.
This was not meant as an invitation to side against another player. Let's just stick with that it didn't come across as very friendly and move on.

I do appreciate that you guys care about the mod and want it to be better.

Building up strong socializers that let you use and gain allies instead of paying for them sounds like a valid strategy to me, and not an exploit. But I agree that it should not be too easy.

When the next version is up, I'd like you guys to give it a shot and see how much you can exploit it that way and let me know about the experience you had. The mod is not done yet, so if it's too powerful, I can always make it harder.

Example: I want to make it possible to just invite a faction over for a regular visit (at a cost). I could introduce a slow decay of relationship over time (if above 0). So if you want to keep your good standing, you have to invite them over every now and then.

I think that the higher your rep is, the more likely it is that you will have allies come to your defense regardless of asking for it.
This might be true. Good point.
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Orion on July 10, 2015, 02:26:24 PM
New version!
1.06 - 10.07.2015
- guests visit you inside your base
- fixed zero relationship damage
- various other fixes and tweaking
- guests leave if you really piss them off or if you reach a maximum increase of relationship
By Leucetius (https://ludeon.com/forums/index.php?action=profile;u=45945):
- guests eventually become tired of your influence attempts
- changed relationship impacts: affected by social skill

I tested it quite a lot, but I have a hunch I may have missed something here or there.
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Vas on July 10, 2015, 02:50:36 PM
Just a random thought, you could always add a UI screen option or something, for choosing a difficulty.  And set variables instead so "Repgained per talk = %var1%" and then make var1 change based on "Easy, Medium, Hard, Very Hard, Is This Mod Even Installed?!(super hard)"  So like 3, 2, 1, 0.5, 0.1 :P  Just throwing out another idea that could be possible.

I'll try an DL this soon, my net is REALLY bad right now.
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Leucetius on July 10, 2015, 02:58:12 PM
Just a random thought, you could always add a UI screen option or something, for choosing a difficulty.  And set variables instead so "Repgained per talk = %var1%" and then make var1 change based on "Easy, Medium, Hard, Very Hard, Is This Mod Even Installed?!(super hard)"  So like 3, 2, 1, 0.5, 0.1 :P  Just throwing out another idea that could be possible.

I'll try an DL this soon, my net is REALLY bad right now.

Also possible (and quite easy) : let the storyteller difficulty influence the relationship impact. Orion: you know where to put THAT ;)

And: thank you for crediting me so heavily :D
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Tynan on July 10, 2015, 05:17:57 PM
This mod looks really great, actually. Very nice vanilla-style addition to the core game.

I wonder if you'll ever add the inverse: visitors coming to recruit away your colonists. Now ally relations become a sort of social conflict over human resources! (Just an idea, in truth this could be infuriating and I probably wouldn't do it myself).
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Vas on July 10, 2015, 08:10:49 PM
This mod looks really great, actually. Very nice vanilla-style addition to the core game.

I wonder if you'll ever add the inverse: visitors coming to recruit away your colonists. Now ally relations become a sort of social conflict over human resources! (Just an idea, in truth this could be infuriating and I probably wouldn't do it myself).
If one of you did do this part, I'd make it a population based event, and only happen if their reputation with you is below something like 20, and only happen if your colonists aren't that content with their home.  AKA if you give them a large room with plants and lavish meals, why would you leave that to go join some hobo organization or live in a cave with a group of cavemen in a large pile of flesh, sleeping side by side with someone's boil blister smelly foot in your face?

Also, with this, the game should allow you to set your rep with others.  This could really open up a whole lot of new stuff to the game such as allowing them to contact you via coms and ask for assistance, or being able to bribe you with silver for reputation points, etc etc.  I can make a larger post in suggestions later for this.
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Orion on July 11, 2015, 04:40:21 AM
I'd make it a population based event, and only happen if their reputation with you is below something like 20, and only happen if your colonists aren't that content with their home.
Agreed!

Also, with this, the game should allow you to set your rep with others.  This could really open up a whole lot of new stuff to the game such as allowing them to contact you via coms and ask for assistance, or being able to bribe you with silver for reputation points, etc etc.
Yes, I've been pondering about these as well. Maybe even the possibility to send a few guys away "on a mission". But technically it might be a huge headache to program (albeit awesome).

This mod looks really great, actually. Very nice vanilla-style addition to the core game.
Thanks! That means a lot to me.

I wonder if you'll ever add the inverse: visitors coming to recruit away your colonists. Now ally relations become a sort of social conflict over human resources! (Just an idea, in truth this could be infuriating and I probably wouldn't do it myself).
It could indeed be a negative event triggered by an unhappy citizen who just joins the enemy faction on visit. Or some sort of influencing minigame that makes every visit a risk to lose colonists. But both might indeed feel rather punishing / random.

Also possible (and quite easy) : let the storyteller difficulty influence the relationship impact. Orion: you know where to put THAT ;)

And: thank you for crediting me so heavily :D
Indeed, that would make the most sense. An extra dialog is maybe overkill. And you're welcome. I can use any help with the mods, so I'm very grateful for your contribution.
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: BoxOfDoom on July 11, 2015, 08:37:04 AM
Great Idea! I've been waiting for something like this to be implemented in vanilla.

However, when running this mod, something weird happens.

The first visitor event has roughly 100 visitors going in and out of the map repeatedly, slowing the game to a crawl. They never stop and coming and going.
This happened only when your running Hospitality and Core. It didn't happen when I ran Core on it's own.

But still, Kudos for this idea!
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Othobrithol on July 11, 2015, 11:57:39 AM
I just had the same bug occur. I'm sorry I should have paid more attention to the debug log, but from what I recall it was failing to call a method called something 'selector' coupled with a second error saying something to the effect of you can't call an instance of a pawn with a null ID or something like that.

Sorry if that is vague enough for you, recovering from minor surgery so no sleep + pain meds. Lucky I can spell.

running 11b with your 1.06 along with SCA11 and a mess of minor mods. Until I read the above post I assumed it was some weird interaction, since I've spent most of the morning trying to get a bunch to play nice together.

Edit: I reverted to 1.05b and reloaded the prior autosave. Works perfectly now.
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: MrBeTrayed on July 11, 2015, 04:51:59 PM
I also experienced the same issues as Othobrithol and BoxOfDoom, using 1.06.  Game came to a crawl with the same debug messages.  Also spawning a bunch of visitors who were then going off and then back on the screen.

Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Vas on July 11, 2015, 05:52:33 PM
I wonder if you'll ever add the inverse: visitors coming to recruit away your colonists. Now ally relations become a sort of social conflict over human resources! (Just an idea, in truth this could be infuriating and I probably wouldn't do it myself).
It could indeed be a negative event triggered by an unhappy citizen who just joins the enemy faction on visit. Or some sort of influencing minigame that makes every visit a risk to lose colonists. But both might indeed feel rather punishing / random.

I'd rather this part be optional though, considering I play with Prepare Carefully and my colonists are actually people I know RL, or friends I know online.  I even set up all my stats to mimic my real life skills.  That's kinda why I wish Prepare Carefully was part of the game by default so players could make a character that best represents themselves and play that way.

Maybe if there was an added option, a trait or a button that lets you set the starting colonists before the game begins to all be "loyal", so they never leave just up and leave for any reason, including "given up and leaving colony" events.
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Orion on July 11, 2015, 06:00:41 PM
I also experienced the same issues as Othobrithol and BoxOfDoom, using 1.06.  Game came to a crawl with the same debug messages.  Also spawning a bunch of visitors who were then going off and then back on the screen.
Sorry about that. I didn't have that problem myself, I'll investigate as soon as possible.

Maybe if there was [..] a trait [..] that lets you set the starting colonists before the game begins to all be "loyal", so they never leave just up and leave for any reason, including "given up and leaving colony" events.
I quite like that. I think I'll add a "Loyalist" trait. It will also make it impossible to recruit pawns from other factions who have that trait.
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: mimib14 on July 11, 2015, 06:02:13 PM
I'm experiencing the same problem with 1.06 as Othobrithol, BoxOfDoom, and MrBeTrayed. Debug log reads:

Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object at Hospitality.IncidentWorker VisitorGroup.TryFindRandomVisitSpot (Verse.Pawn searcher. Verse.IntVec3& result) [0x00000] in <filename unknown>:0

Exception filling tab Hospitality.ITab_Pawn_Guest: System.NullReferenceException: Object reference not set to an instance of an object at Hospitality.ITab_Pawn_Guest.Filltab () [0x00000] <filename unknown>:0

System.NullReferenceException: Object reference not set to an instance of an object at Hospitality.IncidentWorker VisitorGroup.TryFindRandomVisitSpot (Verse.Pawn searcher. Verse.IntVec3& result) [0x00000] in <filename unknown>:0
Title: Re: [A11b] Hospitality (v1.06 unstable - updated 10.07.2015)
Post by: rdz1122 on July 11, 2015, 08:59:09 PM
I reverted back to 1.5b, as 1.6 seemed to default to "improve relations", and I had to manually select each individual visitor and change the behavior to "leave alone".

Any thoughts?
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Vas on July 11, 2015, 10:59:21 PM
Maybe if there was [..] a trait [..] that lets you set the starting colonists before the game begins to all be "loyal", so they never leave just up and leave for any reason, including "given up and leaving colony" events.
I quite like that. I think I'll add a "Loyalist" trait. It will also make it impossible to recruit pawns from other factions who have that trait.
What about allowing your default colonists to spawn with a 4th trait "loyalist"? :P  Prepare Carefully only lets you have 3 but I know the game supports unlimited (only can display 4 at a time though).  So, maybe an option that lets you have your first colonists spawn with that trait added on?
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Orion on July 12, 2015, 04:08:32 AM
I'm experiencing the same problem with 1.06 as Othobrithol, BoxOfDoom, and MrBeTrayed. Debug log reads:
Thanks! I can already see what the problem is.

What about allowing your default colonists to spawn with a 4th trait "loyalist"?
I guess that could be possible. I'll have to see how much control I have over the initial colonists. Maybe not enough.

I reverted back to 1.5b, as 1.6 seemed to default to "improve relations", and I had to manually select each individual visitor and change the behavior to "leave alone".

Any thoughts?
This is by design. Since visitors now quickly tire of talking, you'd generally want to talk to all of them. I found myself turning it on for them all the time. And for me, a game like RimWorld should not bother me with repetitive uninteresting tasks.

Do you have a better idea?

Title: Re: [A11b] Hospitality (v1.06 unstable - updated 10.07.2015)
Post by: Dammster on July 12, 2015, 04:40:01 AM
I can confirm the bug with hundreds of visitors going in and out of the map.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 12, 2015, 12:44:20 PM
Okay, I fixed the discovered bugs:

Changelog
1.06b - 12.07.2015
- fixed error with new colonies
- fixed error when visitors gets attacked
Title: Re: [A11b] Hospitality (v1.06 - updated 10.07.2015)
Post by: Vas on July 13, 2015, 12:47:42 AM
This is by design. Since visitors now quickly tire of talking, you'd generally want to talk to all of them. I found myself turning it on for them all the time. And for me, a game like RimWorld should not bother me with repetitive uninteresting tasks.

Do you have a better idea?
A button somewhere that lets you check all current visitors as "talk to", that way if a group of visitors shows up, you can click it and it select all visitors on the map.  So a new UI button somewhere, perhaps even under one of the build menus like the one that has "plans" in it.  Just a random thought.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 13, 2015, 09:38:46 AM
Please look at this post I made elsewhere:
https://ludeon.com/forums/index.php?topic=3612.msg150439#msg150439

I do not know which mod (if either) is the source, but logically either could be a possibility.
I would guess it's an unlucky combination. It's very strange that the trader would fire the hospitality message, since it should only show through the visitor incident.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: MrBeTrayed on July 13, 2015, 09:51:14 AM
Okay, I fixed the discovered bugs:

Changelog
1.06b - 12.07.2015
- fixed error with new colonies
- fixed error when visitors gets attacked

+1 Rep!! Thanks for the fix Orion!!
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: theapolaustic1 on July 13, 2015, 12:12:58 PM
Posted this (https://ludeon.com/forums/index.php?topic=14229.msg150462#msg150462) in the UO thread, Nine said he thinks it's an issue with the hospitality mod and recommended I post it here for you to look into.

In short: Trying to have a "friendly chat" with a prisoner who can't walk leads to a bajillion errors populating the log, and a colonist who just stands in place until he gets a different job to do.

[attachment deleted due to age]
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: MrBeTrayed on July 13, 2015, 01:00:01 PM
Posted this (https://ludeon.com/forums/index.php?topic=14229.msg150462#msg150462) in the UO thread, Nine said he thinks it's an issue with the hospitality mod and recommended I post it here for you to look into.

In short: Trying to have a "friendly chat" with a prisoner who can't walk leads to a bajillion errors populating the log, and a colonist who just stands in place until he gets a different job to do.

Looking at the text in the capture screenshot, doesn't it say "Norbal"?  which is the factions mod (_here_ (https://ludeon.com/forums/index.php?topic=7670.0)), I would go over there and mention this error also, as it may be an issue with that mod not playing nicely (or a combination of them both).
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Leucetius on July 13, 2015, 01:27:12 PM
It just means he's trying to convince a prisoner of the norbal race. Doesn't necessarily mean, it's connected with the Norbal mod - but doesn't rule Hospitality as the culprit out either. Please send me your ull output_log.txt per PN or at least, when posting another screenshot of the errormessages, click one of them so that the errorstack is show at the bottom.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: MrBeTrayed on July 13, 2015, 05:17:15 PM
Yes, Leucetius, I was not saying it was not the hospitality mod.  Just mentioning that when errors pop up that mention two different mods (in this case the Hospitality mod and the Factions mod), it would be wise (and perhaps faster for the devs) to let both mod owners know of the problem.  Perhaps there is a resolution that requires changes to both (or acknowledge areas that their mod changes).

Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 14, 2015, 04:04:00 AM
Trying to have a "friendly chat" with a prisoner who can't walk leads to a bajillion errors populating the log, and a colonist who just stands in place until he gets a different job to do.
Thanks for reporting this! It's these rare cases that are quite difficult to find before release. It's not the Norbal's mod fault. I'll see if I can reproduce it.
But like Leucetius said, it's much easier if you give us the output_log.txt or a screenshot of the expanded errorstack.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 14, 2015, 04:15:44 AM
Okay, I can reproduce it by harvesting the leg of a prisoner. The errorstack is (unfortunately) not helpful in this case, but at least I can test when I've fixed it.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 15, 2015, 12:40:12 PM
Yes, Leucetius, I was not saying it was not the hospitality mod.  Just mentioning that when errors pop up that mention two different mods (in this case the Hospitality mod and the Factions mod), it would be wise (and perhaps faster for the devs) to let both mod owners know of the problem.  Perhaps there is a resolution that requires changes to both (or acknowledge areas that their mod changes).
Okay, for the very first time it's not the fault of my mod.

It's a known bug (https://ludeon.com/forums/index.php?topic=14348.0) that when you try to interact with a prisoner that can't walk you get errors.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: thefinn on July 16, 2015, 01:02:19 PM
Got a weird issue where my colonist will "lock up" when trying to improve relations with visitors, is this known or anyone else seen it ?
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Ninefinger on July 16, 2015, 09:14:41 PM
Yes, Leucetius, I was not saying it was not the hospitality mod.  Just mentioning that when errors pop up that mention two different mods (in this case the Hospitality mod and the Factions mod), it would be wise (and perhaps faster for the devs) to let both mod owners know of the problem.  Perhaps there is a resolution that requires changes to both (or acknowledge areas that their mod changes).
Okay, for the very first time it's not the fault of my mod.

It's a known bug (https://ludeon.com/forums/index.php?topic=14348.0) that when you try to interact with a prisoner that can't walk you get errors.

Could you make it so that your mod forces the colonist to check if a pawn (Friend or Foe) is missing limb / incapacitated, then try to rescue / arrest downed pawn before attempting the recruitment process?
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 17, 2015, 06:01:53 AM
Could you make it so that your mod forces the colonist to check if a pawn (Friend or Foe) is missing limb / incapacitated, then try to rescue / arrest downed pawn before attempting the recruitment process?
I looked into it. Unfortunately that won't fix it. Even if they're in a bed it will error.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Ninefinger on July 17, 2015, 11:37:52 AM
Could you make it so that your mod forces the colonist to check if a pawn (Friend or Foe) is missing limb / incapacitated, then try to rescue / arrest downed pawn before attempting the recruitment process?
I looked into it. Unfortunately that won't fix it. Even if they're in a bed it will error.

If they are in bed are they still considered "incapacitated"? if so you can simply block any pawn from performing relationship action on anyone that is incapacitated and search for the nearest pawn that is not incapacitated that is set to have relationship actions, if none then cancel task and proceed to next job/activity...?
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Simulacrum0 on July 18, 2015, 02:35:48 AM
Is it posable to make the rep gane/lose basted on the quality of the visit and not from successful/unsuccessful chat. for example on a scale for -100 to 100
-25 to 25 no change
26 to 60 +5
-26 to -60 -10
61 to 99 + 10
-61 to -99 -20
100 +15
-100 -30
if you get a new recruit the rest of the group gets a big hit to mood and just leave with out having to lose 20-40 rep just from recruit chat, i have had gusts show up at 0 and leave -50 and get nothing for it but lost work time.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 19, 2015, 04:42:32 PM
If they are in bed are they still considered "incapacitated"? if so you can simply block any pawn from performing relationship action on anyone that is incapacitated and search for the nearest pawn that is not incapacitated that is set to have relationship actions, if none then cancel task and proceed to next job/activity...?
They are. But since I'm not actually modifying any of the default prisoner interactions (and I'd prefer to keep it that way) I can't override them either. It's a core game bug... but maybe someone else made a fix for it?

Is it posable to make the rep gane/lose basted on the quality of the visit and not from successful/unsuccessful chat.
Yes. I've been thinking about it, and it's something I'd actually like long term. I want to add more things eventually that affect the quality of a visit. E.g. providing beds, food, etc. Entertaining them would only be a part of it then.
But I'm not sure yet how recruiting people fits into the picture.

Quote
if you get a new recruit the rest of the group gets a big hit to mood and just leave with out having to lose 20-40 rep just from recruit chat, i have had gusts show up at 0 and leave -50 and get nothing for it but lost work time.
If you recruit someone, it costs you a certain amount of rep. Usually that pisses the visitors off enough for them to leave. I do think it makes sense like this.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: LanMc on July 20, 2015, 02:45:42 PM
Yes. I've been thinking about it, and it's something I'd actually like long term. I want to add more things eventually that affect the quality of a visit. E.g. providing beds, food, etc. Entertaining them would only be a part of it then.

But I'm not sure yet how recruiting people fits into the picture.

I love your ideas!!! 
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 21, 2015, 05:17:49 AM
The next couple of weeks I will focus on my MoreMechanoids mod. It's still not A11 compatible and I can feel A12 coming up.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: kaptain_kavern on July 21, 2015, 06:01:58 AM
[...] I can feel A12 coming up.

Haha you spot the pattern (https://www.reddit.com/r/RimWorld/comments/3dwmij/its_been_a_month_since_the_last_update/ct9nagc) too ;)
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Romi on July 21, 2015, 10:17:41 AM
*sigh* improving relations doesn't work, they only decrease very fast , oh and the thing with the mistake with improving relation with faction it's fail rather than win, it's too hard.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: r4ky on July 21, 2015, 10:52:09 AM
really great update from 1.05 ! i hurry to download this and play :D ! ! !
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Romi on July 21, 2015, 11:38:30 AM
i mean your colonist is telling your visitor for example : "your cool! :)"
= +1 faction relation
But if he tells him like : "Nah, i don't like that" = -5 or -7 relation faction down.
We need some balancing here plsss.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Othobrithol on July 21, 2015, 03:44:10 PM
Comments including a "sigh" never seem to hold traction as well as they could without it.

My experience is that currently it is balanced, but only at >10 skill. below that level failures are too common so you rarely if ever gain ground. Its a decent break point, but it can be harsh on a colony where the best speaker is only a 6.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Romi on July 21, 2015, 04:35:31 PM
Oh well that explain why i get always so many failures thanks bro! :)
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Othobrithol on July 22, 2015, 11:18:48 AM
I play with prepare carefully and have one colonist that starts with 8. He's the only one I set for social duties at first. Later, when he's 12+ I'll let other with 7+ join in to speed things up and share the work burden. People less than about 6 should never be allowed to do social.

Even with a high score, factions that you start out on the border (less than zero but non hostile) with shouldn't be schmoozed unless you are willing to savescum. Countless games have gone sideways because one failed check in the first ten led to hostility. Those factions you should wait until you have a much higher skill and have had a chance to bring them above zero by rescuing or bribing.

One way I think the mod could be improved would be for the conditions they experience to affect their opinion. Visitors to my fort invariably end up drinking all my beer and raiding the fridge. They should like me more after such a wild party. Likewise a warm cozy base, or one with significant defenses, would leave a good impression while one with ostentatious wealth, freezing cold or caked in dried blood would generate scorn.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 22, 2015, 05:28:43 PM
One way I think the mod could be improved would be for the conditions they experience to affect their opinion. Visitors to my fort invariably end up drinking all my beer and raiding the fridge. They should like me more after such a wild party. Likewise a warm cozy base, or one with significant defenses, would leave a good impression while one with ostentatious wealth, freezing cold or caked in dried blood would generate scorn.

That's (eventually) the plan. But for the next weeks I won't be adding to the mod.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Simulacrum0 on July 23, 2015, 12:33:20 AM
what about splinting up Negotiate in to diplomat and warden so skilled pwans can work with gusts and prisoners and unskilled can be prisoners.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: mokonasakura on July 23, 2015, 03:46:52 AM
After using it for a while you need to add a mass "interact" and "don't interact" order option. Having to click through 10 visitors to say do not improve relations because you are failing so hard to doing so and I don't want them to just start blowing your head off gets tiring.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 23, 2015, 11:02:38 AM
what about splinting up Negotiate in to diplomat and warden so skilled pwans can work with gusts and prisoners and unskilled can be prisoners.
I didn't want to add a new kind of job. But if that's generally what people prefer, I can do it.

After using it for a while you need to add a mass "interact" and "don't interact" order option. Having to click through 10 visitors to say do not improve relations because you are failing so hard to doing so and I don't want them to just start blowing your head off gets tiring.
I never had that problem. But I can see that it's annoying. It's planned. Not sure when I'll implement it, though.
Title: Re: [A11b] Hospitality (v1.06b - updated 12.07.2015)
Post by: A Friend on July 23, 2015, 11:21:58 AM
what about splinting up Negotiate in to diplomat and warden so skilled pwans can work with gusts and prisoners and unskilled can be prisoners.
I didn't want to add a new kind of job. But if that's generally what people prefer, I can do it.

Yes, please.
Right now, I got a high social colonist that's an abrasive. Does wardening duty very well but insults guests left and right during visits.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Othobrithol on July 23, 2015, 02:34:15 PM
Diplomatically rude. 

"We appreciate the ongoing friendship between our two peoples and look forward to an expansion of that relationship in the future, maggot."
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: silentwolf123 on July 25, 2015, 05:53:14 PM
Dont know if its been posted or not but might be a bug of: every time we get visitors or traders now the "improve relationship" is ticked, so you get spammed with improved relations to such and such like 3 times every person, and when they're 10 visitors lol
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Ninefinger on July 25, 2015, 05:56:36 PM
Yeah i was hoping that you could maybe make it so that we have to manually decide which visitors we want to choose to improve relationships with or interact with?
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 26, 2015, 01:27:38 PM
every time we get visitors or traders now the "improve relationship" is ticked, so you get spammed with improved relations to such and such like 3 times every person
It's by design. Since you can now only talk a few times to each visitor to improve relationship, I generally want my guys to talk to all of them, without having to check each separately.
 
I could limit it so you only have one shot per visitor per x hours, but in return it would have much more impact (3-5x). Then you get less spam... unless someone has a better idea, or most people like it how it is right now (I do).

Yeah i was hoping that you could maybe make it so that we have to manually decide which visitors we want to choose to improve relationships with or interact with?
You can. It's just that I set the default option to "Improve Relationship".

Which gives me an idea. Maybe I can add a button "Make Default" that will apply the current setting to all present visitors AND make it the new default.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Ninefinger on July 26, 2015, 01:46:15 PM
every time we get visitors or traders now the "improve relationship" is ticked, so you get spammed with improved relations to such and such like 3 times every person
It's by design. Since you can now only talk a few times to each visitor to improve relationship, I generally want my guys to talk to all of them, without having to check each separately.
 
I could limit it so you only have one shot per visitor per x hours, but in return it would have much more impact (3-5x). Then you get less spam... unless someone has a better idea, or most people like it how it is right now (I do).

Yeah i was hoping that you could maybe make it so that we have to manually decide which visitors we want to choose to improve relationships with or interact with?
You can. It's just that I set the default option to "Improve Relationship".

Which gives me an idea. Maybe I can add a button "Make Default" that will apply the current setting to all present visitors AND make it the new default.

Yeah it has to be set to default no interaction otherwise you end up with having to pause the game every time a visitor arrival happens and check there faction and there current standing, if the faction is already in good standing i have to manually disable the interaction for all visitors. And i only want my colony to interact with just one visitor not all of them. The spam is real. Having it set to default the way it is now is just a pain in the butt.

The balance is fine though so i wouldn't change that just the default interaction setting or have an option to set it to what you want is even better but still have it set to default no interaction and have an ability to set it to always interaction if wanted.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Romi on July 26, 2015, 04:03:09 PM
I don't know why ppl get pissed of at improving relation with the faction, i mean even if the relation is full i still let it on , the notifications don't annoy me.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Othobrithol on July 26, 2015, 06:47:48 PM
I also prefer it in the current method. It requires much less micromanaging if it defaults to schmooze. By mid-late game your diplomats have a score high enough that they'll rarely lose standing, and disabling the tasks on 3-4 colonists via one menu is far easier than manually turning interaction on for ten visitors on the off chance you actually have to intervene.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: silentwolf123 on July 26, 2015, 08:40:15 PM
Whilst people have said its annoying to turn it on for 10 visitors its also annoying to turn it off for 10, be much easier to have an option to just have a button to decide if you want all visitors to be talked to or not.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Cherna on July 27, 2015, 07:33:38 AM
That's really must-have mod.
There is only one thing that bothers me. I know that visitors room is in to do list, but does anyone know any trick how to designate a place for visitors to stay? Right now they either chill out in my freezer at -50 degrees or in my colonists rooms and really pissing them off.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 27, 2015, 08:00:48 AM
For now I had to come up with an algorithm to choose where they would stay. It's rather random, though. If you have a good idea how they should choose where to stay, I'd love to hear it.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: TrashMan on July 27, 2015, 08:38:14 AM
Chairs, sofas, tables and near morale-boosting equipment?
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Cherna on July 27, 2015, 09:02:54 AM
Maybe they should wander near table with turned on socialization and sleep near it or in any non-colonist room with most comfort temperature. So you couldn't make heat or cold traps so easily with just table.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Othobrithol on July 27, 2015, 12:20:30 PM
I do think it is rather funny that they seem to pick the freezer about half the time.

I'm assuming that it is, in fact, possible to have them detect a game object. In that case, you could add a new thing exclusively for this purpose (eg " Welcome Banner") and have them overwhelmingly prefer a room that contains one. Not the prettiest solution but simple.

Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 27, 2015, 12:31:18 PM
[..] you could add a new thing exclusively for this purpose (eg " Welcome Banner") and have them overwhelmingly prefer a room that contains one. Not the prettiest solution but simple.
I've contemplated this. Probably I'll add something along those lines eventually. I was thinking guest beds, but getting them to actually use them is unfortunately not trivial.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Vas on July 29, 2015, 10:05:28 AM
For some reason, every time hospitality shows the visitors are leaving and are happy or whatever, it makes squiggly odd text as if you tried to make it all super fancy.

Also, when recruiting, it always says her, my male colonist tried to recruit using HER sweet talking skills or something.  :|  Tried to report earlier but net has been out for hours.  Still is, I dunno if this post will make it through.  :/
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Iwillbenicetou on July 29, 2015, 10:19:05 AM
Tried to report earlier but net has been out for hours.  Still is, I dunno if this post will make it through.  :/

It got through :D
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 29, 2015, 10:52:11 AM
For some reason, every time hospitality shows the visitors are leaving and are happy or whatever, it makes squiggly odd text as if you tried to make it all super fancy.
I once stumbled over an explanation why that is, but can't find the post anymore. I believe it has something to do with translations / keyed text. If someone can tell me why that is, I'll fix it.

Also, when recruiting, it always says her, my male colonist tried to recruit using HER sweet talking skills or something.
Thanks for reporting this. Fixed it for the next version.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: zenfur on July 29, 2015, 09:49:39 PM
I am experiencing a bug in 1.06b. I am using this mod together with Overhaul modpack (https://ludeon.com/forums/index.php?topic=14229.0), so I am not sure if something in that isn't the cause.

Yet often when my negotiator engages people he/she freezes and doesn't respond to any actions, game slows down a lot and his/her social skill skyrockets, as if there where thousands of talk engagement per second. Usually happens when target goes to sleep, but I am not yet able to narrow down circumstances when it happens. Happens for both trial of recruitment and relationship discussion.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 30, 2015, 06:15:44 AM
Yet often when my negotiator engages people he/she freezes and doesn't respond to any actions, game slows down a lot and his/her social skill skyrockets, as if there where thousands of talk engagement per second. Usually happens when target goes to sleep, but I am not yet able to narrow down circumstances when it happens. Happens for both trial of recruitment and relationship discussion.
You're probably getting error messages. Could you open your console, click each unique error that you're getting and send me a screenshot of the details? Alternatively you could send me your output_log.txt after it happens, which is in the data subfolder of RimWorld.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: zenfur on July 30, 2015, 12:53:20 PM
Yeah, there was an error-filled window after I try to load the game when this error occurs. However, I've recently reinstalled the mod (just deleted old stuff and redownloaded) and it seems to work now. It could have been some downloading mistake.
I'll keep you updated with feedback if this happens again.
By the way do you plan to add more features? This mod is awesome and the game certainly lacks in this area. Ideas such as making comfortable and beautiful guest rooms and/or offering meals, or sending diplomats for other tribes. Also making tribes' interaction with you more dependant on it's good will seems resonable.

Regards, zenfur
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on July 30, 2015, 05:26:43 PM
Yeah, there was an error-filled window after I try to load the game when this error occurs. However, I've recently reinstalled the mod (just deleted old stuff and redownloaded) and it seems to work now. It could have been some downloading mistake.
Glad that it works now!

By the way do you plan to add more features? This mod is awesome and the game certainly lacks in this area. Ideas such as making comfortable and beautiful guest rooms and/or offering meals, or sending diplomats for other tribes. Also making tribes' interaction with you more dependant on it's good will seems resonable.
I agree. And I do have plans to develop further into this area. But to be honest I need to cut myself a break from making mods. I don't get the pleasure out of it that I used to, it's not gonna pay the bills and I'm yearning to get back to another project of mine. So I can't promise anything.

The reason I made the mod in the first place is because there were always visitors coming by with people where I thought "man, I wish that one was on my team". But I ended up naming it "Hospitality" because I always had in mind to eventually add more features about hosting guests.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Othobrithol on July 30, 2015, 07:40:16 PM
Hopefully your work has added some inspiration and ideas to Tynan. The highest honor any modder can attain is to see their work (or something derived from it) make it into vanilla.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: deadlydullahan on July 30, 2015, 07:59:26 PM
Hopefully your work has added some inspiration and ideas to Tynan. The highest honor any modder can attain is to see their work (or something derived from it) make it into vanilla.

I agree and to be honest I'm surprised Tynan hasn't looked more into this mod. *wink wink* (subtle hint) This mod adds another level of immersion when it comes to AI interaction; Numerous possibilities from just this simple concept and how amazing the results could be later down the road. I genuinely hope Tynan considers implementing this mod into vanilla and further expanding the AI interactions.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: caesius on August 10, 2015, 12:10:08 PM
error report.
when one of my pawn goes to improve relationship with norbals (they were enemy but now friendly. and norbals come from other mod) this error come out and the pawn who tried to improve relationship (in this picture, slave 2) gets numb.

it does not occur when it is not norbals (not tested). (i guess this is problem of pawn, not norbals but i just depict the error situation)

[attachment deleted due to age]
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Orion on August 11, 2015, 06:48:42 AM
That's an interesting one... I'll look into it, when I work on this mod again. Thanks for reporting!
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: MagnAxiom on August 28, 2015, 12:28:32 PM
When might we see an A12 version of this great mod?
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: LanMc on August 29, 2015, 12:53:18 PM
Yeah, I have to wait for this one...  I love this mod and don't really want to play without it.
Title: Re: [A11c] Hospitality (v1.06b - updated 12.07.2015)
Post by: Ninefinger on August 29, 2015, 01:03:29 PM
A12c Hospitality (Thanks to Cebullus (https://ludeon.com/forums/index.php?action=profile;u=42391) for providing the update!)

Download (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/HospitalityA12c.rar?raw=true)
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Orion on August 30, 2015, 04:09:00 AM
Thanks!

I didn't have any time soon for making the update so this is excellent!
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: bewby on August 30, 2015, 05:32:04 AM
A12c Hospitality (Thanks to Cebullus (https://ludeon.com/forums/index.php?action=profile;u=42391) for providing the update!)

Download (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/HospitalityA12c.rar?raw=true)

yay! thanks
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: LanMc on August 30, 2015, 01:40:07 PM
Y'all rock my Rimworld!  Thanks!!!!
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: pigman999999999 on September 09, 2015, 07:42:38 AM
how about if the fac you are recurting from doset like the person your trying to take in they will give you goodwill or lets say one of those guys who are supposed to be amzing fighters who cant do anything in a fight  or in genral you get goodwill.
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Grynnreaper on September 12, 2015, 11:52:24 AM
Had to unload this mod, negotiator tries to improve relations with everyone by default and if she fails enough I get attacked. Is there a way to make negotiator leave people alone by default? Having to change the option for every single visitor every time is a deal breaker, especially when I got orion corp visiting with a dozen plus friends.

edit- Aaaand I gotta restart because unloading this mod breaks saves...may you get an intense itch in a private place while you are in public....
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Orion on September 15, 2015, 02:48:43 AM
Had to unload this mod, negotiator tries to improve relations with everyone by default and if she fails enough I get attacked. Is there a way to make negotiator leave people alone by default? Having to change the option for every single visitor every time is a deal breaker, especially when I got orion corp visiting with a dozen plus friends.

edit- Aaaand I gotta restart because unloading this mod breaks saves...may you get an intense itch in a private place while you are in public....

It's on the list.

Also, "Orion Corp", that's pure irony.

Sorry about the unloading. I'm doing my best to ensure you don't have to start a new world with my mods. Unloading is something else and your responsibility to keep old saves. I'm pretty sure most other mods don't easily unload either, unless they're only interface changes.
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Ninefinger on September 15, 2015, 10:23:07 AM
Hey Orion, yeah dont worry about what some people say this mod is a must have and jsut dont know that you are working on improving it.

Anyways here is a bug report for ya.

This is what happens after fresh install, after 5 mins ingame, rescuing a pod crashed person: Reported by Ajes (https://ludeon.com/forums/index.php?action=profile;u=48432)

http://prntscr.com/8fsvlp
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Didact04 on September 16, 2015, 03:31:44 PM
Noted a bug: can't contact other factions due to an error that gets thrown up whenever I ring them up in the communication console. Can't very well see the point in having allies if I can't utilize them.

Very good idea, but had to uninstall for a combination of that bug and the mass message spam. Recruiting from other factions is cool but only ever possible when I have 2+ masterful talkers on the person nonstop from the moment they show up at my colony.

I do like the mod though, I'll be watching to see if these issues get resolved in the future.
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: macrosblackd on September 16, 2015, 03:44:10 PM
Suggestion for handling the Improve relations on/off defaulting. Could that be something you set on your own colonist rather than per visiting pawn? It would still require having the negotiation job set, but rather than the visiting pawn having a flag to determine whether or not it creates the work task it, all visiting pawn are simply looking for a colonist with the flag & job set. I think this would probably address the issue reasonably well for both sides of the fence who always want to try and improve relations (me) and those who don't (grynn)
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Kolljak on September 17, 2015, 11:04:36 AM
Running into some errors

My peeps just stand there cant do anything anymore and the redline error reads...

The given key was not present in the dictionary
did not find skill def social returning to shooting

No idea what went wrong just started happening.
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Didact04 on September 17, 2015, 02:59:51 PM
On second thought, I think I'm going to put this back in. I need the traders. Kind of badly. I never call for backup from other factions anyway.

Anyone know if faction-based traders are reliant on the same calculations that decrease space traders based on colony wealth? Because late-game that becomes debilitating.
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Beathrus on September 17, 2015, 04:09:42 PM
On second thought, I think I'm going to put this back in. I need the traders. Kind of badly. I never call for backup from other factions anyway.

Anyone know if faction-based traders are reliant on the same calculations that decrease space traders based on colony wealth? Because late-game that becomes debilitating.

You should get the 'Clutter', Mod by mrofa; It has a Communication relay that basically lets you send out signals. Sometimes traders respond to it, sometimes drop pods of goodies... sometimes... other things. >.> As far as I know, you can put it right into an Ongoing game.
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Lupin III on September 18, 2015, 03:42:33 PM
Running into some errors

My peeps just stand there cant do anything anymore and the redline error reads...

The given key was not present in the dictionary
did not find skill def social returning to shooting

No idea what went wrong just started happening.

Same here. Played a game just yesterday for hours where everything worked fine. I started a new one today and the behaviour was normal at first, but now the "social" people get stuck. I can draft them, but not move them and after undrafting they still stick to the same position. The whole games is lagging to almost a halt. It only goes away if I wait for the guest to leave the map, save and reload the game.

[attachment deleted due to age]
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Orion on September 19, 2015, 05:17:58 AM
Thanks for the error reports and suggestions!

I wish I had more time to fix bugs, but unfortunately I also have other things to attend. Thanks to Cerbellus there is at least the current A12 version of the mod, but apparently there are some issues with it. I haven't even had the time to look at the code since A12 was released.

So until I've had time to look into the issues, I can only recommend to keep backups of your saves, to save regularly and to load when you get an error (and preferably to let me know what caused it + a screenshot of the error).
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: fenrin49 on September 21, 2015, 03:05:24 AM
Running into some errors

My peeps just stand there cant do anything anymore and the redline error reads...

The given key was not present in the dictionary
did not find skill def social returning to shooting

No idea what went wrong just started happening.

Same here. Played a game just yesterday for hours where everything worked fine. I started a new one today and the behaviour was normal at first, but now the "social" people get stuck. I can draft them, but not move them and after undrafting they still stick to the same position. The whole games is lagging to almost a halt. It only goes away if I wait for the guest to leave the map, save and reload the game.

me 3! is there a quick fix that works ? i tried downing them but then when rescued they vanish.....

also the error seams to happen when they fall asleep while talking with them
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Topper on September 21, 2015, 03:24:41 AM
This mod works great! Its simple yet powerful and encourages the player to actually care about and check out the people visiting the colony. Another for the long list of mods that need to be added to the core game. You should breed this with Haplo's merchant tent mod and see what you two come up with.
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: Lupin III on September 21, 2015, 07:22:37 AM
me 3! is there a quick fix that works ? i tried downing them but then when rescued they vanish.....

The bug is a weird one. The next day when I continued to play the game, where it happened maybe ten times (not every times visitors come by, but many times), it was fine for a long time. Then after maybe 45min or so it happened again. I saved, shut down the game completely and loaded the game again. The problem never appeared since then (6h+ of gameplay). Not even right after the load with the visitors, who caused the error right before saving, still being on the map being "influenced".
What I also found out now is, that the colonists getting stuck are levelling up very quickly. I first thought my colonists just had a lv20 social skill, because they were negotiating very often. But when I assigned an additional negotiator around lv13, he had leveled to lv18 in the minute I took to save the game and restart.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Orion on September 23, 2015, 04:24:27 PM
There's a new version! Now you can set the default treatment of visitors. I was not able to separate wardens and negotiators. RimWorld's current version unfortunately has a hardcoded amount of WorkTypes, so I can't add a new one.

Changelog
1.08 - 23.09.2015
- minor fixes
- visitors choose their staying room more intelligently
- new button "Set Default" for choosing how to treat new visitors!


If one of your colonists got stuck, you must have received an error. Please send me a screenshot of it and load an older savegame. Don't continue when a colonist gets stuck.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Hague on September 27, 2015, 08:52:51 PM
Imagine if there were a hospitality zone you could designate. Provided it was environmentally safe, visitors would gather there. The guests would bring small amounts of silver with them (seems like your pawns should carry their own money too) and then they would pay for the items they consumed while they were there, allowing the player colony to have a cantina/bar (and possibly have a brawl break out)

On a side note, I feel it's sort of illogical to for a player to directly raise your goodwill with a faction by chatting. (The whole spam 300 silver thing feels like a placeholder too) The whole system could be more realistic if visitors leave happy and your relationship with them improves as a result. Replace the current attempt prompt with a welcoming gesture from a pawn, basically like a first impression. This will give a mood boost to the visitor until they leave. Presumably you can make multiple attempts but they get less effective over time. When your relationship with a faction gets high enough, there's a chance that the occasional visitor will want to join on their own. The idea being that your ability as a good host is what grows your relationship, not just a social dice roll: keeping guests safe, fed, etc. Visitors that leave in a bad mood should deteriorate your relationship but not to the point that you get attacked, rather the faction shuns you and visitors simply stop arriving (which might be the player intent after all!) What's important is keeping track of what the visitors' state is when they arrive and what it is when they leave the map.

This also means that faction relationships shouldn't immediately take a hit when you kill all the visitors (or they die through other circumstances) rather, after a certain period of being missing, scouts get sent on a mission to spot graves or bodies of their missing comrades. (given tasks to go dig up a grave and/or retrieve a body) If they spot them, they flee to the edge of the map, if they escape, your relationship takes a large hit. If they die or are captured, your relationship with that faction goes down still but it trends to 0, not to a war state. Essentially, the faction learns to avoid you as dangerous but not so dangerous as to warrant outright destruction. "Don't go there, my x went there and s/he never came back." Could also be a radio option to fess up to the deaths of other faction members in attempt to smooth things over, maybe offer a chance to give back remains.

Sorry, I'm just rambling now. Anyway, good job on the mod!
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Owlchemist on September 27, 2015, 10:05:21 PM
Hey, just wanted to say thanks for making this mod. It really helps liven up the colony!

I did a search for "bed" on this thread, and it looks like you already want to allow guests to use guest beds. That'd be my top wish, too. Right now, my guests just plop facedown in the dining room, or hallway :P
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Orion on September 28, 2015, 12:23:55 PM
Hague, thanks for the ideas. The current state of the mod is not because I can't come up with lots of fancy ideas, but because it takes insane amounts of time to implement anything. If I'd get paid a normal wage for the time I work on my mods in my spare time, I could quit my day job.
On top of that, working on the mods has become more of a chore than fun, because around 80% of my time now goes into updating to the latest version (and fixing resulting bugs).

So if you have any ideas how I can improve the mod with minimal changes (instead of maximal changes), I'd love to hear them.

Owlchemist, beds are high on the list. But due to a lot of hard coding in the base game around beds, it will still take a lot of work to do. Also I'm now going to focus on my other mod again for a while.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Hague on September 29, 2015, 07:48:03 PM
Okay, well, the idea behind a visitor zone is nice. I know when visitors show up on the map, they have a particular place they tend to like to stand. It would be nice if we could designate that area and give us more control over how visitors are treated in particular until they decide to leave the map. It would be nice to have a good area for visitors to congregate instead of beside a mountain on the opposite side my base.

I'm sorry about your personal situation. I have a tendency to suggest over-the-top things forgetting about the personal aspect of mod development. I apologize.
Title: Re: [A12] Hospitality (v1.07 - updated 30.08.2015)
Post by: NuclearStudent on September 29, 2015, 09:47:31 PM
Had to unload this mod, negotiator tries to improve relations with everyone by default and if she fails enough I get attacked. Is there a way to make negotiator leave people alone by default? Having to change the option for every single visitor every time is a deal breaker, especially when I got orion corp visiting with a dozen plus friends.

edit- Aaaand I gotta restart because unloading this mod breaks saves...may you get an intense itch in a private place while you are in public....

It's probably been weeks since you've restarted your game, but next time, you should probably try restoring your save.

Even if you don't have any autosaves or manual saves from before your installation, you can check out the properties, and from there, click on restore. That's PC advice, but I'm pretty sure Mac has some sort of feature similar to that as well..
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Orion on September 30, 2015, 09:51:50 AM
Okay, well, the idea behind a visitor zone is nice. I know when visitors show up on the map, they have a particular place they tend to like to stand. It would be nice if we could designate that area and give us more control over how visitors are treated in particular until they decide to leave the map.
It's true, and something like it is on the feature list for some time already. How about an object you can place that will increase visitor popularity for the particular spot/room?

Right now I have an algorithm that determines the most suitable room for the visitors, with their preference being large rooms, with lots of unassigned beds. I could (fairly easily) add a new object type that raises a room's suitability for visitors. Do you have an idea what such an object could be to fit the theme of RimWorld? Maybe something it would make sense to have multiple of. Something that would logically improve the quality of the visitors' stay. Something that players would intuitively associate with visitors.

I'm sorry about your personal situation. I have a tendency to suggest over-the-top things forgetting about the personal aspect of mod development. I apologize.
It's okay. When it gets too stressful I can be defensive when it comes to even more stuff to do. Sometimes there are nice ideas that are not hard to implement but add a lot.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: LanMc on September 30, 2015, 11:26:43 AM
First I want to say how much I absolutely love this mod!  Orion, my Rimworld experience is better because of you.  Thank you!!!! 

It's true, and something like it is on the feature list for some time already. How about an object you can place that will increase visitor popularity for the particular spot/room?

Right now I have an algorithm that determines the most suitable room for the visitors, with their preference being large rooms, with lots of unassigned beds. I could (fairly easily) add a new object type that raises a room's suitability for visitors. Do you have an idea what such an object could be to fit the theme of RimWorld? Maybe something it would make sense to have multiple of. Something that would logically improve the quality of the visitors' stay. Something that players would intuitively associate with visitors.

I am racking my brain for ideas, but the stuff I come up with are pretty standard for the game already...  Maybe a specific bed made just for visitors?  Or bed assignments like how we can designate areas for prisoners?  A chest (for visitors alone) or something similar that could infer personal storage, or ownership, that can be placed beside empty beds?  Some kind of joy object that would act like an attraction, specifically to attract visitors?  A planter with a specific kind of tree or flower?  It could be a new friendship plant of some kind...  But now I am getting away from the stuff that is already in the game...  My goal isn't to make it harder on you, but to find a simpler solution. 

Basically what I am saying is it would be easier to use something already in the game and assign visitor priority to it would it... That way there is no need to create something new.  Or does that complicate things?
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Hague on September 30, 2015, 01:31:18 PM
How about a bar? I mean, if RimWorld is based off Firefly, then a bar that acts as a stockpile for beer/booze type items would draw the most visitors who are thirsty from their time on the trail. I'm not sure if you can control what the travelers do, but it would be ideal for non-teetotaler visitors to grab a brew or meal stockpiled in a bar and drop some silver. I notice that a few visitors already come with some silver of their own, so maybe some kinda code to make these visitors drop silver equivalent to the value of an item they consume inside the "hospitality room." Then the player will have some incentive for putting valuable meals or booze inside this room and visitors will feel more like visitors.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Orion on September 30, 2015, 02:56:49 PM
So far I've always considered the guest room as some sort of "sleeping hall", since that's what they do - they come over, go to sleep, leave again. I've been trying to get them to do anything else, but it has proven difficult. I'll have to throw some more time at it, at some point. The problem is, that this also keeps me from getting them to do anything but sleep on the ground - use beds, chairs, consume objects...

Creating a bed designation like for prisoners would be great. It looks like quite some work to pull off, both prison stuff and medical stuff has a lot of hardcoding. But maybe it's possible. So far I'd not be able to get them to sleep in the beds, though.

I do like the bar idea. It'd give beer another purpose, if visiting factions like you more for the amount of beer they consumed, next to how much you annoyed them with talk. So to improve relationships you'd have to have someone operate the bar and large quantities of beer. Maybe you could even set the price of beer on the bar object, and choose between making money or gaining relationship.
Again, I'd have to get them to do custom actions to pull it off, plus there's some complexity in getting the bar object to work well...

So for now, a third alternative would be good, to designate a room as a visiting target.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Hague on September 30, 2015, 03:22:16 PM
Wouldn't the bar object itself be a designator for the visiting room? Could be a placeholder for now but just putting the bar object in the room would change the room type to "Lounge" or "Meeting Hall" or something like that and visitors would tend to congregate inside that room type? Doesn't need to be a bar either, could be a flag pole or a fire pit or something too but the bar thing would definitely leave it open for expansion later.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Orion on October 01, 2015, 11:03:10 AM
The only issue I have with the bar (apart from requiring extra functionality) is that it's weird to have a bar in the room that the guests sleep over in. So as a temporary solution it is odd. Then lockers / chests would make more sense.
Title: Re: [A12d] Hospitality (v1.08 ) - bug report
Post by: rina_m on October 04, 2015, 11:39:12 PM
a consistent and aggravating bug…
v1.08
can't contact other factions to request military aid.
error pops up when negotiator steps up to the console.

(screen attached)

[attachment deleted due to age]
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Orion on October 05, 2015, 01:29:18 PM
Hmm... what a strange one. Thanks for reporting it in. It's really hard to read - could you maybe send me the debug_log file from the game folder?
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: naxili on October 07, 2015, 12:11:34 AM
Right now I have an algorithm that determines the most suitable room for the visitors, with their preference being large rooms, with lots of unassigned beds.

Amusingly (for me, at least) animal beds are being counted for this - so my visitors spend all their time in the chicken coop
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: TLHeart on October 07, 2015, 01:39:22 AM
Aw, that explains all the visitors heading for the barn in my current game, where there are 40 animal bed.  Makes for a very crowded room full of visitors, animals and wardens.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Owlchemist on October 07, 2015, 02:01:12 AM
Aw, that explains all the visitors heading for the barn in my current game, where there are 40 animal bed.  Makes for a very crowded room full of visitors, animals and wardens.

Lol, likewise, my visitors head for my warehouse. It's by far the biggest room at the colony. No beds though D:
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: Orion on October 08, 2015, 09:19:45 AM
Guess I should play more with the latest version, haha.

I'll make sure animal beds won't count anymore. Excluding the warehouse will be harder - due to all the valuable stuff lying around, it can make for a very impressive room, which the visitors really like. Usually lack of beauty should counter it, but that depends on what you're storing, of course.

So yeah. I really need something that marks a room as a visitor room.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015 - now with new defaults!)
Post by: NuclearStudent on October 08, 2015, 10:49:32 PM

It's true, and something like it is on the feature list for some time already. How about an object you can place that will increase visitor popularity for the particular spot/room?

Right now I have an algorithm that determines the most suitable room for the visitors, with their preference being large rooms, with lots of unassigned beds. I could (fairly easily) add a new object type that raises a room's suitability for visitors. Do you have an idea what such an object could be to fit the theme of RimWorld? Maybe something it would make sense to have multiple of. Something that would logically improve the quality of the visitors' stay. Something that players would intuitively associate with visitors.


Maybe a guest keycard holder? Graphic being a cabinet with a key on top. It's not an artistic solution, but it would do the job cheaply until something better is thought up.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Shadou on October 10, 2015, 12:10:51 AM
In one of my games, I had an issue that I think I've tracked down to this mod. Colonists would perform actions they were incapable of. In particular, I had one colonist that was incapable of caring (no medicine skill), who seemed to have priority set to 1 on Doctoring even though he could not perform it and could not be given a Doctoring priority. It literally was the first thing he did when anyone got hurt, even though the work screen would not allow him to be given doctoring as a job. I had to draft him anytime I wanted to have any surgery done, so he wouldn't try to do it and maim the patient.

My current game, the only differences in my mod list from the game when I was having the issue are:
Added Edb's mod order
Added Edb's interface
Added Ykara's Expanded Prosthetics and Organ Engineering mod
Added Brunayla's Embrasures
Added Brunayla's Neurotrainer crafting
Removed Brunayla's bionic replacement production
Removed Brunayla's organ replacement production
Removed Hospitality

I really don't think any of the other mods I added or removed could be the cause or solution to this. I like the mod, but this is a rather potentially game-breaking bug. Please fix.

Edit: Just thought of something that might be a possible conflict. I have Wastelander's Mending mod installed, which adds a Mending job to the work list. By itself, Mending doesn't cause any issues, but with two mods messing with the priority list it may be a problem.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on October 10, 2015, 03:02:05 PM
Thanks for the report! I'll look into it!
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: NuclearStudent on October 10, 2015, 03:45:32 PM
EDIT: Never mind, I was loading a save incorrectly.

Something that isn't at all important, but I thought was mildly interesting.


Something that is now frustrating me.

I'm having difficulty with adding Hospitality into an already existing game. I have Rimworld version xxx906 and an outdated version of the Ultimate Mod Pack from the late Ninefinger. When I add Hospitality, load it in via the mod menu, and open up my save file, I get a black screen and see only the dev tools buttons on the top. The dev tool buttons do nothing when I click them.

Alright, so I figured my kludge of mods was incompatible. To test things out, I started a new world with Hospitality enabled and made a test colony. To my surprise, everything was bugfree.

I suspect the issue may have been that I was trying to load up a game with dev tools up, as the technobabble the error output log was saying something about something in unity engine missing or something.

I'm getting an endless loop of

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_WeatherManager () [0x00000] in <filename unknown>:0

  at Verse.CameraMap.OnPreCull () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.Find.get_PlaySettings () [0x00000] in <filename unknown>:0

  at Verse.RoomStatsDrawer.get_ShouldShowRoomStats () [0x00000] in <filename unknown>:0

  at Verse.RoomStatsDrawer.DrawRoomOverlays () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootUpdate () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_WeatherManager () [0x00000] in <filename unknown>:0

  at Verse.SkyManager.CurrentSkyTarget () [0x00000] in <filename unknown>:0

  at Verse.SkyManager.SkyManagerUpdate () [0x00000] in <filename unknown>:0

  at Verse.RootMap.Update () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.CameraMap.Update () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_WeatherManager () [0x00000] in <filename unknown>:0

  at Verse.CameraMap.OnPreCull () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.Find.get_PlaySettings () [0x00000] in <filename unknown>:0

  at Verse.RoomStatsDrawer.get_ShouldShowRoomStats () [0x00000] in <filename unknown>:0

  at Verse.RoomStatsDrawer.DrawRoomOverlays () [0x00000] in <filename unknown>:0

  at RimWorld.UIRoot_Map.UIRootUpdate () [0x00000] in <filename unknown>:0

and similar messages in the output log, and my game now refuses to load my saves even with hospitality disabled and loading saves from before I started messing with anything. I have no idea what I've done.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on October 11, 2015, 04:44:50 AM
NuclearStudent, are you still experiencing this problem? Maybe you can attach the output_log.txt then.
If the screen stays black and you only see some of the buttons, the save game did not load correctly. The errors you get in the console are usually not relevant anymore by then (half of the map is probably not loaded and thus missing). So the interesting errors are the ones you get while the save is being loaded, or even before, when your mods are loaded.

The latest Hospitality was made for version 916. So an older RimWorld version could cause problems. The ultimate mod pack is likely to conflict too. It has so many moving parts, I wouldn't know where to start looking.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: NuclearStudent on October 11, 2015, 12:08:38 PM
NuclearStudent, are you still experiencing this problem? Maybe you can attach the output_log.txt then.
If the screen stays black and you only see some of the buttons, the save game did not load correctly. The errors you get in the console are usually not relevant anymore by then (half of the map is probably not loaded and thus missing). So the interesting errors are the ones you get while the save is being loaded, or even before, when your mods are loaded.

The latest Hospitality was made for version 916. So an older RimWorld version could cause problems. The ultimate mod pack is likely to conflict too. It has so many moving parts, I wouldn't know where to start looking.

Weirdly enough, I loaded an earlier auto-save and everything is literally perfect. As in, none of the moving parts are colliding at all. It was just one set of saves that were inexplicably corrupted.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on October 11, 2015, 03:38:46 PM
Sometimes, when you get an error message and save the game afterwards, your save can be corrupted. So when getting errors it's best not to save again.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: irotsoma on October 27, 2015, 09:13:32 PM
I'm having some trouble with this mod.  I'm using the latest 1.08 version along with alpha 12d of rimworld. 

It triggers visitors fine, but I can never interact with those visitors.  I tried turning off all other work and the colonist refuse to interact.  They do interact with regular guests and prisoners, but not with visitors from this mod.  Also, when I right click on the visitor, I get no options.  I tried this with a clean install of rimworld and no other mods loaded to be sure it wasn't a conflict. 

I did some digging and found that the method ViableGuestTarget in the GuestUtility class is always returning false for these.  The offending object in the boolean statement seems to be Find.AreaHome[guest.Position].  This is always returning false.  I'm not sure exactly what this is meant to be doing, but to test it, I removed that from the boolean statement and loaded a game.  My colonists immediately started doing their thing, and I could also use the right click on the visitors to force a colonist to interact with the visitor.

I'm not sure if I should remove that object or if I should just remove the ! operator since I'm not sure exactly what this is checking for. I'm going to run it removed for now and see if I have any other problems, but I was wondering if anyone else had this problem and, if so, if this could be addressed in the mod.  Thanks!

Here's my code now with the original commented out for reference.

        public static bool ViableGuestTarget(Pawn guest, bool sleepingIsOk = false)
        {
            return !(guest == null || guest.Dead || guest.Destroyed || (!sleepingIsOk && !guest.Awake()) || !IsGuest(guest) || HasDismissiveThought(guest));
            //return !(guest==null || guest.Dead || guest.Destroyed || (!sleepingIsOk&&!guest.Awake()) || !IsGuest(guest) || !Find.AreaHome[guest.Position] || HasDismissiveThought(guest));
        }


BTW, thanks for an awesome mod.  This is one that I can't live without now.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: TLHeart on October 28, 2015, 02:02:02 AM
I'm having some trouble with this mod.  I'm using the latest 1.08 version along with alpha 12d of rimworld. 

It triggers visitors fine, but I can never interact with those visitors.  I tried turning off all other work and the colonist refuse to interact.  They do interact with regular guests and prisoners, but not with visitors from this mod.  Also, when I right click on the visitor, I get no options.  I tried this with a clean install of rimworld and no other mods loaded to be sure it wasn't a conflict. 

I did some digging and found that the method ViableGuestTarget in the GuestUtility class is always returning false for these.  The offending object in the boolean statement seems to be Find.AreaHome[guest.Position].  This is always returning false.  I'm not sure exactly what this is meant to be doing, but to test it, I removed that from the boolean statement and loaded a game.  My colonists immediately started doing their thing, and I could also use the right click on the visitors to force a colonist to interact with the visitor.

I'm not sure if I should remove that object or if I should just remove the ! operator since I'm not sure exactly what this is checking for. I'm going to run it removed for now and see if I have any other problems, but I was wondering if anyone else had this problem and, if so, if this could be addressed in the mod.  Thanks!

Here's my code now with the original commented out for reference.

        public static bool ViableGuestTarget(Pawn guest, bool sleepingIsOk = false)
        {
            return !(guest == null || guest.Dead || guest.Destroyed || (!sleepingIsOk && !guest.Awake()) || !IsGuest(guest) || HasDismissiveThought(guest));
            //return !(guest==null || guest.Dead || guest.Destroyed || (!sleepingIsOk&&!guest.Awake()) || !IsGuest(guest) || !Find.AreaHome[guest.Position] || HasDismissiveThought(guest));
        }


BTW, thanks for an awesome mod.  This is one that I can't live without now.
you interact with the visitors by left clicking on the visiting colonists, and then clicking on the guest tab in the pawn inspection window, then select, do you want to leave alone, recruit, or improve relations. You can set the default, for all if you want, you select each visitor and decide how you want to interact with them.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on October 28, 2015, 05:28:33 AM
The offending object in the boolean statement seems to be Find.AreaHome[guest.Position].  This is always returning false.  I'm not sure exactly what this is meant to be doing, but to test it, I removed that from the boolean statement and loaded a game.  My colonists immediately started doing their thing, and I could also use the right click on the visitors to force a colonist to interact with the visitor.
What Find.AreaHome[guest.Position] is for is that your colonists will / can not interact with them, while they are not in your home area. Maybe you removed your home area, or they never enter it, etc. Without this, your colonists will run across half the map to follow the visitors around.
So check your home area and make sure when the visitors arrive, that they are in that area.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: irotsoma on October 28, 2015, 08:31:41 PM
The offending object in the boolean statement seems to be Find.AreaHome[guest.Position].  This is always returning false.  I'm not sure exactly what this is meant to be doing, but to test it, I removed that from the boolean statement and loaded a game.  My colonists immediately started doing their thing, and I could also use the right click on the visitors to force a colonist to interact with the visitor.
What Find.AreaHome[guest.Position] is for is that your colonists will / can not interact with them, while they are not in your home area. Maybe you removed your home area, or they never enter it, etc. Without this, your colonists will run across half the map to follow the visitors around.
So check your home area and make sure when the visitors arrive, that they are in that area.

Awesome, thanks, that explains it.  I wonder why my visitors are hanging out outside of my home area so often? 

Anyway, I tried playing around with it so that you could still force a colonist to go and talk to a visitor.  That worked fine once.  They would go and finish the job, but then they won't initiate the job on their own afterward and instead either go back to a different, lower priority job or just stand around if there are none active.  Maybe I'll play around with some kind of custom state to allow for checking if the previous job was forced by the player, not just the current one or something of that nature.

For now, I think I'll leave mine changed to allow for interaction outside of the home area.  Colonists pick up other jobs outside of the home area, so I think it's fine for me.  If I want them to stay close to home, I usually just restrict them to an area anyway and that seems to work still.

Anyway, thanks for your help, and thanks again for a great mod!
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on October 30, 2015, 04:23:11 AM
Maybe you could look into why they're staying outside. I made them pick the most fancy room that is not someone's bedroom. So chances are if you have an enclosed outside area stock-full with gold and uranium that it they would go there. Usually it's not an issue, since other trading items make the room ugly.

Eventually I'll add some form of marker to specify more clearly which room(s) are meant for visitors, but for now this seemed fine for most cases.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Shadou on November 01, 2015, 08:22:48 AM
Maybe you could look into why they're staying outside. I made them pick the most fancy room that is not someone's bedroom.

In one of my games, I had one faction that would always want to hang around in the animals' area, where I have all my animal sleeping boxes, and another faction wanted to hang around in my hospital (and all squeezed into that 6x6 room and complained about how cramped it was). And unless there's been an update, I'm pretty sure this mod is still incompatible with Mending.

Just an idea here: Maybe you could set up weights for objects for visitor preference on where to hang out? Maybe something like:

5 points: Each unclaimed, non-animal, non-hospital, non-prisoner bed
3 points: Each chair
2 points: Small table
4 points: Large table
4 points: Joy object

Have the visitors compare each room and decide which room has the best amenities as listed above, and all gather there. This would allow the player to build a sort of guest room for visitors.

By this point system, a room with a large table with 8 chairs (28 points) would outweigh a hospital with 3 beds (15 points) even if you didn't exclude hospital beds. It still wouldn't outweigh a barn with a dozen doggie beds though (60 points), so I really do think you need to set exclusions for animal, hospital, and prisoner beds, or just exclude room types Jail, Barn, and Hospital.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: LanMc on November 01, 2015, 12:47:12 PM
We can assign beds to colonists and prisoners... how difficult would it be to assign beds to "visitors" and "guests" too?  Couldn't it work similar to how the prison assignments happen?  Couldn't the bed assignments create an area, much like the prison beds do, where guests/visitors would be flagged to go?

The game does add Room Roles... but I am not sure how everything connects.  So excluding specific rooms, could work too, I suppose.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: irotsoma on November 01, 2015, 05:50:52 PM
Maybe you could look into why they're staying outside. I made them pick the most fancy room that is not someone's bedroom. So chances are if you have an enclosed outside area stock-full with gold and uranium that it they would go there. Usually it's not an issue, since other trading items make the room ugly.

Eventually I'll add some form of marker to specify more clearly which room(s) are meant for visitors, but for now this seemed fine for most cases.

Yeah, I'll dig into that side of the code and see if I can figure out what's up.  I do usually have caches scattered around the map that only have a trade beacon and the appropriately sized stockpile.  Those are usually removed from my home area, but maybe they are trying to stay half way between one or more of those and my actual base. 

I mainly do that so that if there's a big battle far from my base, I don't have to lug all of the loot back to my main base.  Later in the game I even put a hauler robot from MAI mod in the caches.  It makes the loot get there faster and thus rot less.  Those caches may have some attractive things once in a while, but usually it's just weapons and apparel from the dead enemies for later trading.  So maybe they don't want to be inside, but something is drawing them near it and away from the base?  That's really a total wild guess before I look at the code, but it's the only odd thing I do...I think.

Anyway, if I figure anything out I'll be sure to let you know so you can account for it in the mod.  It might be a while since I'm working on a modlist + patches to replace the Ultimate Overhaul Modpack that I had been using.  After I'm done with that I'll look more into this issue, because I really think this mod is a must have.

Thanks, again!
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on November 02, 2015, 02:56:12 AM
In one of my games, I had one faction that would always want to hang around in the animals' area, where I have all my animal sleeping boxes, and another faction wanted to hang around in my hospital (and all squeezed into that 6x6 room and complained about how cramped it was). And unless there's been an update, I'm pretty sure this mod is still incompatible with Mending.

Just an idea here: Maybe you could set up weights for objects for visitor preference on where to hang out?
Have the visitors compare each room and decide which room has the best amenities as listed above, and all gather there. This would allow the player to build a sort of guest room for visitors.

[..] or just exclude room types Jail, Barn, and Hospital.
Actually, it already works a bit like that. There's a roomscore which is increased or decreased based on room type and multiplied with the overall quality of the room. Beds are specifically taken into account (because owned beds are a no-go), but I wouldn't want to check for every kind of item specifically.

I'm surprised it goes so wrong with a lot of people. What would be helpful is a screenshot of the room the visitors are staying in, with the room-tooltip turned on (where you can see room type and scores).


We can assign beds to colonists and prisoners... how difficult would it be to assign beds to "visitors" and "guests" too?  Couldn't it work similar to how the prison assignments happen?  Couldn't the bed assignments create an area, much like the prison beds do, where guests/visitors would be flagged to go?
You'd be surprised how difficult it is.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: LanMc on November 03, 2015, 01:11:16 PM
We can assign beds to colonists and prisoners... how difficult would it be to assign beds to "visitors" and "guests" too?  Couldn't it work similar to how the prison assignments happen?  Couldn't the bed assignments create an area, much like the prison beds do, where guests/visitors would be flagged to go?
You'd be surprised how difficult it is.

Actually...  No I wouldn't.  I've been searching the source code for a few days now trying to find where all the bed assignments happen and still haven't found it.  So yeah...  Thinking that idea might never actually work.  :(  Well?  There certainly isn't an easy way to implement it that I could find I should amend. 
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on November 05, 2015, 04:29:30 AM
Actually...  No I wouldn't.  I've been searching the source code for a few days now trying to find where all the bed assignments happen and still haven't found it.  So yeah...  Thinking that idea might never actually work.  :(  Well?  There certainly isn't an easy way to implement it that I could find I should amend. 

It's not completely out of the question, albeit difficult. Probably it will come down to creating a custom "visitor bed" object and replicate the sleeping behavior for visitors, using these.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: hazey_sunshine on November 09, 2015, 07:12:09 AM
So, I went on a bit of a mod rampage last night and added in a load of new stuff. On starting a new game (new world, etc) with everything activated, it all seemed fine until I clicked on a pawn. Clicking on a pawn made the screen red & orange, click on anything else - menus, items etc- it went back to normal. On clicking through pawns status tabs it threw up blue copies behind of what had previously been looked at which could only be removed by clicking the game menu.
 I played around with it for a while on fresh games, removing single mods until it stopped happening and it seemed it was Hospitality that was causing the bugs.
(Mod list is what I'm currently using on a working game with no bugs, only difference on the bugged games was adding in Hospitality)

[attachment deleted due to age]
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: irotsoma on November 09, 2015, 12:46:44 PM
So, I went on a bit of a mod rampage last night and added in a load of new stuff. On starting a new game (new world, etc) with everything activated, it all seemed fine until I clicked on a pawn. Clicking on a pawn made the screen red & orange, click on anything else - menus, items etc- it went back to normal. On clicking through pawns status tabs it threw up blue copies behind of what had previously been looked at which could only be removed by clicking the game menu.
 I played around with it for a while on fresh games, removing single mods until it stopped happening and it seemed it was Hospitality that was causing the bugs.
(Mod list is what I'm currently using on a working game with no bugs, only difference on the bugged games was adding in Hospitality)

Are you running alpha 12d (latest) Rimworld?  If so, I think your main problem is you seem to be running version 1.04a of Hospitality according to the screenshot.  I believe that was for alpha 10 of Rimworld and probably incompatible.  Try grabbing the latest version (1.08) from the first post of this thread.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: hazey_sunshine on November 09, 2015, 05:45:45 PM
Are you running alpha 12d (latest) Rimworld?  If so, I think your main problem is you seem to be running version 1.04a of Hospitality according to the screenshot.  I believe that was for alpha 10 of Rimworld and probably incompatible.  Try grabbing the latest version (1.08) from the first post of this thread.
Ahh, oops! Yep, that would probably be the problem! Wasn't paying attention to the file names on dropbox and just grabbed the top one, which is obviously the oldest one... Thank you for the heads up :)
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on November 10, 2015, 02:58:50 AM
Good one! I added a folder for old versions, so now only the latest version will be in the main folder on Dropbox.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: LittleGreenStone on December 15, 2015, 03:24:50 AM
I have a...problem.

"-visitors choose their staying room more intelligently"

I'm not sure if it's intended or not, but visitors are always visiting my barn. It's the closest closed room with heaters. It's often crowded and filthy, I've had visitors going nuts in there.

If it's not a bug, would it be possible for visitors to gather around tables, like colonists do? Or come to a previously designated area, like tamed animals?
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on December 17, 2015, 03:01:20 AM
If it's not a bug, would it be possible for visitors to gather around tables, like colonists do? Or come to a previously designated area, like tamed animals?
It seems like it's the most appealing room you have for visitors. If you use the room info tool you can see how attractive the rooms in your base are and compare scores.

Gathering around tables and such is a goal, but the way visitors are made right now, I didn't manage to get it to work yet. Designated area would be nice too, but again, it goes pretty deep into how visitors work.
So as a temporary solution I want to add an object that clearly marks the room as a visitor room. I couldn't think of anything yet that fits the theme and makes sense for a guest room, though. Someone suggested a bar, which I like the most, but of course people will expect it to work as well, then. Another one could be guest beds.

Unfortunately, modding Rimworld has slowly slid down my priority list, because I don't have the energy and time to tackle all my projects anymore. So with every fix and feature I have to see how to implement it with the least time necessary for the biggest effect.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: LittleGreenStone on December 17, 2015, 03:40:26 AM
If it's not a bug, would it be possible for visitors to gather around tables, like colonists do? Or come to a previously designated area, like tamed animals?
It seems like it's the most appealing room you have for visitors. If you use the room info tool you can see how attractive the rooms in your base are and compare scores.

Gathering around tables and such is a goal, but the way visitors are made right now, I didn't manage to get it to work yet. Designated area would be nice too, but again, it goes pretty deep into how visitors work.
So as a temporary solution I want to add an object that clearly marks the room as a visitor room. I couldn't think of anything yet that fits the theme and makes sense for a guest room, though. Someone suggested a bar, which I like the most, but of course people will expect it to work as well, then. Another one could be guest beds.

Unfortunately, modding Rimworld has slowly slid down my priority list, because I don't have the energy and time to tackle all my projects anymore. So with every fix and feature I have to see how to implement it with the least time necessary for the biggest effect.

I see. I will check it, because it's entirely possible that my barn is the most appealing, even though it's the most appalling also. Cloth animal beds are most likely the culprit, though I thought the "crowded" and "filthy" traits/features of the room would reduce the room's attractiveness.

"So as a temporary solution I want to add an object that clearly marks the room as a visitor room"
I'd suggest either a "reception", 1, 2, maybe 3 tiles wide fancy desk with a "welcome" sign and a cactus or something,
or a fancy, electronic (or not) sign.
IMO it wouldn't need any extra features.

But as a placeholder, anything would do, the feature itself is more important IMO.

Anyway, now that I know what to improve upon, I think I'll be able to "designate" a visitor room.
Thank you for the answer!

-------------------------------------------------------------------------------------

Edit:
New world and game:
Didn't work, now I really don't know how could I make visitors going to a certain room instead of the barn...again.

Certain room (hall):
Barn:
Basically the hall is superior in every aspect, is lighted up (as opposed to the barn) and is closer to the entrance/visitor spawn point, yet they go through it to the dark, inferior barn.
That object, that clearly marks the "visitor room" would be really, really handy, with or without any fancy texture/functionality.  :(
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on December 25, 2015, 03:31:58 PM
Yikes.

There is a bonus added for unowned beds present. Maybe I forgot to check if they're for animals. That would explain the odd behavior!
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: LittleGreenStone on December 25, 2015, 07:34:17 PM
Yikes.

There is a bonus added for unowned beds present. Maybe I forgot to check if they're for animals. That would explain the odd behavior!

That...kinda sounds like a quick thing to fix.
I certainly hope it is.

I hate killing the visitors I want to recruit.  ::)
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on December 27, 2015, 12:41:02 PM
That...kinda sounds like a quick thing to fix.
I certainly hope it is.

I hate killing the visitors I want to recruit.  ::)
It does! I suppose I should make a bugfix round soon and address this and some other issues.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: harpo99999 on December 27, 2015, 05:03:15 PM
at least the clue of the bed count in the room allows a manipulation of location, by a large room with a dozen sleeping spots several tables and joy items, now prevent the visitors from barning or prisonning all the time
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Orion on December 27, 2015, 05:42:56 PM
Hotfix Version 1.08b
- Fixed animal beds attracting guests
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: LittleGreenStone on December 27, 2015, 08:20:03 PM
Hotfix Version 1.08b
- Fixed animal beds attracting guests

Yey! Thank you!
Title: Re: [A12d] Hospitality (v1.09 - updated 28.12.2015)
Post by: Orion on December 28, 2015, 11:00:33 AM
I've toiled hard this weekend and made a new version with mayor changes! It was some tricky stuff and there are likely to be bugs with weird mods or under odd circumstances. Please do report them with an error log!

Merry christmas ;)

Changelog
1.09 - 28.12.2015
- you can now build guest beds
- guest beds mark a room as a guest room
- visitors will sleep in guest beds
- visitors will relax in your base
Title: Re: [A12d] Hospitality (v1.09 - updated 28.12.2015)
Post by: TLHeart on December 28, 2015, 12:16:08 PM
Dang, I dropped in to say thanks for the hotfix change, so that visitors don't hang out in the barn... they now hang out in the impressive rec and dining rooms.  added it to my current 5 year colony, with no problems.


and now this,

will add to current colony, with a backup to see what I can do with it.

Thanks
Title: Re: [A12d] Hospitality (v1.09 - updated 28.12.2015)
Post by: Orion on December 28, 2015, 03:20:49 PM
Will add to current colony, with a backup to see what I can do with it.
Yes, do make a backup. The hotfix was so people can use the stable 1.08 version, while this one is a bit riskier ;)
Title: Re: [A12d] Hospitality (v1.09 - updated 28.12.2015)
Post by: TLHeart on December 29, 2015, 04:57:57 PM
Will add to current colony, with a backup to see what I can do with it.
Yes, do make a backup. The hotfix was so people can use the stable 1.08 version, while this one is a bit riskier ;)

Added to my MVP (mod variety pack) which is a huge colony, with 42 colonists, and 5 1/2 years into the game.

Built a room with 5 visitor beds, added a table to eat at and waited.  First group of visitors came said hi, and left. Second group of visitors came, talked and left.  Started to have me worried.  3rd group of visitors, came, stayed, played video games, read books, social chatted, slept, ate at the table, played billiards, more video games, chess,  napped (slept again),  then left.

And my wardens talked them up a lot, at least until they had enough, and were done talking for the day.

No errors thrown in the output log, so I would say a successful addition.

Thanks, makes it even more fun to have visitors....
Title: Re: [A12d] Hospitality (v1.09 - updated 28.12.2015)
Post by: Orion on December 31, 2015, 09:10:51 AM
You're welcome ;)

In the current version, if you have already maxed out the relationship with the visiting faction, they leave immediately. This will be fixed in the next version, where they'll always stick around for a while. For now, you could just request military backup to get their relationship down a bit again.
Title: Re: [A12d] Hospitality (v1.09 - updated 28.12.2015)
Post by: TLHeart on December 31, 2015, 11:34:14 AM
You're welcome ;)

In the current version, if you have already maxed out the relationship with the visiting faction, they leave immediately. This will be fixed in the next version, where they'll always stick around for a while. For now, you could just request military backup to get their relationship down a bit again.

thanks for that explanation of their behavior. Or I just recruit a member, which always lowers the goodwill.
Title: Re: [A12d] Hospitality (v1.09 - updated 28.12.2015)
Post by: Orion on December 31, 2015, 03:31:29 PM
thanks for that explanation of their behavior. Or I just recruit a member, which always lowers the goodwill.
Indeed, but it's rather difficult, since they only stay so shortly ;)
Title: Re: [A12d] Hospitality (v1.09b - updated 01.01.2016)
Post by: Orion on January 01, 2016, 09:02:35 AM
This should do for a while, I hope ;)

Changelog
1.09b - 01.01.2016
- fixed visitors going insane when leaving
- visitors now stay a while even when relationship is maxed out
- happy guests now sometimes leave silver or items
- load game hotfix
Title: Re: [A12d] Hospitality (v1.09b - updated 01.01.2016)
Post by: Tivec on January 02, 2016, 10:26:34 AM
Playing with the latest version (1.09b) and had visitors come over. As they chose to leave, the message "Visitors from Orion installation are leaving. They acknowledge your hospitality." is being spammed about once every 1/10th of a second, and they are not leaving. It also makes the game slow down by quite a lot. Any thoughts what might cause this? Would rather not abandon my colony because of this...

Edit: This is the error message:
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.State_VisitPoint.GetVisitScore (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.State_VisitPoint.Cleanup () [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.Brain.GotoState (RimWorld.SquadAI.State newState) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.Transition.Execute (RimWorld.SquadAI.Brain brain) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.Transition.CheckSignal (RimWorld.SquadAI.Brain brain, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.Brain.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.Brain.SquadBrainTick () [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.BrainManager.SquadBrainManagerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

Edit 2:
It appears to have been caused by a mechanoid (Orion Corporation MBT). I'm guessing this is not capable of having thoughts? I destroyed it using debug mode, and the spam stopped.
Title: Re: [A12d] Hospitality (v1.09b - updated 01.01.2016)
Post by: Orion on January 02, 2016, 12:01:27 PM
It appears to have been caused by a mechanoid (Orion Corporation MBT). I'm guessing this is not capable of having thoughts? I destroyed it using debug mode, and the spam stopped.

Thanks for reporting this one it!

Here you go, I hope this fixes it:

Changelog
1.09c - 02.01.2016
- fix for visitors without mood (mechanoids)
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Tivec on January 03, 2016, 03:23:39 AM
Thank you, I'll take a look at this! Unfortunately, I don't have a save from around the time it happened, so I'll have to wait and see.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: DuCentre on January 03, 2016, 01:26:17 PM
Howdy. First post here and I'm sad to have it be an error report. Started up an existing colony, with newest hospitality build loaded in. All of the menu bars appeared, but the in game graphics didn't.

Also this filled the Debug Log:
System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.SquardAI.Brain.SquadBrainTick ()[0x000001 in <filename unknown>

Did I break something? :-\
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on January 04, 2016, 01:57:17 AM
All of the menu bars appeared, but the in game graphics didn't.

Also this filled the Debug Log:
System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.SquardAI.Brain.SquadBrainTick ()[0x000001 in <filename unknown>
Welcome :)

Well, the graphics not showing is usually a sign that something failed when loading a specific object from the savegame. Together with the error message, my guess would be, that a group of visitors or a raid failed to load.

Did you have hospitality before? My guess would be that you had a group of visitors present in your savegame, then updated hospitality and somehow it has problems loading the visitors from the previous group.

What you could try is plug in the previous (working) version of Hospitality, load your game, wait until all visitors have left, save again, and then load it with the latest version.

Did you get any other errors or warnings, next to this?
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: DuCentre on January 05, 2016, 12:58:35 AM
Your suggestion worked a charm. Thanks.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: TLHeart on January 06, 2016, 11:08:02 AM
Visitors now drop silver or items if they enjoyed their stay....

This gets interesting, as this causes the visitors to carry additional items in their inventory. Then when rival factions get in battles, the additional weapon items are dropped when downed and all items are dropped when killed.

An unintended result. Not a big deal in vanilla, since their are only 6 factions... It is resulting in interesting events with LOTS and LOTS of loot in the MVP pack. Tribals carrying 4 clubs in inventory, or carrying syther blades, and silver. They get in a fight with a rival faction, and all that loot is on the ground.

Is there a way to limit what the visitors carry in their inventory to pay for their stay?
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: DuCentre on January 07, 2016, 01:52:47 AM
I've noticed that guests all seem to get the "Shared Bedroom" mood penalty even when given separate rooms.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on January 07, 2016, 09:24:33 AM
Visitors now drop silver or items if they enjoyed their stay....

This gets interesting, as this causes the visitors to carry additional items in their inventory. Then when rival factions get in battles, the additional weapon items are dropped when downed and all items are dropped when killed.

An unintended result. Not a big deal in vanilla, since their are only 6 factions... It is resulting in interesting events with LOTS and LOTS of loot in the MVP pack. Tribals carrying 4 clubs in inventory, or carrying syther blades, and silver. They get in a fight with a rival faction, and all that loot is on the ground.

Is there a way to limit what the visitors carry in their inventory to pay for their stay?
I thought I'd just try it out and see what you guys think about it. Obviously it's possible to exploit it. But if someone wants to exploit the game, there are easier ways to do that. But I see your point, it shouldn't be overpowered.

I can limit it. For now I went with "some silver" and "a couple" of random items of varying quality. And yeah, technically it can be a uranium power armor with 50000$ market value. Maybe I can add a cap to the total value of each item. It's a bit tricky, since apparently the actual value is only determined after the item is already created, so in the worst case I have to create and destroy items over and over until the value is acceptable.

What could be interesting is some sort of "Scavenger" event, where a random faction shows up and picks your battlefield clean. So you either have to defend your loot (bad luck if they're allies you want to keep) or you have to see all the stuff go again. The most tricky part here is determining what's part of the battlefield and what's part of the player's base. I can't use the homezone, because else players will just homezone all the loot.

I'm curious if anyone has a better idea.

I've noticed that guests all seem to get the "Shared Bedroom" mood penalty even when given separate rooms.
That's true. Unfortunately I can't fix that one. Or at least I wouldn't know how.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: LittleGreenStone on January 07, 2016, 03:15:51 PM
What could be interesting is some sort of "Scavenger" event, where a random faction shows up and picks your battlefield clean. So you either have to defend your loot (bad luck if they're allies you want to keep) or you have to see all the stuff go again. The most tricky part here is determining what's part of the battlefield and what's part of the player's base. I can't use the homezone, because else players will just homezone all the loot.

I'm curious if anyone has a better idea.

You could've done it with the home zone without telling us, but you blew it...  :P

Well, if possible, you could make it so a given number of tiles around buildings owned by the colony is what counts as the "player's base", but I'm not sure if it is.
Or make indoor items off-limits. I think most people keep their stuff inside.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: harpo99999 on January 07, 2016, 06:20:53 PM
there is the NEEDED(for trading with the traders/ships) outdoor trade beacon area, so there is another zone that can not be allowed to 'cleaned of loot' ie the trade beacon zone, which is usually in the home zone
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on January 08, 2016, 07:18:34 AM
I usually enclose my trading area with a wall, so animals won't eat traded food :P

I could check for items not being in a room. This would exclude enclosed spaces, even when unroofed. Smart scavengers would also avoid the firing lines of the player's sentry guns. So to secure the loot on a battlefield, the player would have to place a sentry gun there. Of course, if they're allied, they'd go there anyway.

I do think this would add a very interesting dynamic that fits RimWorld well. Sounds like a lot of work, too, though. Maybe it's best to make it a separate mod, that is recommended to be used with Hosptitality.

Now... I just need lots of free time ::)
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Grimandevil on January 12, 2016, 02:22:15 PM
Hey Orion,
  now that we have guest beds, is it possible to have an option like "offer medical treatment" in guest tabs? I think its a fairly self-explanatory idea.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on January 12, 2016, 03:34:02 PM
Hey Orion,
  now that we have guest beds, is it possible to have an option like "offer medical treatment" in guest tabs? I think its a fairly self-explanatory idea.
In theory, yes. But the whole medical treatment code is very complex. For guests to sleep over, I had to adapt, copy and rewrite the sleeping code. I'd have to do the same for medical, which might prove difficult, given that some of the source code in question can't be decompiled.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Grimandevil on January 14, 2016, 10:22:39 AM
today I had a visit from 2 rival factions, both staying in my guest house, stabbing each other from time to time. it was really hilarious to observe.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: TLHeart on January 14, 2016, 04:13:59 PM
I have been enjoy the whole guest bed, them paying for their stay, and sometimes very high amounts of silver... all good.

One of the quirks I have found is colonist will sleep in guest beds that are empty, if the guest bed is closer to them than an unowned colonist bed. Works great when I am short on colonist beds. Easy to correct by assigning a colonist bed to the guest bed using colonist.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on January 15, 2016, 03:50:32 AM
I'm glad to hear you guys are enjoying it. I don't think I can easily prevent colonists from using the guest beds, but I'll add it to the list of stuff to do. Never noticed it, thanks!
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Grimandevil on January 15, 2016, 11:33:54 AM
was it because the guest room is more impressive than the other? in my case it was.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: TLHeart on January 15, 2016, 03:50:12 PM
It is a distance factor, not impressiveness... and the guest beds, 3 crammed into a small room.

Honestly I do not expect it be be fixed Orion, just one of those little quirks colonist will do.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Tekuromoto on January 19, 2016, 01:42:37 PM
there is the NEEDED(for trading with the traders/ships) outdoor trade beacon area

You don't need any outdoor trading beacons unless you care where stuff lands when you buy it; without an outdoor beacon I find stuff always lands near the door(s) to my colony. Stuff will teleport away from indoor beacons just fine.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Faythe on January 21, 2016, 10:23:56 PM
As of the 1.09c my guests are still pretty much arriving then leaving if their faction is capped.  Also I still seem to have guests breaking down and going insane when leaving a lot.  I didn't even get rimworld until the 3rd of January and didn't start looking for mods until a few days after that.  However I did go and re-download the 1.09c to make sure mine was the most current and it was.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: AllenWL on January 21, 2016, 11:37:10 PM
I've made lots of cash off visitors arriving, going nuts, fighting, then dropping uranium shivs and other expensive melee weapons for me to sell.

Also, there is a downed visitor in my colony. I decided not to rescue him and my negotiator goes to talk to him every day to improve our relations. He doesn't seem to mind being left to die in the snow...
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on January 22, 2016, 04:43:38 AM
As of the 1.09c my guests are still pretty much arriving then leaving if their faction is capped.  Also I still seem to have guests breaking down and going insane when leaving a lot.  I didn't even get rimworld until the 3rd of January and didn't start looking for mods until a few days after that.  However I did go and re-download the 1.09c to make sure mine was the most current and it was.
Yeah I noticed. In the next version I'll change how the visiting score works anyway. It will be based on each visitor's experience (that is also used for leaving stuff, etc.) and not on how much the faction relationship has increased. So then they will just leave after a fixed interval again.

I've made lots of cash off visitors arriving, going nuts, fighting, then dropping uranium shivs and other expensive melee weapons for me to sell.
I guess I have to add a check for the final market value of the stuff they bring. I did notice some over the top items as well.

Also, there is a downed visitor in my colony. I decided not to rescue him and my negotiator goes to talk to him every day to improve our relations. He doesn't seem to mind being left to die in the snow...
I guess I should exclude downed visitors from negotiations!
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Faythe on January 22, 2016, 10:53:34 AM
Thanks for the heads up on the faction still leaving.

Quote
Quote from: AllenWL on January 21, 2016, 11:37:10 PM
Also, there is a downed visitor in my colony. I decided not to rescue him and my negotiator goes to talk to him every day to improve our relations. He doesn't seem to mind being left to die in the snow...

Quote
Quote from: Orion
I guess I should exclude downed visitors from negotiations!

Would be nice if we could rescue villagers who are visiting for increased faction.  I had a villager get mauled by a squirrel or something and the other villagers just picked him up and left pretty much immediately which dropped my faction a bit with them. Rescue, tend and chat with until they are healed and able to leave on their own. Specially if you have a hospital room set up already.  But if you don't rescue them then they get rescued by their own faction then leave.

And half the time the uranium/gold/silver items they drop when killed are already damaged like they were actually using them vrs. actually being gifts.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: LittleGreenStone on January 22, 2016, 11:07:11 AM
Thanks for the heads up on the faction still leaving.

Quote
Quote from: AllenWL on January 21, 2016, 11:37:10 PM
Also, there is a downed visitor in my colony. I decided not to rescue him and my negotiator goes to talk to him every day to improve our relations. He doesn't seem to mind being left to die in the snow...

Quote
Quote from: Orion
I guess I should exclude downed visitors from negotiations!

Would be nice if we could rescue villagers who are visiting for increased faction.  I had a villager get mauled by a squirrel or something and the other villagers just picked him up and left pretty much immediately which dropped my faction a bit with them. Rescue, tend and chat with until they are healed and able to leave on their own. Specially if you have a hospital room set up already.  But if you don't rescue them then they get rescued by their own faction then leave.

And half the time the uranium/gold/silver items they drop when killed are already damaged like they were actually using them vrs. actually being gifts.

It's entirely possible. I've had visitors incapacitated on my map, rescued them, then upon leaving the map, I received a message saying something like " *X pawn* left the map safely", and it increased my relation with the faction.

If friendly pawns decide to go for the rescue first, you can't do much about it.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Faythe on January 22, 2016, 11:31:13 AM

It's entirely possible. I've had visitors incapacitated on my map, rescued them, then upon leaving the map, I received a message saying something like " *X pawn* left the map safely", and it increased my relation with the faction.

If friendly pawns decide to go for the rescue first, you can't do much about it.

I wasn't even able to try to tend him though, there wasn't an option to rescue him even though my character shot the critter that attacked him.  Shot the critter, paused the game, tried to rescue and option wasn't even there.  Or even being able to offer medical attention to guests that was wounded either from your own turrets, raids, or mad critters.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on January 23, 2016, 04:36:07 AM
Would be nice if we could rescue villagers who are visiting for increased faction. 
Maybe I can add a delay before visitors leave when someone gets wounded.

And half the time the uranium/gold/silver items they drop when killed are already damaged like they were actually using them vrs. actually being gifts.
This is on purpose. They haven't crafted a golden power armor just for you, but probably found it, didn't have use for it and brought it along. I'll definitely have to put a cap on the value of the items, to avoid some of the more unlikely gifts. Maybe I could also base it on the relationship you already have with the faction.
If they don't particularly like you, they'd be less inclined to carry their most valuable possessions all the way, just to take it back home again if they didn't like it.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: AllenWL on January 24, 2016, 08:01:13 PM
Really? All the uranium shives and vincendium maces I got were all at 100%
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: viktoria.s on January 31, 2016, 01:19:41 PM
Is there any ways to download the source code for this mod's assembly? (I have an idea which I would like to try that's why I am asking.)
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on February 01, 2016, 10:03:25 AM
Is there any ways to download the source code for this mod's assembly? (I have an idea which I would like to try that's why I am asking.)
It's included in some of the versions. Until the next version is available, you can download it here (https://www.dropbox.com/sh/v1qvqlwmvxt9tz4/AABZlgGYR_D5hpBawsZ4Jrl_a?dl=0).
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: viktoria.s on February 01, 2016, 10:38:08 AM
Is there any ways to download the source code for this mod's assembly? (I have an idea which I would like to try that's why I am asking.)
It's included in some of the versions. Until the next version is available, you can download it here (https://www.dropbox.com/sh/v1qvqlwmvxt9tz4/AABZlgGYR_D5hpBawsZ4Jrl_a?dl=0).
Thank you very much  :)
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: AllenWL on February 08, 2016, 06:58:39 AM
Can visitors that die in your colony or somehow don't make it back lower reputations?
Because as of now, every time visitors come with something I want, I lock them up or hope they meet some trouble, then loot their corpses. I mean, I have a townsmen lying on the snow, bleeding out, and some of their buddies come over, see the dude, and just leave him when they walk out.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: patrickscheper on February 08, 2016, 07:54:46 AM
Looks really cool!  8)
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on February 09, 2016, 02:08:22 PM
Can visitors that die in your colony or somehow don't make it back lower reputations?
Because as of now, every time visitors come with something I want, I lock them up or hope they meet some trouble, then loot their corpses. I mean, I have a townsmen lying on the snow, bleeding out, and some of their buddies come over, see the dude, and just leave him when they walk out.
That's a good point. I don't play the game that way, but indeed, there should be an effect. Although it could be devastating for your relationship if a group of visitors gets wiped out on their way to or from your colony. I'm definitely open for good ideas. Capping the value of the visitors objects seems like a good first step, though.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: 10001110 on February 09, 2016, 03:27:40 PM
Is it possible to change visitor behavior so they stay inside if there is a raid going on? They go right through locked doors (maybe this is more of an MVP thing), and are the main cause for reloads  ??? they leave right then and get murdered in crossfire. Storytellers seem to have a soft spot for raiding if visitors are going to be sandwiched somehow.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on February 09, 2016, 04:59:32 PM
Is it possible to change visitor behavior so they stay inside if there is a raid going on? They go right through locked doors (maybe this is more of an MVP thing), and are the main cause for reloads  ??? they leave right then and get murdered in crossfire. Storytellers seem to have a soft spot for raiding if visitors are going to be sandwiched somehow.
Interesting one... I always like it when my visitors leave during an attack, since they usually help with the fight or at least distract the enemy... but I guess I could make them stay longer. Definitely interesting during a siege, if you have a group of starving visitors over for a week, that either eat all your supplies or go crazy / starve on your turf.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: AllenWL on February 11, 2016, 06:08:59 AM
Can visitors that die in your colony or somehow don't make it back lower reputations?
Because as of now, every time visitors come with something I want, I lock them up or hope they meet some trouble, then loot their corpses. I mean, I have a townsmen lying on the snow, bleeding out, and some of their buddies come over, see the dude, and just leave him when they walk out.
That's a good point. I don't play the game that way, but indeed, there should be an effect. Although it could be devastating for your relationship if a group of visitors gets wiped out on their way to or from your colony. I'm definitely open for good ideas. Capping the value of the visitors objects seems like a good first step, though.
True, those might be a bit annoying... but then again, those would be rare, and hey, technically, you're also at fault for not helping!
It would be interesting. If visitors get attacked by raiders(which, unless the raiders come out right as visitors are leaving, you would see coming first), you have the choice of letting them fight, and risking them getting hostile, or you can go out and try to help!
If aiding visitors gave bonuses, it would be sweet, but that's probably way too complicated.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Daman453 on February 24, 2016, 10:28:05 AM
Having a weird bug with it, alpha 12 with some mods and for some reason, guests will not recruit. http://i.imgur.com/8dMfpCC.png
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Grimandevil on February 24, 2016, 02:19:32 PM
ifaik, recruitment attempts start when they reach happy mood.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: skyarkhangel on February 25, 2016, 08:04:28 AM
Found serious bug with Hospitality (last version) which can lead to a freezes. it would be hard to play on speed-3 after some time.

Target in IncidentParms - null!

Its leads to memory overflow.

And could be temporarily fixed with cleaning some data in savegame:
Need to search  "<queuedIncidents/>" or <queuedIncidents> and clean all in this case.
attached library with attempt to fix.
 


[attachment deleted by admin - too old]
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on February 25, 2016, 09:35:31 AM
Having a weird bug with it, alpha 12 with some mods and for some reason, guests will not recruit. http://i.imgur.com/8dMfpCC.png
Yeah, like Grimandevil said, keep going. First they have to be happy, then there's a small chance that they'll join, with each attempt. One day I might improve this system. Feels clunky to me now.

Found serious bug with Hospitality (last version) which can lead to a freezes. it would be hard to play on speed-3 after some time.
Thanks for pointing this out and attempting to fix it! I can't reproduce it, though. Could it be a clash with another mod? What did you change in the source to fix it?
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: skyarkhangel on February 25, 2016, 09:52:22 AM
Found serious bug with Hospitality (last version) which can lead to a freezes. it would be hard to play on speed-3 after some time.
Thanks for pointing this out and attempting to fix it! I can't reproduce it, though. Could it be a clash with another mod? What did you change in the source to fix it?

we (some of players) began to find why sometimes occur freezes in Hardcore SK. And going to "dig" save game with this freeze problem  :)  And found a lot of unsuccessful attempts to execute incident by Hospitality in <queuedIncidents> case. Then we clean all data. Profit = freezes are gone. I think this isn't a persistent problem, but under certain conditions it can be started.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: xwat on February 25, 2016, 12:12:08 PM
Thanks for pointing this out and attempting to fix it! I can't reproduce it, though. Could it be a clash with another mod? What did you change in the source to fix it?
TL;DR: The problem seems to be solved by adding an additional check
 
Code: [Select]
if(parms.target == null) return false; in IncidentWorker_VisitorGroup.TryExecute(...) just after the initial parms validation, but before the call to Spawn(...)

Long version:
Let me elaborate a bit on the issue -- since I was helping Sky and the hardcore-sk community with this.
Btw, exception trace, indicating that problem indeed starts withing hospitality. https://yadi.sk/i/-fhuU2Z0pJBSi (https://yadi.sk/i/-fhuU2Z0pJBSi)

First, it is really not easily reproducible/often occurring problem. But when it DOES occur, the game is basically unplayable (in dev mode you can witness 4000+ exceptions per second). The problem is that a guest visit gets queued by a storyteller, and then when it is being executed, an exception occurs, and the event record is not removed from the incident queue (a bug in Rimworld, btw)! And on the next storyteller tick the game tries to execute it over and over (since the event is on the top of the queue, remember?), crippling the performance.

That is why removing the visitor visit record from queued events in a save file solves the problem for that particular instance of the event.

Second, it seems that the problem does not END in hospitality: something goes haywire deep inside rimworld codebase (code for creating pawns, obviously). And this something complains about dereferencing of a null object.

Upon analyzing of a savefile, provided by a player, I spotted that in the queued event a parameter -- target is set to null -- I have no idea what it denotes -- but it should not be null! Moreover, parms validation from IncidentWorker_NeutralGroup does not touch target at all.

Thus I added a line (see TL;DR) in your code. After this fix a player confirmed, that the game is running smoothly now. I am not sure, how a null ended in the target field in the first place; but from what I can tell that code is only called by the IncidentQueue in the core Rimworld codebase.

I hope now you have a better understanding of the situation
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Grimandevil on February 25, 2016, 02:35:11 PM
Having a weird bug with it, alpha 12 with some mods and for some reason, guests will not recruit. http://i.imgur.com/8dMfpCC.png
Yeah, like Grimandevil said, keep going. First they have to be happy, then there's a small chance that they'll join, with each attempt. One day I might improve this system. Feels clunky to me now.
personally, i just lock the perimeter and press my recruiter(s) to work non-stop, if there is a really good candidate.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: StorymasterQ on February 25, 2016, 07:51:19 PM
Always check for null!

"This should never be null" shall never be accepted as an excuse not to check for null.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on February 26, 2016, 10:34:03 AM
TL;DR: The problem seems to be solved by adding an additional check
 
Code: [Select]
if(parms.target == null) return false; in IncidentWorker_VisitorGroup.TryExecute(...) just after the initial parms validation, but before the call to Spawn(...)
Thanks for finding and posting the fix. I've updated version 1.09c to include the fix.

[..]
I hope now you have a better understanding of the situation
I do! Thanks for the explanation.

Always check for null!

"This should never be null" shall never be accepted as an excuse not to check for null.
This is nonsense. If you'd check every reference for null at every corner you get a lot of convoluted code, that possibly even hides actual problems by "failing gracefully" even when input data is wrong. If I have (example)
Code: [Select]
string visitorTitle = visitor.story.adulthood.title; and I know it always has to be set, I'm not going to turn it into
Code: [Select]
if(visitor == null) throw new Exception("Visitor is null");
if(visitor.story == null) throw new Exception("Story is null");
if(visitor.story.adulthood == null) throw new Exception("Adulthood is null");
if(visitor.story.adulthood.title == null) throw new Exception("Title is null");
string visitorTitle = visitor.story.adulthood.title;
or return false, or whatever. If it doesn't throw an exception, the problem goes unnoticed. If it does throw an exception, what's the point? When you use the reference, the code throws an exception anyway, should it be null.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: Orion on February 26, 2016, 11:04:34 AM
Thus I added a line (see TL;DR) in your code. After this fix a player confirmed, that the game is running smoothly now. I am not sure, how a null ended in the target field in the first place; but from what I can tell that code is only called by the IncidentQueue in the core Rimworld codebase.
Sorry to say, but I have bad news for you. This is not the fix you are looking for.

It's perfectly fine for parms.target to be null. In fact, it's like that all the time. It's used for other events that actually have a a target. So what the check does is stop visitors from ever coming. Which of course, in a sort of way, solves the problem of queued up events. But it also makes this mod kind of pointless.

I've put a try/catch around spawning pawns. Hopefully that will help find the problem. Until then, back to the drawing board.
Title: Re: [A12d] Hospitality (v1.09c - updated 02.01.2016)
Post by: xwat on February 26, 2016, 01:25:36 PM
I've put a try/catch around spawning pawns. Hopefully that will help find the problem. Until then, back to the drawing board.

Well, I am not that familiar with the Rimworld codebase and have no deep understanding of every param in every def.

In fact, this try/catch should be placed  not in your mod, but rather in IncidentQueue.IncidentTick -- so that incidents throwing exceptions for whatever reason stop being spammed indefinitely like they do now. But that's Tynan's part.
Title: Re: [A12d] Hospitality (v1.10 - updated 26.02.2016)
Post by: Orion on February 26, 2016, 03:31:42 PM
I went through a fixing spree and implemented every item I had on my wishlist. Vacation is awesome ;)

Changelog
1.10 - 26.02.2016
- quality of stay affects relationship change
- various tweaking
- fix: guests coming or leaving can't be interacted with
- fix: put cap on value of visitor gifts
- fix: visitors won't leave when relationship is maxed out
- guest beds can now be forbidden from colonists
- guests take off headgear when arriving

Enjoy!
Title: Re: [A12d] Hospitality (v1.10 - updated 26.02.2016)
Post by: Beathrus on February 26, 2016, 05:00:40 PM
I went through a fixing spree and implemented every item I had on my wishlist. Vacation is awesome ;)

Changelog
1.10 - 26.02.2016
- quality of stay affects relationship change
- various tweaking
- fix: guests coming or leaving can't be interacted with
- fix: put cap on value of visitor gifts
- fix: visitors won't leave when relationship is maxed out
- guest beds can now be forbidden from colonists
- guests take off headgear when arriving

Enjoy!

Anyway to get my guests to actually go near/to the beds? Like... they just wander around the edge of my Home Zone... And completely ignore the lil shack I made them with guest beds.
Title: Re: [A12d] Hospitality (v1.10 - updated 26.02.2016)
Post by: Viddles on February 27, 2016, 01:52:56 AM
I went through a fixing spree and implemented every item I had on my wishlist. Vacation is awesome ;)

Changelog
1.10 - 26.02.2016

- fix: put cap on value of visitor gifts


Aww, no more gold clubs as gifts? =(
How will I know that they REALLY like me?
Title: Re: [A12d] Hospitality (v1.10 - updated 26.02.2016)
Post by: Orion on February 27, 2016, 07:53:23 AM
Actually they still bring gold clubs... but no more magic platinum tesla armors anymore.

Anyway to get my guests to actually go near/to the beds? Like... they just wander around the edge of my Home Zone... And completely ignore the lil shack I made them with guest beds.
If the room is marked as guest room (use room inspection tool), they should go for it.
Title: Re: [A12d] Hospitality (v1.10 - updated 26.02.2016)
Post by: Beathrus on February 27, 2016, 03:30:32 PM
Actually they still bring gold clubs... but no more magic platinum tesla armors anymore.

Anyway to get my guests to actually go near/to the beds? Like... they just wander around the edge of my Home Zone... And completely ignore the lil shack I made them with guest beds.
If the room is marked as guest room (use room inspection tool), they should go for it.

:/ That is the thing, it is but they literally sit outside and sleep on the ground. I am gonna try putting a few tables and chairs in there, maybe they will go to it as a 'gather spot' to eat or something.
Title: Re: [A12d] Hospitality (v1.10 - updated 26.02.2016)
Post by: Orion on February 28, 2016, 04:15:23 AM
Strange. Care to share a screenshot?
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: Orion on February 28, 2016, 05:35:24 AM
Update 1.10b

I made a quick fix to lower the expectations of visitors when your colony is new. They will not immediately expect a full blown hotel now, and hate you if you don't have one.
Title: Re: [A12d] Hospitality (v1.10 - updated 26.02.2016)
Post by: Viddles on February 28, 2016, 01:26:09 PM
Actually they still bring gold clubs... but no more magic platinum tesla armors anymore.

Oh! Okay, good! =)
Thank you for this mod, btw. It's one of my must-haves.
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: Entropy147 on February 28, 2016, 06:08:50 PM
I've found a bug! (whilst in dev mode) the error comes up as (Visitor Name) threw exception while determining job: System.MissingFieldException: field 'Verse.Ai.Pawn_mindstate.lastDisturbanceTick' not found, it causes the visitors to stand around doing nothing until the visitor collapses from exhaustion or leaves, it seems to trigger when the visitor is about to sleep (I could of posted a screenshot but I don't know how to)
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: TMAN80SS on February 28, 2016, 11:46:05 PM
hey guys. I've downloaded this mod and it seems that everyone that visits gets really annoyed, starves, loses joy and all other types of ailments that cause them to break down. Im not sure if i am not/doing something wrong here but its starting to cause a few problems.

The visiting pawns seem to get stuck everywhere, i dont know how to feed or give them beds to sleep in and talking to them always seems to just make things worse. Could someone help me because im missing the entirety of this mod and i would really enjoy having it function on my rimworld.
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: Orion on February 29, 2016, 08:24:24 AM
Hm. Both interesing cases. Sentry, there's a file in your rimworld data folder called output_log.txt, could you send me that one, after the error occurs?

TMAN80SS, the visitors are definitely more sensitive than they used to be. They now have the same thoughts as colonists. They should be fine, if you build a guest bed for them, though. They bring their own food as well. They will use joy activities like your colonists. Talking to them should only be done by skilled colonists. If you don't have any, better leave them be.

You might also be experiencing some kind of buggy behaviour. So tell me how it further goes, and particularly, if you get any error messages.
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: Entropy147 on February 29, 2016, 10:40:03 AM
Well, I think I've found the error, (there's a lot of them, so I had to whittle it down to when it was triggered by on pawn)
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Svejgaard threw exception while determining job: System.MissingFieldException: Field 'Verse.AI.Pawn_MindState.lastDisturbanceTick' not found.

  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Hospitality.ThinkNode_FilterGuestRooms.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Duty.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Subtree.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextJob () [0x00000] in <filename unknown>:0  lastJobGiver=

I'm not sure if this is what you meant by send but this is a copy of what was in the output_log
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: TMAN80SS on February 29, 2016, 08:18:17 PM
Thanks for the reply. I'm unable to build any guest beds or areas or whatever it is. I've searched in the zoning, crafting, types of meterials to use and pretty much everywhere else and im unable to find where to craft anything for guests. there are no bugs that i have seen so far (unless this is one??)

I have finally found the bed sorry for the concern!
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: Beathrus on February 29, 2016, 08:53:05 PM
Thanks for the reply. I'm unable to build any guest beds or areas or whatever it is. I've searched in the zoning, crafting, types of meterials to use and pretty much everywhere else and im unable to find where to craft anything for guests. there are no bugs that i have seen so far (unless this is one??)

My guest beds are located in furniture, under the G key. o.o
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: Orion on March 01, 2016, 08:08:19 AM
Well, TMAN80SS, I did manage to reproduce your bug, though. So there's definitely something going wrong sometimes, even when you have guest beds.
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: Entropy147 on March 01, 2016, 08:55:14 AM
Hi,
This is regarding the issue I found earlier, It's possible it's because I'm using an outdated version of rimworld (12c) and as it turns out I think I was using the mod version meant for 12d (oops)
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: Orion on March 01, 2016, 10:43:57 AM
Hi,
This is regarding the issue I found earlier, It's possible it's because I'm using an outdated version of rimworld (12c) and as it turns out I think I was using the mod version meant for 12d (oops)
That would surely explain. Thanks for letting me know!
Title: Re: [A12d] Hospitality (v1.10b - updated 28.02.2016)
Post by: Beathrus on March 01, 2016, 11:29:25 AM
Here, I finally got a picture of the Visitors ignoring their guest house.



[attachment deleted by admin - too old]
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Orion on March 01, 2016, 12:38:00 PM
Changelog
1.10c - 01.03.2016
- visitors bring more varied gifts
- visitors place a flag where they stay
- various fixes

Here's a new version. If you've encountered problems with visitors doing nothing, do try it.
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Beathrus on March 01, 2016, 12:39:52 PM
Changelog
1.10c - 01.03.2016
- visitors bring more varied gifts
- visitors place a flag where they stay
- various fixes

Here's a new version. If you've encountered problems with visitors doing nothing, do try it.

Alright, Trying it now.

Edit: I have visitors, but I don't see a flag?



[attachment deleted by admin - too old]
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: realitybend on March 01, 2016, 01:11:53 PM
When I use this mod many guests go berserk with starvation. How do you prevent that? Also, how do you make guest beds?
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Orion on March 02, 2016, 03:58:41 AM
Alright, Trying it now.

Edit: I have visitors, but I don't see a flag?
It will only show up when new visitors arrive. If they have already been there when you load the game, it won't. Does that help?

When I use this mod many guests go berserk with starvation. How do you prevent that? Also, how do you make guest beds?
The guest beds are in the furniture menu. Guests bring their own food and should be fine. If they are not, something is going wrong. Do you get any error messages?
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Beathrus on March 02, 2016, 11:51:59 AM
Alright, Trying it now.

Edit: I have visitors, but I don't see a flag?
It will only show up when new visitors arrive. If they have already been there when you load the game, it won't. Does that help?

When I use this mod many guests go berserk with starvation. How do you prevent that? Also, how do you make guest beds?
The guest beds are in the furniture menu. Guests bring their own food and should be fine. If they are not, something is going wrong. Do you get any error messages?

Not really. :/ They were new visitors, but it might be because its a game I already started? Like, Maybe the flags only appear with a new game?

What I mean is, They aren't the same visitors as before. Maybe they were the same faction? x.x
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Orion on March 03, 2016, 01:12:04 PM
That should all not matter. I always try to make sure my mods work in existing games and update correctly from previous save games.
Maybe I didn't correctly upload it, though, and you ended up with version 1.10b instead. I'll check.

EDIT: Nope. All good. Can you make sure, that you ended up with the correct version? There should be a file "Buildings_Flag.xml" in "Defs/ThingDefs".
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Beathrus on March 03, 2016, 01:49:25 PM
That should all not matter. I always try to make sure my mods work in existing games and update correctly from previous save games.
Maybe I didn't correctly upload it, though, and you ended up with version 1.10b instead. I'll check.

EDIT: Nope. All good. Can you make sure, that you ended up with the correct version? There should be a file "Buildings_Flag.xml" in "Defs/ThingDefs".

There is indeed a Building Flags in defs. o.o Hm.. Could it be a mod conflict? I am using 'Raider Sanity' as well, could that cause a conflict?
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Orion on March 03, 2016, 02:57:03 PM
Could it be a mod conflict? I am using 'Raider Sanity' as well, could that cause a conflict?
Yes, they definitely clash. Try loading Hospitality after Raider Sanity and see if it helps.

Otherwise you have to kick the "VisitorGroup" IncidentDef out of "SaneFriendlies.xml".
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Beathrus on March 03, 2016, 03:01:53 PM
Could it be a mod conflict? I am using 'Raider Sanity' as well, could that cause a conflict?
Yes, they definitely clash. Try loading Hospitality after Raider Sanity and see if it helps.

Otherwise you have to kick the "VisitorGroup" IncidentDef out of "SaneFriendlies.xml".

Oh, I plan on taking out 'Raider Sanity' in my next game, due to lack of attacks during winter. :/ Less incidents = less amusement.
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Orion on March 03, 2016, 04:52:27 PM
If you delete the SaneFriendlies.xml file, it should be fixed without requiring to start a new game.
Title: Re: [A12d] Hospitality (v1.10c - updated 01.03.2016)
Post by: Beathrus on March 03, 2016, 05:06:15 PM
If you delete the SaneFriendlies.xml file, it should be fixed without requiring to start a new game.

Alright, I'll give it a shot.

Edit: I removed the SaneFriendlies and game is still working, I'll update you when I get visitors and if they bring a flag!

Edit2: Hey, Its working alright. Just got visitors and they brought a flag!



[attachment deleted by admin - too old]
Title: Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
Post by: forumaccount on March 09, 2016, 07:22:07 PM
Random start location put me in the desert this time around, so I want to make it feel more like a desert outpost. How can I make it so that guests arrive hungry, and I lose face with their faction if they're still hungry when they leave?

I looked at the XML stuff, and I didn't see a way to do it, so I suspect I'll have to learn to unpack or decrypt the DLL?
Title: Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
Post by: Toragor on March 10, 2016, 04:25:20 PM
Ok I have a problem. I rescued a visitor after a scyther attack, poor guy lost a leg, but now I am not able to opperate him to give him a peg leg, since no guests have the operation tab under health. So now Im stuck with him in the medbay. Only way to get rid of him is to successfully recruit or kill him ... I thought it was possible to operate guests in vanilla. has this been disabled by this mod?
Title: Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
Post by: harpo99999 on March 10, 2016, 04:37:08 PM
in vanilla, you just have to keep them alive and content till their faction comes for a visit, and they will remove them, so your choices are
 1 convince them to join (prisioners that are bedridden can not be convinced, but can be operated on)(faction offside due to recruiting visitor)(have not had a bedriden visitor so do not know if they can be recruited)
2 capture the visitor, then operate on the prisioner, and then release or convert(faction will co offside on capture but might regain enough to neutral on the release)
3 kill and get the faction offside
4 keep feeding the visitor, keep chating with visitor till faction visits and leaves with the bedridden visitor
Title: Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
Post by: Beathrus on March 10, 2016, 04:52:26 PM
Ok I have a problem. I rescued a visitor after a scyther attack, poor guy lost a leg, but now I am not able to opperate him to give him a peg leg, since no guests have the operation tab under health. So now Im stuck with him in the medbay. Only way to get rid of him is to successfully recruit or kill him ... I thought it was possible to operate guests in vanilla. has this been disabled by this mod?

If you are already in good with the faction (25 Goodwill) You can call them for reinforcements, then they will take the injured person when they leave.
Title: Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
Post by: Orion on March 12, 2016, 06:01:30 AM
Random start location put me in the desert this time around, so I want to make it feel more like a desert outpost. How can I make it so that guests arrive hungry, and I lose face with their faction if they're still hungry when they leave?

I looked at the XML stuff, and I didn't see a way to do it, so I suspect I'll have to learn to unpack or decrypt the DLL?
That's a very specific request!

I do provide the source code, so you can just add what you need and recompile it. In the file IncidentWorker_VisitorGroup.cs there is a loop in line 95. Inside of it you can change the need of each visitor to what you want.
Title: Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
Post by: Fafn1r on March 16, 2016, 05:48:35 PM
Is there a way to prevent auto-recruiting? I just want visitors to use my fort as a night stop while travelling through the desert and let them pay me with gifts. I'm very picky with my colonists and don't want random pawns to join without asking for a permission. Not to mention making a faction angry.

This seems way to easy - I have one cheap room with two beds and get high hospitality for little reason. I don't even try to recruit anyone. This is on Hardcore SK.
Title: Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
Post by: nuschler22 on March 17, 2016, 08:03:12 PM
Perhaps this has been answered, but I can't find it so I apologize ahead of time if it's been answered.

My Negotiate is set to level one for all colonists.  I can't get any of my colonists to actually recruit anyone despite having the visitors set to "Try to recruit."  When I select a colonist and right click the visitor, the visitor displays "Shot by [colonist name] cannot hit target."  It's the beginning of the game (although this happened in my last game, too) so nobody has shot anyone.

Do I have to have beds for them to recruit?  If I draft the colonist, and right click the visitor, it would allow me to arrest the visitor but I haven't done that. 


Title: Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
Post by: roy2x on March 17, 2016, 08:48:25 PM
Is there a way to prevent auto-recruiting? I just want visitors to use my fort as a night stop while travelling through the desert and let them pay me with gifts. I'm very picky with my colonists and don't want random pawns to join without asking for a permission. Not to mention making a faction angry.

This seems way to easy - I have one cheap room with two beds and get high hospitality for little reason. I don't even try to recruit anyone. This is on Hardcore SK.
I play with the Hardcore SK modpack and I have this problem too. If I set my negotiator to improve a factions relationship it ends up with me having new multiple recruits.
Title: Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
Post by: Orion on March 18, 2016, 05:19:15 PM
Is there a way to prevent auto-recruiting?
This looks like a bug. They should only join when they're set to recruit.

This seems way to easy - I have one cheap room with two beds and get high hospitality for little reason. I don't even try to recruit anyone. This is on Hardcore SK.
Hospitality is based on how much a visitor's mood has improved while staying at your base. If Hardcore SK messes with needs or thoughts, it could be that it makes raising mood of visitors too easy.

My Negotiate is set to level one for all colonists.  I can't get any of my colonists to actually recruit anyone despite having the visitors set to "Try to recruit." 
You have to raise the mood of the visitors during their time at your base. Providing good sources of joy, a table and chairs to eat and relax at and beds are the quickest way to get started.

When I select a colonist and right click the visitor, the visitor displays "Shot by [colonist name] cannot hit target."  It's the beginning of the game (although this happened in my last game, too) so nobody has shot anyone.
It sounds like your colonist is drafted. You should undraft him.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Orion on March 19, 2016, 10:16:50 AM
Changelog
1.10d - 19.03.2016
- hotfix: guests now only get recruited when set to recruit

I've released a quick fix for the latest version that keeps guests from joining without being set to recruit.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: JT on March 22, 2016, 05:14:07 AM
I think I've found an incompatibility with this and Rimworld Autosell, since using RW Autosell along with Hospitality causes merchant groups to remain on my map permanently until they go berserk, and eventually causes the buggy loading behaviour reported a few pages back (spamming about null object references and failing to load the game) if the game is saved with the merchants still on the map.  No idea where the game log is saved and Google wasn't very helpful, so I only get to see it in the debug console... ;-)

Both RWAutosell and Hospitality provide Incidents_Good_Misc.xml files, which is the prime source of my suspicion, but I haven't gone deep into their bowels in ILSpy or anything.  It also depends on Rimworld's XML concatenation behaviour which is well beyond my level of understanding.

RWAutosell will probably be the one to go, since I only added it a few days ago, although that'll be the third time I've started a new colony in as many days due to file corruption and lack of backups.  Naturally I'll report in with my final discoveries, if it turns out to be something else.  (It could be LT Raid Plus, but I've been using that one since I installed it without issues, with the VisitorGroup incident commented out.)
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Orion on March 22, 2016, 08:29:46 AM
Thanks for reporting this. I'm also using RWAutosell and can confirm that it's compatible. Its Incident is the space trader that you can trade with via the intercom.

RWAutosell is not actually sending trader groups on the map. That's the Miscellaneous (+/- MAI) mod. And that one is indeed not compatible, as far as I know.

The game log is saved in the blabla_Data folder in the RimWorld folder. But a screenshot from the expanded console usually contains more information, so that's even better.

You can safely keep Autosell. But you'll have to decide between Hospitality and Miscellaneous. It is possible to make them compatible (see Hardcore SK modpack), but it's not quickly or easily done.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: JT on March 22, 2016, 02:36:35 PM
You can safely keep Autosell. But you'll have to decide between Hospitality and Miscellaneous. It is possible to make them compatible (see Hardcore SK modpack), but it's not quickly or easily done.

I had pulled MAI from my mod order a long time ago, long before starting these colonies.  It's certainly not under the "Miscellaneous_VanillaEnhanced" folder that came with the ZIP.  Man, now I'm gonna have to pick through with a fine-toothed comb to figure out what's bringing the traders.

[edit] Looks like Raid Plus is indeed the culprit -- it's missing a class constructor on load, so it implodes like a neutron star.  Noticing a couple references to "FractionPawnsLost", it seems to align with the fact that it only tends to occur once the merchants have berserked and been dealt with suitably, but that's a massive call stack if ever I've seen one:

InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.MissingMethodException: No constructor found for RaidPlus.TransitionActions.TransitionAction_MerchantArrived::.ctor()
  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[TransitionAction] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" />
  at Verse.ScribeExtractor.SaveableFromNode[TransitionAction] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[TransitionAction] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.Transition.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[Transition] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li><sources><li>1157267910</li></sources><target>1450570471</target><triggers><li Class="RimWorld.SquadAI.Trigger_Memo"><memo>TravelArrived</memo></li></triggers><actions><li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" /></actions></li>
  at Verse.ScribeExtractor.SaveableFromNode[Transition] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[Transition] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.StateGraph.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[StateGraph] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<graph><states><li Class="RimWorld.SquadAI.State_Travel"><id>1157267910</id><dest>(136, 0, 150)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>1868702802</id></li><li Class="RaidPlus.States.State_Defend"><id>1450570471</id><defendPoint>(136, 0, 150)</defendPoint></li><li Class="RimWorld.SquadAI.State_Travel"><id>977786360</id><dest>(-1000, -1000, -1000)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>715374566</id></li><li Class="RaidPlus.States.State_MerchantFlee"><id>1411229349</id></li></states><transitions><li><sources><li>1157267910</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>1868702802</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1157267910</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>715374566</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>715374566</li></sources><target>977786360</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>1157267910</li></sources><target>1450570471</target><triggers><li Class="RimWorld.SquadAI.Trigger_Memo"><memo>TravelArrived</memo></li></triggers><actions><li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" /></actions></li><li><sources><li>1157267910</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1450570471</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>715374566</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li></transitions></graph>
  at Verse.ScribeExtractor.SaveableFromNode[StateGraph] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[StateGraph] (RimWorld.SquadAI.StateGraph& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.Brain.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[Brain] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li><loadID>1958941613</loadID><faction>Fisherman'sTownship1261176695</faction><curState>1450570471</curState><ticksInState>154120</ticksInState><numPawnsEverGained>4</numPawnsEverGained><ownedPawns><li>Human241781</li></ownedPawns><graph><states><li Class="RimWorld.SquadAI.State_Travel"><id>1157267910</id><dest>(136, 0, 150)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>1868702802</id></li><li Class="RaidPlus.States.State_Defend"><id>1450570471</id><defendPoint>(136, 0, 150)</defendPoint></li><li Class="RimWorld.SquadAI.State_Travel"><id>977786360</id><dest>(-1000, -1000, -1000)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>715374566</id></li><li Class="RaidPlus.States.State_MerchantFlee"><id>1411229349</id></li></states><transitions><li><sources><li>1157267910</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>1868702802</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1157267910</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>715374566</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>715374566</li></sources><target>977786360</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>1157267910</li></sources><target>1450570471</target><triggers><li Class="RimWorld.SquadAI.Trigger_Memo"><memo>TravelArrived</memo></li></triggers><actions><li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" /></actions></li><li><sources><li>1157267910</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1450570471</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>715374566</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li></transitions></graph><avoidGrid IsNull="True" /></li>
  at Verse.ScribeExtractor.SaveableFromNode[Brain] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[Brain] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.BrainManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[BrainManager] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<aiKingManager><allSquadBrains><li><loadID>269115911</loadID><faction>AMechanoidHive312057399</faction><curState>2121302580</curState><ticksInState>761944</ticksInState><numPawnsEverGained>5</numPawnsEverGained><ownedPawns><li>Mechanoid_Centipede21892</li><li>Mechanoid_Scyther21894</li><li>Race_Drone21896</li><li>Mechanoid_Centipede21899</li><li>Mechanoid_Centipede21901</li></ownedPawns><graph><states><li Class="RimWorld.SquadAI.State_DefendPoint"><id>2121302580</id><defendPoint>(184, 0, 284)</defendPoint></li></states><transitions /></graph><avoidGrid IsNull="True" /></li><li><loadID>2062797403</loadID><faction>AMechanoidHive312057399</faction><curState>856242620</curState><ticksInState>761944</ticksInState><numPawnsEverGained>1</numPawnsEverGained><ownedPawns><li>Mechanoid_Centipede21943</li></ownedPawns><graph><states><li Class="RimWorld.SquadAI.State_AssaultColony"><id>856242620</id></li><li Class="RimWorld.SquadAI.State_ExitMapAnywhere"><id>1668076433</id></li></states><transitions><li><sources><li>856242620</li></sources><target>1668076433</target><triggers><li Class="RimWorld.SquadAI.Trigger_BecameColonyAlly" /></triggers><actions><li Class="RimWorld.SquadAI.TransitionAction_Message"><message>Mechanoids from a mechanoid hive are leaving.</message><sound>Standard</sound></li></actions></li></transitions></graph><avoidGrid IsNull="True" /></li><li><loadID>1958941613</loadID><faction>Fisherman'sTownship1261176695</faction><curState>1450570471</curState><ticksInState>154120</ticksInState><numPawnsEverGained>4</numPawnsEverGained><ownedPawns><li>Human241781</li></ownedPawns><graph><states><li Class="RimWorld.SquadAI.State_Travel"><id>1157267910</id><dest>(136, 0, 150)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>1868702802</id></li><li Class="RaidPlus.States.State_Defend"><id>1450570471</id><defendPoint>(136, 0, 150)</defendPoint></li><li Class="RimWorld.SquadAI.State_Travel"><id>977786360</id><dest>(-1000, -1000, -1000)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>715374566</id></li><li Class="RaidPlus.States.State_MerchantFlee"><id>1411229349</id></li></states><transitions><li><sources><li>1157267910</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>1868702802</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1157267910</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>715374566</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>715374566</li></sources><target>977786360</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>1157267910</li></sources><target>1450570471</target><triggers><li Class="RimWorld.SquadAI.Trigger_Memo"><memo>TravelArrived</memo></li></triggers><actions><li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" /></actions></li><li><sources><li>1157267910</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1450570471</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>715374566</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li></transitions></graph><avoidGrid IsNull="True" /></li></allSquadBrains></aiKingManager>
  at Verse.ScribeExtractor.SaveableFromNode[BrainManager] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[BrainManager] (RimWorld.SquadAI.BrainManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.RootMap.Start () [0x00000] in <filename unknown>:0


[edit 2] It appears this is a known issue on Latta's thread, actually, but only came out because of the new CCL -- I note Latta's even pulled the mod for now! yikes! -- which is why I'd never had it happen before, since I only updated CCL when I updated Hospitality.

[edit 3] Or rather, someone else reported corruption and I can't find the mod anywhere anymore, but no official mention why. =)
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Orion on March 22, 2016, 02:58:10 PM
Oh wow... I'll add it to the list of imcompatibles.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Grimandevil on March 23, 2016, 02:26:14 PM
RWAutosell is not actually sending trader groups on the map. That's the Miscellaneous (+/- MAI) mod. And that one is indeed not compatible, as far as I know.
dunno, i was using both together for a long time and everything seems fine. cant remember exact load order right now, but can confirm later if u want.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: viktoria.s on March 24, 2016, 04:08:06 AM
RWAutosell is not actually sending trader groups on the map. That's the Miscellaneous (+/- MAI) mod. And that one is indeed not compatible, as far as I know.
dunno, i was using both together for a long time and everything seems fine. cant remember exact load order right now, but can confirm later if u want.
I am using both too. And for me there are no problems too. In my mod load order Vanilla Enhanced comes first then hospitality. For me weird visitor behaviour occurred when two visitor groups had arrived to the same guest room. But the second could not really reach their destination because the first group was occupying the room (I guess). But it was in an earlier version of Hospitality.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Orion on March 24, 2016, 05:19:46 AM
Hm. Interesting. Then it's either the order, or some other mod that conflicts.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Edgewise on March 26, 2016, 06:40:42 PM
I reinstalled SK HC today on a fresh install of Rimworld to get the latest version and found that I can't chat up visitors anymore.  I'm not sure if the SK mod pack has the latest version of Hospitality or not, but I tried a fresh install twice and it is still having this issue.  Also, the visitors are showing up super early in the game (like day 2).

Edit: pasting your hot-fixed file in did fix the problem, so there is definitely a difference in the files beyond the HP and resource requirements for the furniture.

One additional hospitality feature I would like to see is the ability to be friendly without recruiting or raising faction with visitors.  Atm, if you have 100 faction already, you can't talk to them without trying to recruit them.  This is something I noticed in the last version before I had the issue I described above.  They might have some nice gear I want them to drop, but don't want to recruit them and can't raise faction any further, so a third option to have 'friendly chat' would be cool.

Ah one other thing.... please remove enriched uranium as something guests can leave as a gift.  Not sure how it doesn't kill them, but once they drop it, it's about 50/50 if they die before walking far enough away from it.  :)
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: hazey_sunshine on March 28, 2016, 05:48:34 PM
Sorry if this has already been asked, I'm a bit too dizzy to look through 30 pages...
 My visitors have the shared bedroom debuff even though I've got them in separate single rooms - is this intended?
Just started using the mod after eyeing it up for a while, feels good on the ice sheet to offer a little shelter and respite for the villagers!
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Edgewise on March 28, 2016, 07:54:38 PM
Sorry if this has already been asked, I'm a bit too dizzy to look through 30 pages...
 My visitors have the shared bedroom debuff even though I've got them in separate single rooms - is this intended?
Just started using the mod after eyeing it up for a while, feels good on the ice sheet to offer a little shelter and respite for the villagers!

Yea it's been mentioned.  On the other hand, you can make a really great guest room with 10 beds in it that will very easily offset the -5 for shared rooms and be unrealistic to try and do with 10 separate rooms anyway.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Orion on March 29, 2016, 01:33:48 PM
My visitors have the shared bedroom debuff even though I've got them in separate single rooms - is this intended?
This is not intended, but very difficult to fix.

I reinstalled SK HC today on a fresh install of Rimworld to get the latest version and found that I can't chat up visitors anymore.  I'm not sure if the SK mod pack has the latest version of Hospitality or not, but I tried a fresh install twice and it is still having this issue.  Also, the visitors are showing up super early in the game (like day 2).
This can happen if the mod order is not correct. Some other mod might override the visiting parties.

One additional hospitality feature I would like to see is the ability to be friendly without recruiting or raising faction with visitors.  Atm, if you have 100 faction already, you can't talk to them without trying to recruit them.
Hm, I'll see what I can do.

Ah one other thing.... please remove enriched uranium as something guests can leave as a gift.  Not sure how it doesn't kill them, but once they drop it, it's about 50/50 if they die before walking far enough away from it.  :)
This is not something I can easily fix. Enriched uranium is not part of the base game (it's from SK or one of its mods).
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: sparklingmagma on March 29, 2016, 09:03:34 PM
Hey I just got back into Rimworld and installed the "essential" mods for my game, hospitality is a great mod but i have one issue. No matter what mod order i put in, it gives me an error that says  (name) threw exception while determining job: System.MissingFieldException: Field 'Verse.AI.Pawn_MindState.lastDisturbanceTick' not found.
at Verse.AI.ThinkNode PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) (0x00000) in <filename unknown>:0

My mod order is
Core
Community Core Library v0.12.6
Community Core Library - Vanilla Tweaks
EdB Mod Order
EdB Prepare Carefully
MD2 Base
MD2 Fortifications
MD2 Industry
MD2 Manufacturing
MD2 Power
MD2 Storage
MAI+
Turret Collection
Turret Collection: Overkill
LT-Infusion
Combat Realism Core
Combat Realism Defence Pack
High Caliber
High Caliber (Combat Realism Patch)
BatteriesStuffed
ConduitsStuffed
EPOE
Glitter Tech
DefenceShield
DermalRegenerator
Embrasures
Heavier defences mod
PersonalShieldMKII
SmallSolarsStuffed
ThermalsStuffed
Vein Miner
Auto Equip
Auto Equip - Infusion
Powercell
RoofBomb
SolarsStuffed
RecycleApparel
Pawn State Icons v04d
Neutrainer and AI Persona Core Crafting
Medicine Kit Crafting
HydroponicRoom
Fashioning Hyperweave and Synthread
Craftable Guns
Armor Crafting
Hospitality 1.10 (i tried putting it after core but it still showed that error)

If you could help me it will be much appreciated! :)
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Orion on March 30, 2016, 03:33:53 AM
That's quite odd. Sounds to me like your RimWorld version does not match. Did you put the mods into a clean install of the latest version?
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: habix on March 30, 2016, 05:48:06 AM
7 visitors came 3 went to bed others slept on floor (only had 3 beds for them).. when they wanted to leave I keep geting "Visitors from xy are leaving. They acknowledge your hospitality" in a endless loop. They all walk in circles now, not leaving my base..

(http://s10.postimg.org/flw3rjhn9/Untitled.jpg) (http://postimg.org/image/flw3rjhn9/)

Reloading thorws some errors:
(http://s17.postimg.org/nv6qig5t7/Untitled.jpg) (http://postimg.org/image/nv6qig5t7/)
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: sparklingmagma on March 30, 2016, 10:09:27 AM
That's quite odd. Sounds to me like your RimWorld version does not match. Did you put the mods into a clean install of the latest version?

hmm thats probably why i've been getting these errors, i'll try updating it. Never thought it would be the version
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: sparklingmagma on March 30, 2016, 07:51:10 PM
thanks! it was the game version xD
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Orion on April 01, 2016, 05:54:04 AM
7 visitors came 3 went to bed others slept on floor (only had 3 beds for them).. when they wanted to leave I keep geting "Visitors from xy are leaving. They acknowledge your hospitality" in a endless loop. They all walk in circles now, not leaving my base..
How annoying! I've never seen that one before. Sounds like their state corrupted somehow. Did you get an error when they first tried to leave?

thanks! it was the game version xD
You're welcome! Enjoy the mod ;D
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: rstrom11 on April 07, 2016, 11:03:07 PM
Ever since the alpha 13 update dropped this mod is no longer working, there isn't a version mismatch when loading the mod but it breaks once you load into the colony.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Jaxxa on April 07, 2016, 11:17:46 PM
Ever since the alpha 13 update dropped this mod is no longer working, there isn't a version mismatch when loading the mod but it breaks once you load into the colony.

Well yes, it specifically says that the mod is for versions A12d in the title.
Title: >> [A12d] << Hospitality (v1.10d - updated 19.03.2016)
Post by: Orion on April 09, 2016, 04:18:49 AM
Ever since the alpha 13 update dropped this mod is no longer working, there isn't a version mismatch when loading the mod but it breaks once you load into the colony.
No shit :) I wish it would just magically continue to work. That'd save me some 10-30 hours of unpaid development time.

But the weather is nice outside, it's finally getting warmer, I think I'll just stay inside and work on my mod ::)
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Speeny on April 09, 2016, 01:31:27 PM
Orion, We appreciate what you do. This mod with a few others I consider core to my rimworld experience and thank you for it.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Topper on April 10, 2016, 12:47:28 AM
yay. good to know your still around to update! so many mods are going dark.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Toragor on April 10, 2016, 06:09:46 AM
Some visitors are not really taking care of their needs. Sometimes they just lay in their visitor beds although they are not sleeping anymore, but at the same time they are totally joy deprived. Last time a group of 4 (with 2 of them not caring for their joy-need) left with a faction relation of -30 (!) ... although charmed by my colonist and there were joy possibilities around. One even had a chess table in his room but didn't use it. But usually they use objects around the base. How am I supposed to do to make them happy this way? -30 is really ungrateful for getting free shelter in a hostile world on the rimworlds. how is that value calculated?  If that goes on I'm getting at war with them. One time they also went berserk.

Also there is not much one can do for a "brawler has ranged weapon" -20 mood drop (or similar mood negatives). Its rather unfair if that gives me a bad hospitality / negative relation with a faction.

Non the less I applaud and thank you for your work, giving the visitors some meaning.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: Orion on April 10, 2016, 01:54:00 PM
Some visitors are not really taking care of their needs. Sometimes they just lay in their visitor beds although they are not sleeping anymore, but at the same time they are totally joy deprived. Last time a group of 4 (with 2 of them not caring for their joy-need) left with a faction relation of -30 (!) ... although charmed by my colonist and there were joy possibilities around. One even had a chess table in his room but didn't use it. But usually they use objects around the base. How am I supposed to do to make them happy this way? -30 is really ungrateful for getting free shelter in a hostile world on the rimworlds. how is that value calculated?  If that goes on I'm getting at war with them. One time they also went berserk.

Also there is not much one can do for a "brawler has ranged weapon" -20 mood drop (or similar mood negatives). Its rather unfair if that gives me a bad hospitality / negative relation with a faction.

Non the less I applaud and thank you for your work, giving the visitors some meaning.
There is still the occasional buggy behaviour. Expect more again with A13.
Their ratings are calculated by taking the difference in mood between when they arrived and when they left.
brawler has ranged weapon": Yeah, I hate that one. The only way I could fix that is fix how RimWorld spawns visitors and make sure they get the correct weapons, or never have a brawler stat (which is probably easier), or reroll visitors until it matches.

yay. good to know your still around to update! so many mods are going dark.
I've almost got the new version ready. But the devil is in the details :/

Orion, We appreciate what you do. This mod with a few others I consider core to my rimworld experience and thank you for it.
Cheers! That certainly helps.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: Orion on April 10, 2016, 06:09:37 PM

Update to A13
Changelog
1.11 - 10.04.2016
- updated for A13
- rebalancing due to A13 changes
- added socializing with guests
- known problems: default interaction mode not remembered between sessions

Hooray! I've got rings under my eyes now, but it finally works. Mostly.

I won't have time to work on it for a few days now, so I hope the remaining issues aren't too bad. I haven't encountered anything game breaking yet. Please do report any problems you find. Also let me know how you experience the new balancing. Do note that for the first couple of seasons your colony gets a bonus with visitors (lowered expectations).
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: harpo99999 on April 10, 2016, 06:34:45 PM
thank you
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: FrankDrebin on April 10, 2016, 07:54:01 PM
found possible bug in hospitality mod, if I enable it on old save my colonists that try eat food will get in "eating loop", where when food should be consumed it is warped/dropped next to them, then they pick it up again and start eating, again it drops and this continues for ever, or until they die in hunger...

Another bug was that when mod was enabled I could not manually order people to rest until healed in hospital bed.

Third possible one was that some colonists just did stand still idling.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: rstrom11 on April 10, 2016, 08:11:38 PM
Third possible one was that some colonists just did stand still idling.

Same issue here.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: Berylume on April 10, 2016, 08:21:50 PM
Hi,

thanks for your hard work.
Loading the mod throws lots of errors in the debug console, maybe you uploaded a wrong version? Modified date from your mod files don't show any recently modified files.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: HawkeDB on April 10, 2016, 08:34:18 PM
Third possible one was that some colonists just did stand still idling.

Same issue here.

I have the same "single colonist standing around" issue. I tried to resolve it by changing the mod's order to every spot (except 1st) which didn't fix it. I have 1 colonist in particular that just stands around. Removed from mod order for now.  ???

EDIT: For reference, I'm using Alpha 13 and the A13 version of the mod. :)
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: Viddles on April 10, 2016, 08:37:19 PM
Hi,

thanks for your hard work.
Loading the mod throws lots of errors in the debug console, maybe you uploaded a wrong version? Modified date from your mod files don't show any recently modified files.

Additionally, the About.xml still says Hospitality 1.10, version 12d. Also thinking (hoping) that maybe the wrong version got uploaded =)
Love this mod and can't wait for it to function. Thank you for your hard work!

Some errors when enabling mod:
Could not find a type named Hospitatlity.JobDriver_UseCommsConsole
Could not find a type named Hospitatlity.JobDriver_GuesRecruit
Could not find a type named Hospitatlity.JobDriver_GuestWakeUp
..
Config error in VistiorFlag: Visitor Flag has null thingClass
Config error in VistiorFlag: Visitorhas components but it's thingClass is not a ThingWithComps
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: mocarice on April 10, 2016, 09:51:07 PM
Hi,

thanks for your hard work.
Loading the mod throws lots of errors in the debug console, maybe you uploaded a wrong version? Modified date from your mod files don't show any recently modified files.

Additionally, the About.xml still says Hospitality 1.10, version 12d. Also thinking (hoping) that maybe the wrong version got uploaded =)
Love this mod and can't wait for it to function. Thank you for your hard work!

Some errors when enabling mod:
Could not find a type named Hospitatlity.JobDriver_UseCommsConsole
Could not find a type named Hospitatlity.JobDriver_GuesRecruit
Could not find a type named Hospitatlity.JobDriver_GuestWakeUp
..
Config error in VistiorFlag: Visitor Flag has null thingClass
Config error in VistiorFlag: Visitorhas components but it's thingClass is not a ThingWithComps

same problem to me  :'( :'( :'( :'( :'( :'(
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: NephilimNexus on April 11, 2016, 12:02:19 AM
So instead of stealing people from other factions what I'd rather do is set up a Bed & Breakfast for traveling caravans and such so that I can milk some silver off them.  Make them buy food & beer, enjoy the nice beds, etc.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: r.Onofre on April 11, 2016, 12:27:11 AM
Same problem here, random colonist just stand still. I tried to create a new world and still got that issue.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: Arigas on April 11, 2016, 12:35:26 AM
For some reason I can't right-click on anything to have my slav...errr...colonists do things, such as equip gear, unless I draft them. Only running this mod, just to be sure it wasn't conflicting with any others.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: r.Onofre on April 11, 2016, 12:37:15 AM
For some reason I can't right-click on anything to have my slav...errr...colonists do things, such as equip gear, unless I draft them. Only running this mod, just to be sure it wasn't conflicting with any others.
Yeah, that also happens... Do you also have one random slave colonist standing still somewhere?
Title: Re: [MOD](Alpha 9) Hospitality (v1.00)
Post by: theorial on April 11, 2016, 01:02:27 AM
Thank you for this. My colony has a "Guest" that had his leg shot off. You can't perform surgery on guests so I can't get rid of him. This is a pretty nice soft fix for that, and has added benefits of giving me a supply of new recruits I can pay some 300 silver for!

Change the bed they are in to prisoner, then capture them, and then you can put a leg on them. Best way to remove those accidental perma-guests.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: Klldarkness on April 11, 2016, 01:58:48 AM
All of my colonists stand around, with the console showing error: Name threw an exception while determining job, and says that it can't be null.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: Jeffman12 on April 11, 2016, 03:13:25 AM
Where has this mod been all my life? Don't answer that, rhetorical.

Last night, I was playing and I had to arrest some visitors for their own safety because they were lingering around during a radstorm event. Of course the settlement they hailed from didn't take too kindly to this development (How would the AI even know I was working towards its best interest), but I feel I really had no choice, as one of the visitors was the mother of a prominent member of my little community, and I couldn't have her death essentially affecting the mood of the whole colony when I had hours earlier managed to get everyone happy with their indoor living conditions.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: Arigas on April 11, 2016, 03:59:26 AM
For some reason I can't right-click on anything to have my slav...errr...colonists do things, such as equip gear, unless I draft them. Only running this mod, just to be sure it wasn't conflicting with any others.
Yeah, that also happens... Do you also have one random slave colonist standing still somewhere?

Not that I noticed, it was on fresh starts, since I was trying to get so many mods going at once. Wanted to ensure there would be no issues.
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: Orion on April 11, 2016, 10:44:38 AM
Okay, something definitely went wrong. It seems it included multiple files from the A12 version. I'll upload it again later. Need more sleep :o
Title: Re: [A13] Hospitality (v1.11 - updated 10.04.2016)
Post by: Arigas on April 11, 2016, 11:39:03 AM
Okay, something definitely went wrong. It seems it included multiple files from the A12 version. I'll upload it again later. Need more sleep :o
Bah, sleep when your dead >.> So long as you don't get sick, anyhow, in which case, get some sleep. Sleep deprived illness sucks ass.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Orion on April 11, 2016, 11:44:55 AM

Update to A13
"Now for real" edition

Sorry for the previously borked version. It should work a lot better this time around.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Severik on April 11, 2016, 12:12:33 PM
the Problem is still there for me, downloaded new Version, deleted the old one after removing from active mods, unzipped new version, started the game, activated it, restarted the game, loaded colony.... i dont think im doing it wrong^^
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Arigas on April 11, 2016, 01:25:26 PM
Will give it a try soon, let you know if it works for me >.>
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: HawkeDB on April 11, 2016, 03:30:14 PM
The new unborked version seems ok to me. no more slaves colonists standing around.

Played for about an hour with it, had 1 group visit me, gave me lots of meals (needed them!) and they left.

:)
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Goldenpotatoes on April 11, 2016, 03:50:13 PM
The update lets me control colonists again now, but now I can't talk to caravans to trade.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Orion on April 11, 2016, 04:28:35 PM
I hope none of you made savegames with the borked version. Those will definitely be fubar now. Do make sure you delete the previous Hospitality folder.

If you still encounter problems... what other mods are you using? If possible, I'd also like to see a screenshot of the first error you're getting in your console.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Alcarinus on April 11, 2016, 07:05:56 PM
I installed the mod but when i start a game a character is always just standing and i cant equip the guns on the ground!!! Help me
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: mocarice on April 11, 2016, 07:11:49 PM
i use this mods
<li>Core</li>
  <li>EdBModOrder</li>
  <li>EdBPrepareCarefully</li>
  <li>RW_Manager-0.13.0.1</li>
  <li>RW_MedicalInfo-0.13.0.1</li>
  <li>RW_EnhancedTabs-0.13.0.1</li>
  <li>AllowTool</li>
  <li>HaulPriorityLiteFull</li>
  <li>RW_Blueprints-0.13.0.1</li>
  <li>Rimsenal</li>
  <li>Rimsenal_Storyteller</li>
  <li>ExpandedProsthetics&OrganEngineering</li>
  <li>[A13]Edge Technologies V0.14</li>
  <li>Additional Joy Objects v2.80</li>
  <li>Ancient Amulets v1.11</li>
  <li>LT_ADogSaid</li>
  <li>Medical Training</li>
  <li>Mad Skills</li>
  <li>PowerCell-PowerCell1.3</li>
  <li>ResourceKompression</li>
  <li>RT Storage</li>
  <li>TargetPractise</li>
  <li>Vegetable Garden v3.5</li>
  <li>Heavy defences mod</li>
  <li>High Caliber</li>
  <li>Hospitality</li>

it works to me :D
i love this mod!! thx~

P.S.
i use most of released [A13] mods. If u guys have some problem, then do like me.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Arigas on April 11, 2016, 07:18:58 PM
I was testing using a new colony. Using the new version however, works. At first I thought it wasn't when the Guest tab didn't show up. Then I realized it won't until they actually stop in your colony.

Edit: Ok, so, all is well so far, but I can't seem to get relations to improve with the other factions. My Negotiator has 11 in Social, and all I'm seeing is worsening relations :P
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: 404 Name Not Found on April 11, 2016, 09:43:14 PM
Tremendous amount of errors when trying to load this mod.


[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: r.Onofre on April 12, 2016, 12:02:51 AM
Did a quick run on a new colony to see if it works, it does. Gonna try on my "main" colony to see if there is a problem later.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Viddles on April 12, 2016, 01:07:10 AM
I was testing using a new colony. Using the new version however, works. At first I thought it wasn't when the Guest tab didn't show up. Then I realized it won't until they actually stop in your colony.

Edit: Ok, so, all is well so far, but I can't seem to get relations to improve with the other factions. My Negotiator has 11 in Social, and all I'm seeing is worsening relations :P

Mine has a social of 10, and all she does is fail at relations as well. I'm seeing the error: "Did not find skill of def Social, returning Shooting: 6 (4938.651xp)"

Additionally, I had some guests earlier that did not give me the option of interacting, but when they left, they were happy with me anyway and gave me +30 with their faction and dropped some goods.

Hope this information helps.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Arigas on April 12, 2016, 01:43:17 AM
I was testing using a new colony. Using the new version however, works. At first I thought it wasn't when the Guest tab didn't show up. Then I realized it won't until they actually stop in your colony.

Edit: Ok, so, all is well so far, but I can't seem to get relations to improve with the other factions. My Negotiator has 11 in Social, and all I'm seeing is worsening relations :P

Mine has a social of 10, and all she does is fail at relations as well. I'm seeing the error: "Did not find skill of def Social, returning Shooting: 6 (4938.651xp)"

Additionally, I had some guests earlier that did not give me the option of interacting, but when they left, they were happy with me anyway and gave me +30 with their faction and dropped some goods.

Hope this information helps.

Hmm, I'm not getting any errors come up. I suppose I probably need to have dev mode on and the error log open to see it?
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Orion on April 12, 2016, 02:03:58 AM
Thanks for all the reports so far!

You do need dev mode on to see errors. Also, for everyone reporting errors, I need to see / know the first error(s) you're getting (preferably expanded - when you click on it). Everything after that is just collateral and doesn't help me find the root of the issue.

Also if the mod is not working right, please tell me which other mods you are using.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: hwoo on April 12, 2016, 02:06:52 AM
I can concretely say that the balance between success and failure is tipped toward failure.

I have a colonist with 15 warden skill and all she does is fail 7/10 times.

However when I select leave alone and they end up talking purely due to random proximity, they have really good interaction ending up in a big increase in relations.

Tldr?
When you let them mingle by chance things improve, when you make them try to increase relations current  all it does is bring it down due to weighted rng.

I love this mod, just needs a lil extra polish then it's golden 😊
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Viddles on April 12, 2016, 02:18:28 AM
Thanks for all the reports so far!

You do need dev mode on to see errors. Also, for everyone reporting errors, I need to see / know the first error(s) you're getting (preferably expanded - when you click on it). Everything after that is just collateral and doesn't help me find the root of the issue.

Also if the mod is not working right, please tell me which other mods you are using.

Sorry about that, attaching a screenshot this time. =)
My mods are as follows:
1. Core
2. EdB Colonist Bar
3. Mad Skills
4. Enhanced Tabs
5. Bulk Meals
6. Stonecutting Tweak v1.02
7. Hospitality 1.11

[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: bubblesses on April 12, 2016, 03:44:04 AM
I'm also experiencing relationships being worsened nearly every time. It says 10% chance to worsen but happens 19/20 times. When it does improve, it says the chance was 15%, which makes no sense. All mods running are listed in the debug log pictured below.

[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: hwoo on April 12, 2016, 03:48:20 AM
I forgot to mention I ran it on its own with vanilla. Other mods may increase the problem but after running it as the solo mod alongside vanilla it's certainly confined to the mod itself. Which is good as you don't have to worry about compatibility issues.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Orion on April 12, 2016, 05:08:29 AM
When you let them mingle by chance things improve, when you make them try to increase relations current  all it does is bring it down due to weighted rng.
Yeah, I can confirm that the balance is still whack. A couple of things changed in A13 that required me to make changes and now rebalancing is needed. Your feedback is invaluable for this.

I'm also experiencing relationships being worsened nearly every time. It says 10% chance to worsen but happens 19/20 times. When it does improve, it says the chance was 15%, which makes no sense. All mods running are listed in the debug log pictured below.
This sounds like a genuine bug. Like the odds being checked the wrong way around. Will investigate.

Sorry about that, attaching a screenshot this time. =)
Thanks! Will have to check MadSkills. It could be that it conflicts and breaks getting the social skill.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Orion on April 12, 2016, 05:15:12 AM
I skimmed the source of Mad Skills and it's not causing the Social skill problem AFAIK. But I see what the issue is now. Will fix it when I have time later.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: WHiZ on April 12, 2016, 04:18:02 PM
I'm having a weird problem where when a prisoner needs wardening, it's selecting the first person in my colonist list rather than the first marked to be able to do that sort of thing. unfort the first person in the list is incapable of such things, doesn't even have a 0, it's as if it is stopping on them when iterating the list rather than searching for ones that can do it beyond them.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: something776 on April 12, 2016, 04:22:17 PM
I'm having the 'visitors standing' bug, anyone has an idea which other mod causes this? Are the visitors supposed to move again on savegame load when I found the right order? Here's my mod list:
    <li>Core</li>
    <li>NoStoneCutting</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>RW_Manager-0.13.0.1</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>AutoEquip</li>
    <li>Bulk_Meals</li>
    <li>HaulPriorityLite</li>
    <li>LessIncidentTrolling136</li>
    <li>PackMuffalo</li>
    <li>Pawn State Icons</li>
    <li>RT Storage</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>PowerSwitch</li>
    <li>RWAutoSell</li>
    <li>EdBColonistBar</li>
    <li>Hospitality</li>

Thanks in advance

I've been having a similar problem, where one of my colonists wouldn't move.  The conflict was between hospitality and EdB's mods.  I hope that will work for you as well.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Alcarinus on April 12, 2016, 04:47:04 PM
So Orion i downloaded your mod and checked if everything was ok on the file(and it was). so I put in the mod folder and loaded on the game, than created a colony but when started playing i noticed one of my 3 starters colonist just keep standing there and i cant equip the wepons on the ground. And yes i checked only your mod. Please help me id love to try your new hospitality mod!!!
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Zederikus on April 12, 2016, 04:58:52 PM
I don't know if it's just me but sometimes while using this mod one of my guys just stands still. Doing absolutely nothing. The pawn can be drafted and commanded around but nothing beyond that. It is probably because of incompatibility or something, I just wanted to give you a heads up.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: bubblesses on April 13, 2016, 02:16:00 AM
I recorded and uploaded a video of another bug I encountered, somehow my relations with a visiting tribe got set to -100 while they were present. They began to attack and hundreds of errors were thrown. Video is here: https://youtu.be/UwORjf2R6no . Happy to reply to any questions I can answer.
Edit: Same bug happened again, but slightly different this time. Video here: https://youtu.be/G04DupxnfUI
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Orion on April 13, 2016, 11:36:57 AM
I'm really sorry so many people are experiencing problems with the mod. I'm working hard on getting everything fixed and a new version should be ready soon.
For those with colonists standing still or becoming uncommandable: you are getting errors. Turn on developer mode and try again. Post a screenshot of the first error or warning you are getting. Otherwise there's nothing I can do about it.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: Orion on April 13, 2016, 11:38:06 AM
I recorded and uploaded a video of another bug I encountered, somehow my relations with a visiting tribe got set to -100 while they were present. They began to attack and hundreds of errors were thrown. Video is here: https://youtu.be/UwORjf2R6no . Happy to reply to any questions I can answer.
Edit: Same bug happened again, but slightly different this time. Video here: https://youtu.be/G04DupxnfUI
Thanks for the video. It's fixed for the next version.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: hwoo on April 13, 2016, 11:49:47 AM
I'm really sorry so many people are experiencing problems with the mod. I'm working hard on getting everything fixed and a new version should be ready soon.
For those with colonists standing still or becoming uncommandable: you are getting errors. Turn on developer mode and try again. Post a screenshot of the first error or warning you are getting. Otherwise there's nothing I can do about it.

only people in the wrong should say sorry. what you've made is brilliant, with the big update there were bound to be a couple issues. don't sweat it :)
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: skullywag on April 13, 2016, 11:58:39 AM
Take your time Orion. And feel free to come bug is in the modders slack if you need a hand. I know a few of us use your mod anyways.
Title: Re: [A13] Hospitality (v1.11 - updated 11.04.2016)
Post by: WHiZ on April 13, 2016, 07:25:25 PM
My visitors weren't liking their stays, unsure why when they had a nice room, i decided to build them all separate rooms. They all used them fine, however when looking at their needs they all claimed a -5 due to "shared room", which they didn't have. Wanted to just list it to the bug list, also can you expand on what makes them enjoy their stay (improve relations) vs not enjoy(lose points) or just be blah about(no points) it?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 13, 2016, 07:30:14 PM

Update
Changelog
1.11a - 14.04.2016
- fixed chances being completely wrong
- tweaked the numbers
- updated thoughts for social impact
- fixed remembering default interaction settings
- known problems: it's fairly easy to recruit someone; there will be a new system for this in the next version

As always I'm glad about any errors you can report and document with a screenshot and a list of the mods you're using.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: bubblesses on April 14, 2016, 01:05:33 AM
No need to apologize! It's an awesome mod! Props for the quick update, too.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Viddles on April 14, 2016, 01:07:51 AM

Update
Changelog
1.11a - 14.04.2016
- fixed chances being completely wrong
- tweaked the numbers
- updated thoughts for social impact
- fixed remembering default interaction settings
- known problems: it's fairly easy to recruit someone; there will be a new system for this in the next version

As always I'm glad about any errors you can report and document with a screenshot and a list of the mods you're using.

Thanks for the fixes! Started a new colony tonight and no errors so far after a few hours. You're the best!
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 14, 2016, 03:07:18 AM
We're getting there!  ;D
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Antario on April 14, 2016, 03:44:11 AM
something i ran into yesterday while trying this mod for the first time (overall pretty great btw +1)

that when i have visitors and they come during the night, the next morning my designated negotiators wake up and just start harrassing the visitors (not entirely sure if that's the only occasion)

they do an 'improve the relationship' once every second or so untill they succeed, the message says that faction rep is decreasing when it fails but it doesnt.

it's a nice rep boost eventually but it's kinda spammy and seems broken?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Astasia on April 14, 2016, 07:09:05 AM
It seems to be mostly working now, thanks for updating it. This mod seems more essential than ever now with some of the strange decisions made in the base game.

Only issue I had is that the mod seems to reorganize the work priority menu a little, and adding it to an existing game causes some wonkiness there. It mixes up some of the priorities, which can include blocked activities, so I had an incapable of violence character that somehow gained a priority in hunting that I couldn't see or remove. The game gave me warnings about her not having a weapon, and when I gave her a weapon and set hunting targets she would go out and attack those targets.

Also the trade caravans don't plant flags. Maybe that's an intentional balance concern and the reason for the flag system in the first place, but it means when one of your character's family members shows up with a caravan, you can't do anything about it.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: PimpThatDing on April 14, 2016, 07:45:00 AM
Hello, thx for this Mod. I have translate your Mod in the German Language. Is not perfect translating.

!!German!!
Habe versucht die Mod mal zu übersetzen. Bin kein Englisch Profi, sollte jemand es verbessern wollen, bitte ich höfflich darum.

Greez
Gruß

[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Severik on April 14, 2016, 09:22:06 AM
hi,
I´ve just tried the German Translaton by PimpThatThing and found it ab bit to "Word by Word" and changed changed it to some more logical and better understandable Sentences/Words. i hope it is of any Use.

edit: if there is need for any Adustments, just tell me. (i didnt see 100% of the Logs etc. in Game so im not 100% sure that all of them are exactly telling u what they should

>German<
hey, Ich hab die Übersetzung mal ausprobiert und war nicht ganz davon Überzeugt, hab mal paar Anpassungen vorgenommen und lade Sie hier neu hoch. hoffe es nutzt irgendend wem was

edit: sollten noch irgendwelche Anpassungen vorgenommen werden müssen, einfach bescheid sagen. (ich hab noch nicht alles Log einträge usw. im Spiel gesehen daher weis ich nicht ob alle sätze 100% passen so wie sie sind)

[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: hwoo on April 14, 2016, 10:43:37 AM
the priority mix up and the flag situation sound concerning so i wont download the new update till orion checks that out. to hear the improving relations works now makes me dam happy to hear!

well done on the fix man.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: PimpThatDing on April 14, 2016, 01:08:30 PM
hi,
I´ve just tried the German Translaton by PimpThatThing and found it ab bit to "Word by Word" and changed changed it to some more logical and better understandable Sentences/Words. i hope it is of any Use.

edit: if there is need for any Adustments, just tell me. (i didnt see 100% of the Logs etc. in Game so im not 100% sure that all of them are exactly telling u what they should

>German<
hey, Ich hab die Übersetzung mal ausprobiert und war nicht ganz davon Überzeugt, hab mal paar Anpassungen vorgenommen und lade Sie hier neu hoch. hoffe es nutzt irgendend wem was

edit: sollten noch irgendwelche Anpassungen vorgenommen werden müssen, einfach bescheid sagen. (ich hab noch nicht alles Log einträge usw. im Spiel gesehen daher weis ich nicht ob alle sätze 100% passen so wie sie sind)


Servus Severik,

Danke, du warst schneller. Habe auch jetzt reingesehen und bemerkt, das da mit manchen Satzstellungen was nicht gepasst hatte :D
Danke Dir das Du es ausgebessert hast. Schaue mit auch gleich das ganze noch einmal an.
Denke manche werden Froh sein, dass es auch eine Übersetzung gibt.
Gruß aus Wien.
Pimpi
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Speeny on April 14, 2016, 08:58:09 PM
I had an interesting bug with the mod where my negotiator was talking trying to recruit some one and the percentages kept going up. started at 90 ended at 120% after that the person join and it said chief angered. I did not think much about this because they were at 1+ rep and the loss was 20. then the message started spamming that the others were leaving and they enjoyed their stay, so much so that it caused a game slowdown. before they had left my base it said bad will and they started attacking me. i looked at the faction rep and they were suddenly at -100. Worse than the pirates. I will try and record a video of this if i can. I think the conflict may have come from the more factions mod I am using.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Aarkreinsil on April 15, 2016, 02:50:52 AM
I have a problem with visiting traders refusing to eat anything (they won't pick up food nor eat the food from their inventory), then they get pissed off and leave, giving me a reputation hit.

Some of them even go beserk from the starvation and when trying to knock them unconscious, they die on the spot despite having no critical injuries, which makes diplomacy even harder.
Also my guests ALWAYS get a -5 "Shared Bedroom" malus, even if I put all guest beds in their own rooms.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 15, 2016, 03:15:06 AM
when i have visitors and they come during the night, the next morning my designated negotiators wake up and just start harrassing the visitors (not entirely sure if that's the only occasion)
Yeah I'm not too happy with it either. But I do think the player has to know if it's going well or not. I'm open for suggestions.

they do an 'improve the relationship' once every second or so untill they succeed, the message says that faction rep is decreasing when it fails but it doesnt.
Yeah the text doesn't exactly match anymore what is happening. It actually increases / decreases the relationship with the recruiter and makes the target happier. If the visitors leave happy, the relationship with the faction goes up, if not it goes down.
[/quote]

it's a nice rep boost eventually but it's kinda spammy and seems broken?
Agreed. Could be better. Not sure yet how.

Only issue I had is that the mod seems to reorganize the work priority menu a little, and adding it to an existing game causes some wonkiness there. It mixes up some of the priorities, which can include blocked activities, so I had an incapable of violence character that somehow gained a priority in hunting that I couldn't see or remove.
Yeah, this is quite unfortunate. It's an issue with how RimWorld stores the priorities. If you add or remove a job, it all gets messed up :/

Also the trade caravans don't plant flags. Maybe that's an intentional balance concern and the reason for the flag system in the first place, but it means when one of your character's family members shows up with a caravan, you can't do anything about it.
This is intentional. You can't recruit or interact with the caravans, so they use the base system for where they stay. It's annoying to have 5 muffalos and 10 boomrats running around in your base, and improving relationships with the slaves of another faction doesn't make much sense either.

Hello, thx for this Mod. I have translate your Mod in the German Language. Is not perfect translating.
I´ve just tried the German Translaton by PimpThatThing and found it ab bit to "Word by Word" and changed changed it to some more logical and better understandable Sentences/Words. i hope it is of any Use.
Thanks for the effort! I must say, though, that I don't include translations with my mods, because when I make changes I have to keep them updated or they won't work right for people using that language. This is not something I have the time for (it's annoying enough to keep the English files uptodate).
If you upload the translations somewhere, I will link to them from the front page.

the priority mix up and the flag situation sound concerning so i wont download the new update till orion checks that out. to hear the improving relations works now makes me dam happy to hear!
The flag thing I won't fix. The priority thing is very annoying but something I can't fix (afaik). So either start a new colony, or live with having to readjust them. It's a pity RimWorld doesn't do a check to clean them up. Maybe I can make a patch one day, but don't count on it.

I had an interesting bug with the mod where my negotiator was talking trying to recruit some one and the percentages kept going up. started at 90 ended at 120% after that the person join and it said chief angered. I did not think much about this because they were at 1+ rep and the loss was 20. then the message started spamming that the others were leaving and they enjoyed their stay, so much so that it caused a game slowdown. before they had left my base it said bad will and they started attacking me. i looked at the faction rep and they were suddenly at -100. Worse than the pirates. I will try and record a video of this if i can. I think the conflict may have come from the more factions mod I am using.
Sounds awful. I wouldn't suspect the more factions mod. From all I can tell it's just a Def mod. I'll take a look later.

I have a problem with visiting traders refusing to eat anything (they won't pick up food nor eat the food from their inventory), then they get pissed off and leave, giving me a reputation hit.
This sounds like a mod conflict or a version mismatch (is RimWorld A13? Did you pick the A13 version? Do you use a A12 mod?). What other mods do you use?

Also my guests ALWAYS get a -5 "Shared Bedroom" malus, even if I put all guest beds in their own rooms.
This is fixed for the next version. Guests won't have this malus anymore. Since they can't own a room or bed, they won't benefit from having their own room either, though (except for not getting the crowded malus when there's a lot of people in their bedroom).
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Antario on April 15, 2016, 04:25:10 AM
so i did some more experimenting, had a few social 10+ with negotiator as nr.1 priority

it just spams them over and over and over again all day long untill they attack the negotiator

i've resolved to make my guest room acceptable and leaving them alone is the only work-around, actually interacting is basically just a death sentence for the target at this point.

you can't uninstall this mod without fatal errors to the save can you?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Aarkreinsil on April 15, 2016, 08:17:16 AM
I'm using 0.13.1135, together with Expanded Prosthetics and Organ Engineering and Edge Technologies.

The issue with traders not eating only happens with a tribal faction. The Outlander Town traders only eat the stuff I sell them, but that's still better than nothing.

It's almost impossible to not get a reputation hit nowadays, even when they are at like 60-70% happiness, they "Didn't enjoy their stay", and sometimes I even get the blame for them being brawlers with ranged weapons. The best I can pull off now is "Acknowledge your hospitality" with no relationship bonus.
When I started the game, I didn't even give my guests any beds to sleep in, yet the hospitality bar was at 90% all the time.

One day I had a weird bug where said tribals visited me, and upon getting up the next day, I got spammed with "They didn't enjoy their stay" (roughly 5 times per second), and they immediately turned hostile.

After killing most of the visitors, the remaining survivors fled, "Acknowledged" my "Hospitality" and put their faction back into a non-hostile state.

Just before that happened, I updated the mod and made sure to keep it at the top of the load order, so I don't quite know what the issue might be.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: totos_totidis on April 15, 2016, 09:04:06 AM
My guests for some reason have no guest tab. How can i fix that.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Aarkreinsil on April 15, 2016, 10:36:23 AM
My guests for some reason have no guest tab. How can i fix that.

Usually they go to a fixed location in your base, which they mark with a guest flag. Only THEN will their guest tab appear.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 15, 2016, 02:01:05 PM
Keep the feedback coming! This is useful stuff and helps get the mod right.

so i did some more experimenting, had a few social 10+ with negotiator as nr.1 priority

it just spams them over and over and over again all day long untill they attack the negotiator

i've resolved to make my guest room acceptable and leaving them alone is the only work-around, actually interacting is basically just a death sentence for the target at this point.

you can't uninstall this mod without fatal errors to the save can you?
I'm still in the process of tweaking the mod to get the balance right. I have one lvl 12 and one lvl 15 negotiator, and it seemed way too easy. Do note that guests can now personally hate the negotiator which will dramatically reduce your chances. So once that is the case you should indeed stop trying to interact with them, unless he's really really good.

The issue with traders not eating only happens with a tribal faction. The Outlander Town traders only eat the stuff I sell them, but that's still better than nothing.
Unfortunately I can't reproduce this problem :(

It's almost impossible to not get a reputation hit nowadays, even when they are at like 60-70% happiness, they "Didn't enjoy their stay", and sometimes I even get the blame for them being brawlers with ranged weapons. The best I can pull off now is "Acknowledge your hospitality" with no relationship bonus.
When I started the game, I didn't even give my guests any beds to sleep in, yet the hospitality bar was at 90% all the time.
The mod has a "beginner bonus". For the first 2 years or so visitors go real easy on you. Over time it goes to "normal". Maybe I need to make the bonus last longer and "normal" be a little further on the positive side.

One day I had a weird bug where said tribals visited me, and upon getting up the next day, I got spammed with "They didn't enjoy their stay" (roughly 5 times per second), and they immediately turned hostile.
Did you get any errors at that time?

My guests for some reason have no guest tab. How can i fix that.
It won't show for caravans, and with regular guests it doesn't show until they've reached their room.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Antario on April 15, 2016, 02:35:27 PM
Keep the feedback coming! This is useful stuff and helps get the mod right.

so i did some more experimenting, had a few social 10+ with negotiator as nr.1 priority

it just spams them over and over and over again all day long untill they attack the negotiator

i've resolved to make my guest room acceptable and leaving them alone is the only work-around, actually interacting is basically just a death sentence for the target at this point.

you can't uninstall this mod without fatal errors to the save can you?
I'm still in the process of tweaking the mod to get the balance right. I have one lvl 12 and one lvl 15 negotiator, and it seemed way too easy. Do note that guests can now personally hate the negotiator which will dramatically reduce your chances. So once that is the case you should indeed stop trying to interact with them, unless he's really really good.



i think the problem is that there is no cooldown

without my intervention they just keep doing it over and over and over again.

Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 16, 2016, 03:21:59 AM
i think the problem is that there is no cooldown
without my intervention they just keep doing it over and over and over again.
Yeah it's very low. Maybe I should start tweaking there.

you can't uninstall this mod without fatal errors to the save can you?
To get back to this question - Make sure there are no visitors on the map and you don't have any guest beds left. Then open your save file, search for "MapComponent". You should find a list of map components that are active in your game. One of them should look like
Code: [Select]
<li Class="Hospitality.Hospitality_MapComponent">
<bribeCount>
<keys>
<li>1263785195</li>
</keys>
<values>
<li>2</li>
</values>
</bribeCount>
<defaultInteractionMode>Chat</defaultInteractionMode>
</li>
Take that one out.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Antario on April 16, 2016, 09:59:07 AM
that line isn't present in my save file, the only mention of hospitality is actually the mod itself

i'm supposed to be looking in mycityname.rws right?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Killaim on April 16, 2016, 03:29:32 PM
would be neat if you put food in their room and they picked it up they dropped silvers as payment.

even other stuff :D clothes weapons.

just so its not a trade guy but all the pawns might decide to shop :D
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: WHiZ on April 16, 2016, 04:16:09 PM
would be neat if you put food in their room and they picked it up they dropped silvers as payment.

even other stuff :D clothes weapons.

just so its not a trade guy but all the pawns might decide to shop :D

good idea... i'd prefer to give them free meals tho to increase hospitality.. the quality(value) of the meal increases the hospitality more..
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: nuschler22 on April 16, 2016, 06:33:11 PM
Every time my negotiator tries to recruit someone, they end up attacking them.  He's at 11 so it's not exactly low.

It seems like the probability to upset is quite high right now.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Rock5 on April 16, 2016, 11:37:50 PM
Thanks for the effort! I must say, though, that I don't include translations with my mods, because when I make changes I have to keep them updated or they won't work right for people using that language. This is not something I have the time for (it's annoying enough to keep the English files uptodate).
If you always load the English strings first before loading the translated strings then any missing ones will remain English and it should work fine. That way you only need to keep the English one up to date and include translated ones as the community supplies them to you. Easy.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Astasia on April 17, 2016, 07:02:58 AM
Does the "Hospitality.IncidentWorker_VisitorGroup" not call whatever function was added in A13 that creates family members for the current pawns? I figured if I can't recruit using the base game visitors and traders I would just disable them all and only use the hospitality "incident" to create visitors I can interact with, but after dozens of your visitor groups I have not had a single family member generated. Previously I was getting family members showing up all the time, but it was always in a group passing through or a caravan, which did nothing but frustrate me.

If so I wonder if it's also not using the system that allows to same pawns to come back and visit again?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Grogfeld on April 17, 2016, 07:28:22 AM
Strange, because I had visitors and father of my negotiator was one of them. Also worth of noting is that he came after she got married :D
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 17, 2016, 08:14:05 AM
If you always load the English strings first before loading the translated strings then any missing ones will remain English and it should work fine. That way you only need to keep the English one up to date and include translated ones as the community supplies them to you. Easy.
Do you have an example how you would do that?

this literally breaks my game, when a trader comes or a raid then every person is standing still and when i open the debug log i just get loads of errors
This literally doesn't tell me anything about the problem that I could use to even begin to fix it. Seems to work mostly fine for everyone else.

Does the "Hospitality.IncidentWorker_VisitorGroup" not call whatever function was added in A13 that creates family members for the current pawns? If so I wonder if it's also not using the system that allows to same pawns to come back and visit again?
It does use the A13 function.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Severik on April 17, 2016, 08:23:57 AM
If you always load the English strings first before loading the translated strings then any missing ones will remain English and it should work fine. That way you only need to keep the English one up to date and include translated ones as the community supplies them to you. Easy.
Do you have an example how you would do that?

i guess this would need a rewrite of the Games way to load languages.....thought something like "if there is nothing in the german file for this, use the english one" sonds easy if u tell it a human being but should be a bit more complicated for a "stupid" computer Programm ^^
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 17, 2016, 08:26:52 AM
If you always load the English strings first before loading the translated strings then any missing ones will remain English and it should work fine. That way you only need to keep the English one up to date and include translated ones as the community supplies them to you. Easy.
Do you have an example how you would do that?
i guess this would need a rewrite of the Games way to load languages.....thought something like "if there is nothing in the german file for this, use the english one" sonds easy if u tell it a human being but should be a bit more complicated for a "stupid" computer Programm ^^
Well, since he's a modder I assume he's already done what he's talking about, so there is a way.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Severik on April 17, 2016, 08:30:39 AM
there is a way for everything^^ i just thought its a bit cruel to just say "its so easy" and not telling the exact way^^ but im no modder or anything and sholdnt talk like i know anything^^
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Justas love on April 17, 2016, 08:32:20 AM
I cant seem to have the guest tab? This worked for me in 12, but now i cant do anything with the visitors
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 17, 2016, 08:33:29 AM
that line isn't present in my save file, the only mention of hospitality is actually the mod itself

i'm supposed to be looking in mycityname.rws right?
Yes. If it's not in there, that's good too. Means you never needed it.

would be neat if you put food in their room and they picked it up they dropped silvers as payment.
even other stuff :D clothes weapons.
just so its not a trade guy but all the pawns might decide to shop :D
Would be neat for sure. Also possible. I'll put it on the wishlist.

I cant seem to have the guest tab? This worked for me in 12, but now i cant do anything with the visitors
It now only shows up when they have arrived at their room. I'll have to change that again, it's confusing :)
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Justas love on April 17, 2016, 09:32:08 AM
Don't change that, just tell it in your forum

Its more logical this way man, now i cant recruit ppl from escape pods lmfao :D
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: mcduff on April 17, 2016, 01:40:29 PM
I'm struggling here. I can't ever get a "guest" tab. There's no way of designating something as a "guest room" and visitors don't visit bedrooms. What am I missing?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: prongssage on April 17, 2016, 02:08:27 PM
I'm struggling here. I can't ever get a "guest" tab. There's no way of designating something as a "guest room" and visitors don't visit bedrooms. What am I missing?

you have to build a guest bed, look on the far right of the furniture tab, and the guest tab only appears for visitors traders or people just passing though don't receive the guest tab
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: mcduff on April 17, 2016, 02:14:45 PM
I don't appear to have a guest bed option :(



[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 17, 2016, 02:54:51 PM
I don't appear to have a guest bed option :(
Have you activated the mod in the main menu?

Its more logical this way man, now i cant recruit ppl from escape pods lmfao :D
Good point, although that shouldn't work in the first place... I do feel I should add it back. I always thought it was handy to scan visitors for good candidates when they arrive.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: nuschler22 on April 17, 2016, 02:59:04 PM
Has anyone successfully recruited a visitor? 

Can you give us some tips?  I have a nice room (nicer than my colonists) with six guest beds.

Otherwise, this mod has become completely useless and more of a burden than anything.

I certainly don't mind the chance that the visitor will turn on the negotiator.  But considering that's all that has happened out of about 10 attempts to recruit (the lowest difficulty to recruit factor, typically under 40 by the way), it seems I'd be better not using it.  Sad, because I really liked this mod in the past.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: mcduff on April 17, 2016, 05:26:50 PM
Lol, I know you guys have to ask that kind of question but, yeah, I have. That screenshot was taken where the only two mods loaded were EDB mod order and Hospitality.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Astasia on April 17, 2016, 06:37:44 PM
Does the "Hospitality.IncidentWorker_VisitorGroup" not call whatever function was added in A13 that creates family members for the current pawns? If so I wonder if it's also not using the system that allows to same pawns to come back and visit again?
It does use the A13 function.

Ok, strange. Maybe I found a base game bug, or am having just really crazy bad luck. 3 years in and none of my colonists have any family connections. I'll have to start paying attention to visitors and raiders, to see if any connections are being made at all.

Edit: Just a very long RNG streak it seems. A couple more seasons in and I started seeing a few family members showing up.

Has anyone successfully recruited a visitor? 

Can you give us some tips?  I have a nice room (nicer than my colonists) with six guest beds.

Otherwise, this mod has become completely useless and more of a burden than anything.

I certainly don't mind the chance that the visitor will turn on the negotiator.  But considering that's all that has happened out of about 10 attempts to recruit (the lowest difficulty to recruit factor, typically under 40 by the way), it seems I'd be better not using it.  Sad, because I really liked this mod in the past.

I have. They don't join until after the group packs up to leave, and they will sit there and spam recruit the whole time even when it's not needed. I've also found it's not worth even attempting to interact with them with a pawn at under like 14-15 social skill. At like 10-12 the chances are too low to be worthwhile, anything below that is just going to do harm. Needs some balance tweaking.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Rock5 on April 17, 2016, 08:55:11 PM
If you always load the English strings first before loading the translated strings then any missing ones will remain English and it should work fine. That way you only need to keep the English one up to date and include translated ones as the community supplies them to you. Easy.
Do you have an example how you would do that?
Sorry, I spoke in ignorance. We do something similar in another project I'm in for another game. In that case we do the loading of the language files so we are able to do like I said. I didn't realize Rimworld does the language loading itself. I should have realized.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Viajo on April 17, 2016, 09:31:29 PM
After i installed this my work tab seems to be bugged. I've got people doing jobs they aren't marked to do. I'm using this, modular tables, More Bionics, and one to get rid of the new diseases. Any help?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 18, 2016, 03:44:59 AM
After i installed this my work tab seems to be bugged. I've got people doing jobs they aren't marked to do. I'm using this, modular tables, More Bionics, and one to get rid of the new diseases. Any help?
Sorry about that. It's a known issue with the base game. If a new job role is added, everything to the right gets moved one up (even if the colonist doesn't even have the skill). It sucks a lot and I haven't so far managed to fix it from my side. There is a mod that overhauls the work tab, so maybe it's worth checking if it fixes this issue.

Sorry, I spoke in ignorance. We do something similar in another project I'm in for another game. In that case we do the loading of the language files so we are able to do like I said. I didn't realize Rimworld does the language loading itself. I should have realized.
No problem. I was hoping there was indeed an easy way to do it.

A couple more seasons in and I started seeing a few family members showing up.
Great! I'm glad it's not bugged.

I certainly don't mind the chance that the visitor will turn on the negotiator.  But considering that's all that has happened out of about 10 attempts to recruit (the lowest difficulty to recruit factor, typically under 40 by the way), it seems I'd be better not using it.  Sad, because I really liked this mod in the past.
I have. They don't join until after the group packs up to leave, and they will sit there and spam recruit the whole time even when it's not needed. I've also found it's not worth even attempting to interact with them with a pawn at under like 14-15 social skill. At like 10-12 the chances are too low to be worthwhile, anything below that is just going to do harm. Needs some balance tweaking.
It used to be that once you hammer recruiting at them long enough they will join. I changed it so they won't decide until they group is actually leaving. Your colonists will continue attempting to recruit them even if they're at "100%", because it increases the chance it'll still be 100% when they leave.
But usually once a visitor's mood is at 100% I turn interactions with them off, since they will grow tired of the recruiter eventually.

This is how it works right now. I am planning to make the interactions less frequent but also more impactful. Also I am planning to decouple recruiting from the visitor's mood. So yes, you'll be able to recruit a grumpy brawler with a ranged weapon, etc. but also be able to fail recruitment, even though the person is super glad.
So what will it be? It'll be all about the relationship with your colonists - mostly the recruiter. So it'll tally up how much the visitor likes your colonists. The total sum has to be positive. If they really hate someone in your colony, you'll have a hard time. It will also require a minimum average. This will make it increasingly harder to recruit new colonists, the more you already have, because the recruiter will count less and less into the average.
I do understand that this is the most essential part of the mod and getting it right is very important to me.

Oh, one more thing: If your recruiter is abrasive, you'll have a very hard time convincing anyone (because negative interactions count double).

Lol, I know you guys have to ask that kind of question but, yeah, I have. That screenshot was taken where the only two mods loaded were EDB mod order and Hospitality.
Are both mods A13 and is the game A13?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: nuschler22 on April 18, 2016, 11:24:43 AM
Does the "Hospitality.IncidentWorker_VisitorGroup" not call whatever function was added in A13 that creates family members for the current pawns? If so I wonder if it's also not using the system that allows to same pawns to come back and visit again?

Thanks. :)
It does use the A13 function.

Ok, strange. Maybe I found a base game bug, or am having just really crazy bad luck. 3 years in and none of my colonists have any family connections. I'll have to start paying attention to visitors and raiders, to see if any connections are being made at all.

Edit: Just a very long RNG streak it seems. A couple more seasons in and I started seeing a few family members showing up.

Has anyone successfully recruited a visitor? 

Can you give us some tips?  I have a nice room (nicer than my colonists) with six guest beds.

Otherwise, this mod has become completely useless and more of a burden than anything.

I certainly don't mind the chance that the visitor will turn on the negotiator.  But considering that's all that has happened out of about 10 attempts to recruit (the lowest difficulty to recruit factor, typically under 40 by the way), it seems I'd be better not using it.  Sad, because I really liked this mod in the past.

I have. They don't join until after the group packs up to leave, and they will sit there and spam recruit the whole time even when it's not needed. I've also found it's not worth even attempting to interact with them with a pawn at under like 14-15 social skill. At like 10-12 the chances are too low to be worthwhile, anything below that is just going to do harm. Needs some balance tweaking.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: TheGibster on April 18, 2016, 02:23:11 PM
http://imgur.com/yDyN6Hl Please help im just not gunna use the mod cause i dont know what happend and messed up my game making me go to a older save
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 18, 2016, 05:16:54 PM
http://imgur.com/yDyN6Hl Please help im just not gunna use the mod cause i dont know what happend and messed up my game making me go to a older save
You shouldn't save the game after getting an error. Can you maybe tell a bit more about how it happened?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Elanwye on April 18, 2016, 06:12:32 PM
I have the same error, at least a dozen times. I never took a screenshot of it (Never thought to, sorry!), and the only way out temporarily was to go into the Dev console and 'destroy' the faction visitor that is causing said error.

The error is only shown through the log, and the game also pauses indefinitely until I remove my faction allies permanently from the game. =(

Here is all the mods I have enabled for Rimworld v13: http://imgur.com/8H73I5z

As for how it happens, it seems as though every-time a faction's pawns have high enough of a relationship with my colony- they attempt to join. It then stops the game with the afore-posted error by the user above you. So far I have been unable to recruit from factions as a result.

(Update---> Here is another log of the similar error that pauses the game: http://imgur.com/ebMcyme )
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 19, 2016, 02:33:34 AM
Here is all the mods I have enabled for Rimworld v13: http://imgur.com/8H73I5z
Okay, so you put in every A13 mod in existence and hope it will not break anything... unlikely! The amount of possible conflicts here is staggering. I can't even begin to guess which ones might clash. Although my suspicion is usually with the "Miscellaneous" mods.

As for how it happens, it seems as though every-time a faction's pawns have high enough of a relationship with my colony- they attempt to join. It then stops the game with the afore-posted error by the user above you. So far I have been unable to recruit from factions as a result.

(Update---> Here is another log of the similar error that pauses the game: http://imgur.com/ebMcyme )
The description of the problem is already helpful. Could you click on the object reference error and post a screenshot of the details? If possible with the other error as well.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Severik on April 19, 2016, 07:47:53 PM
I have the same error, at least a dozen times. I never took a screenshot of it (Never thought to, sorry!), and the only way out temporarily was to go into the Dev console and 'destroy' the faction visitor that is causing said error.

The error is only shown through the log, and the game also pauses indefinitely until I remove my faction allies permanently from the game. =(

Here is all the mods I have enabled for Rimworld v13: http://imgur.com/8H73I5z

As for how it happens, it seems as though every-time a faction's pawns have high enough of a relationship with my colony- they attempt to join. It then stops the game with the afore-posted error by the user above you. So far I have been unable to recruit from factions as a result.

(Update---> Here is another log of the similar error that pauses the game: http://imgur.com/ebMcyme )

Had a bit if time and tried this "modpack" in 3 oft my PCs, runs smooth wirhout errors on  the machine with 32gb ddr4 RAM, i7-5829k and radeon r9 290x but produces errors and shutdowns on the 2 Laptops with 4/8 GB RAM, some old i3 CPUs and onboard/integrated gpu ....dunno if its oft any help.... Ah yeah, os  and gernerall setup are the same
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: nuschler22 on April 20, 2016, 02:32:11 PM
My negotiator is now a 17 (was a 20), "beautiful," and has no negative qualities like abrasive.

I have had no success in recruiting anyone.  The vast majority of the time it says the person was upset.  Maybe 5 percent of the time they were charmed.  This doesn't count all the other people being upset by noticing.   I've yet to have one person join. 

The difficulty always goes up.

Can you have a nice visitor space, set to recruit and have your negotiator not contact them and they'll still join if the guest tab is set to recruit?  Or do you have to talk to the visitor for them to join?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 20, 2016, 03:24:06 PM
Had a bit if time and tried this "modpack" in 3 oft my PCs, runs smooth wirhout errors on  the machine with 32gb ddr4 RAM, i7-5829k and radeon r9 290x but produces errors and shutdowns on the 2 Laptops with 4/8 GB RAM, some old i3 CPUs and onboard/integrated gpu ....dunno if its oft any help.... Ah yeah, os  and gernerall setup are the same
Hm... not really.. I can't exactly see a correlation here. I'd be interested in the errors you get, though. Screenshot the details?
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Nanao-kun on April 20, 2016, 11:26:55 PM
I also got the same error. I wasn't trying to recruit any of them either, nor was I trying to improve relationship.

(http://puu.sh/oq5wv/20fd2e1cdb.png)

Modlist:

    <li>Core</li>
    <li>AllowTool</li>
    <li>CheaperComponents</li>
    <li>T-ExpandedCloth</li>
    <li>T-MiscStuff</li>
    <li>T-MoreFloors</li>
    <li>ED-ClosableVent</li>
    <li>ED-LaserDrill</li>
    <li>ED-Plant24H</li>
    <li>ED-PoweredVent</li>
    <li>ED-Shields</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>FloorLights</li>
    <li>GlitterTech</li>
    <li>Hospitality</li>
    <li>M&amp;Co. ForceField</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Modular Tables</li>
    <li>More Factions Spawn</li>
    <li>More Furniture</li>
    <li>PackMuffalo</li>
    <li>Pawn State Icons</li>
    <li>PowerCell-PowerCell1.3</li>
    <li>Rimfire 2.0</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>RTFTJ</li>
    <li>RTGs</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>RW_FluffyRelations-0.13.0.1</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>RW_PawnBar-0.13.0.1</li>
    <li>Stonecutting Tweak</li>
    <li>Storage Crates</li>
    <li>TilledSoil</li>
    <li>Turrets Pack</li>

And, and since you mentioned it the "Miscellaneous" mods are from this https://ludeon.com/forums/index.php?topic=3612.0

T-MiscStuff is just a scrap metal wall.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: nuschler22 on April 21, 2016, 12:14:53 PM
Well, I guess its time to remove the mod since it feels useless now.   

I asked a simple question and apparently people don't know or are too busy to answer. 

Shame.  This was a great mod.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Nanao-kun on April 21, 2016, 01:54:29 PM
Well, I guess its time to remove the mod since it feels useless now.   

I asked a simple question and apparently people don't know or are too busy to answer. 

Shame.  This was a great mod.

Recruiting works for me. No clue why it's broken for you. I have noticed they only join once they pack up to leave though if I recall.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: The King of Nipples on April 21, 2016, 06:54:08 PM
I do not see the "Guest" tab and cannot make beds I have reset my load order I do play with other mods and I play A13
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: harpo99999 on April 22, 2016, 12:21:19 AM
the guest tab only shows up when the visitors have reached the 'flag' location, so you have to wait till they start milling around before you can set to recruit
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Rock5 on April 22, 2016, 01:00:35 AM
I have noticed with some groups I don't get the guests tab even after waiting until they get to my base.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: harpo99999 on April 22, 2016, 05:09:28 AM
I have noticed with some groups I don't get the guests tab even after waiting until they get to my base.
I have seen this only with the traders
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Goldenpotatoes on April 23, 2016, 08:55:21 AM
Colonists seem to prioritize sleeping in guest beds if they don't have a bed directly assigned to them beforehand. I didn't realize half of my recruited people weren't sleeping in their personal rooms but the guest room, even though I had several unassigned regular beds.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Rock5 on April 23, 2016, 09:37:40 AM
Colonists seem to prioritize sleeping in guest beds if they don't have a bed directly assigned to them beforehand. I didn't realize half of my recruited people weren't sleeping in their personal rooms but the guest room, even though I had several unassigned regular beds.
Yeah, a bit of a hassle but I didn't find it to bothersome. Easy enough to just assign them to one of your free beds when you see it happen.

On another note. I came up with a really sweet way to make maximum use of the guest beds. I use guest beds for my nicely decked out prison rooms. When I have no prisoners, guests can use them and enjoy the rooms. When I get prisoners I switch them over to prisoner use. Saves a bit of space and repetition.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Nictis on April 23, 2016, 04:15:36 PM
I'm pretty sure the odds to charm/insult visitors lie, at a point I watched the odds and it said 86% to charm, and then it gave me 26% to insult.

Any time that I attempted to improve relations the odds increased to impossible numbers, I'd insult people and it would tell me I had a -16% chance for example, or 114% to charm.

Currently I'm not using Hospitality because the gifting system seems kind of broken at the moment, with visitors giving me whatever they came to trade if they enjoy their stay (Which they always do early game, even when they don't enter my home area...) And recruiting a trader with a minigun early on is just too great for me to handle.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Geroj on April 24, 2016, 05:04:25 AM
I dont really understand this system, whatever I do they always leave unsatisfied, I have large room with comfy beds, there is heater, legendary large wood statue, chairs and table, they have plenty of joy, but they never eat food from fridge, some carry their own but most of them not, what I am supposed to do? Even if they bring their own food they just acknowledge my hospitality, throw me some junk and thats it, 90% of the time they just give me negative points
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Orion on April 24, 2016, 07:55:52 AM
I also got the same error. I wasn't trying to recruit any of them either, nor was I trying to improve relationship.
Could you select one of those errors and screenshot it for me?

Well, I guess its time to remove the mod since it feels useless now.   

I asked a simple question and apparently people don't know or are too busy to answer. 

Shame.  This was a great mod.
That's the spirit.

My negotiator is now a 17 (was a 20), "beautiful," and has no negative qualities like abrasive.

I have had no success in recruiting anyone.  The vast majority of the time it says the person was upset.  Maybe 5 percent of the time they were charmed.  This doesn't count all the other people being upset by noticing.   I've yet to have one person join. 
Have you checked the opinion of the target towards your recruiter?
Have you checked your recruiter's stats about recruting?

Can you have a nice visitor space, set to recruit and have your negotiator not contact them and they'll still join if the guest tab is set to recruit?  Or do you have to talk to the visitor for them to join?
Yes, that will work. You do have to have them set to recruit when they leave, which is when they decide to join your faction (or not).
Title: Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
Post by: Orion on April 24, 2016, 02:27:09 PM
New Version
1.11b - 24.04.2016
- changed recruit system (now relation based)
- matched flag color to guest names
- recruiters now stop if opinion is maxed out or too low
- added delay between interactions
- lots of tweaking
- fixed guest beds showing bed options
- fixed colonists sleeping in guest beds
- fixed "InteractedTooRecently" error
- fixed various small errors


I've changed the recruitment system. Guests will be recruiting on the spot again (not when they leave). Also now the recruiting score is based on how much the guests likes your colonists. So having them interact a lot will help. Also multiple recruiters will be useful (as long as their skill is not totally terrible). You can look at their stats page to see how well your colonists will do when recruiting.

Let me know how you experience the balancing. I find it easy to impress and recruit guests, but your mileage may vary.
Title: Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
Post by: Rock5 on April 24, 2016, 02:59:13 PM
- fixed guest beds showing bed options
Does that mean I'll no longer be able to alternate using the guest rooms for guests and prisoners? I loved that feature!

I don't mind the guest bed not being available to colonists but it was real convenient to use the 'nice' rooms for both guests and prisoners.
Title: Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
Post by: Orion on April 24, 2016, 03:04:32 PM
- fixed guest beds showing bed options
Does that mean I'll no longer be able to alternate using the guest rooms for guests and prisoners? I loved that feature!

I don't mind the guest bed not being available to colonists but it was real convenient to use the 'nice' rooms for both guests and prisoners.

It was buggy and made no sense, so it had to go. In a perfect world I'd have a button on the regular bed to make it a guest bed.
Title: Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
Post by: Deon on April 24, 2016, 06:10:53 PM
With the new game with 11b I experience a weird issue. It starts saying "Visitors from *** are leaving." 100 times in a row with 100 millisecond interval, beeping all the time, until they finally leave.
Title: Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
Post by: Aetherish on April 24, 2016, 07:13:50 PM
I am getting the same issue to, what I have to do is end up killing the visitors since they won't leave the map
Title: Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
Post by: Glendening on April 24, 2016, 08:05:12 PM
With the new game with 11b I experience a weird issue. It starts saying "Visitors from *** are leaving." 100 times in a row with 100 millisecond interval, beeping all the time, until they finally leave.

I was getting this with the previous version. I haven't tested 1.11b yet. It is annoying but not game breaking thankfully.
Title: Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
Post by: InfiniteRemnant on April 24, 2016, 09:18:15 PM
Help. They won't leave. the non-stop beeping is driving me nuts.
Title: Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
Post by: wedgebert on April 24, 2016, 09:40:00 PM
With the new game with 11b I experience a weird issue. It starts saying "Visitors from *** are leaving." 100 times in a row with 100 millisecond interval, beeping all the time, until they finally leave.

I was receiving this as well. The guests were in a corner of my initial warehouse and kept alternating between heading towards the door and heading back to the corner. On a whim, I built a door right above where they kept turning around at and everything went back to normal.

Odd since my warehouse was barely 11-12 tiles tall and maybe five wide. Seems like they were giving up pathfinding too early.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: nuschler22 on April 24, 2016, 09:46:30 PM
Well, I guess its time to remove the mod since it feels useless now.   

I asked a simple question and apparently people don't know or are too busy to answer. 

Shame.  This was a great mod.
That's the spirit.

I suppose the spirit would be to answers peoples questions before they felt the need to remove a mod that didn't work.

But, so be it. 
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: Geroj on April 25, 2016, 02:41:11 AM
Well, I guess its time to remove the mod since it feels useless now.   

I asked a simple question and apparently people don't know or are too busy to answer. 

Shame.  This was a great mod.
That's the spirit.

I suppose the spirit would be to answers peoples questions before they felt the need to remove a mod that didn't work.

But, so be it.

Dont really understand why you think that creator of this mod was obliged to answer to you ...Why do you think you are so special and need special treatment?
Title: Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
Post by: Orion on April 25, 2016, 04:21:14 AM
Thanks for your patience everyone and for trying the latest version.

I couldn't reproduce the non-leaving / message spamming problem yet. Are any of you getting errors in the console when RimWorld starts up or after loading your savegame? Letting me see those would be tremendously helpful.
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: Orion on April 25, 2016, 05:13:19 AM
With the new game with 11b I experience a weird issue. It starts saying "Visitors from *** are leaving." 100 times in a row with 100 millisecond interval, beeping all the time, until they finally leave.
Help. They won't leave. the non-stop beeping is driving me nuts.
I was receiving this as well. The guests were in a corner of my initial warehouse and kept alternating between heading towards the door and heading back to the corner. On a whim, I built a door right above where they kept turning around at and everything went back to normal.

Hotfix
1.11b - 25.04.2016
- hotfix: fixed error when visitors leave

I think I managed to nail down to what the problem was! Unless you saved while getting the error, it should now work as intented, without guests leaving over and over. I've just updated 1.11b with the fix, so just delete your old Hospitality folder and put it in again, if you already had it.

Please let me know if this fixed the issue or if you still encounter the same problem.
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: db48x on April 25, 2016, 09:29:54 AM
Yes, the updated save fixed it (even though I loaded a save created after the problem began). I must say though that uploading a new version of the mod without bumping the version number is a bit annoying; it makes it harder to know that there is an update.

Also, I have the backtrace for the exception if you want to make sure:

Code: [Select]
System.InvalidOperationException: Sequence contains no elements
  at Verse.GenCollection.MaxBy[Thing,Single] (IEnumerable`1 source, System.Func`2 selector, IComparer`1 comparer) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.MaxBy[Thing,Single] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
  at Hospitality.LordToil_VisitPoint.LeaveSatisfied (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.LordToil_VisitPoint.Leave () [0x00000] in <filename unknown>:0
  at Hospitality.LordToil_VisitPoint.Cleanup () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x00000] in <filename unknown>:0
  [...the rest ommitted]
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: jackarbiter on April 25, 2016, 09:58:05 AM
"- recruiters now stop if opinion is maxed out or too low"

Good to see this change.

Will there ever be some option for people who've crashed on your map to stay as guests for a minute? I haven't looked through that section of the game's code, so I don't know if it'd be someone you could grab based on status before they wander off.

Had one of my colonist's brothers crash down, revived him back from nothing, the second he was well he's like "adios!" And I'm out some medicine. Happens a lot, but was especially annoying that the dude was related.

Also kinda messed up that you can recruit a trader and they leave all their stuff, but I can't remember if you've addressed this or if it was too out of reach of fixing in code.

Don't mean to nitpick, definitely one of the best mods.
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: nuschler22 on April 25, 2016, 10:34:25 AM
Well, I guess its time to remove the mod since it feels useless now.   

I asked a simple question and apparently people don't know or are too busy to answer. 

Shame.  This was a great mod.
That's the spirit.

I suppose the spirit would be to answers peoples questions before they felt the need to remove a mod that didn't work.

But, so be it.

Dont really understand why you think that creator of this mod was obliged to answer to you ...Why do you think you are so special and need special treatment?

It was a simple question.  This is the first time I've asked a simple question and received a response like this on this board. 

As I said, so be it. Plenty of other mods.  If that's the attitude, it's easier to use other mods that actually work.

Again, as I said, I appreciate the hard work and said it was a great mod (which was totally ignored), but when you make a mod and it's not working, it's fairly typical to answer questions about it.

By the way, I've had the repeating message thing as well.   Reloading the game resets it.
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: Orion on April 25, 2016, 11:18:38 AM
I must say though that uploading a new version of the mod without bumping the version number is a bit annoying; it makes it harder to know that there is an update.
Good point. Just saves me a little bit of time, but true.

Also, I have the backtrace for the exception if you want to make sure:
Yep, that's the one. Thanks :)

Will there ever be some option for people who've crashed on your map to stay as guests for a minute? I haven't looked through that section of the game's code, so I don't know if it'd be someone you could grab based on status before they wander off.
I never saw this as an issue. I always capture crashlanders, Spacers don't seem to mind.

Also kinda messed up that you can recruit a trader and they leave all their stuff, but I can't remember if you've addressed this or if it was too out of reach of fixing in code.
True. Although the small traders usually don't carry much with them. I could add the value of their belongings to how much their chief gets annoyed, or just forbid recruiting the trader. So far I haven't had a situation myself where it was really worth recruiting the trader for what he carried.
[/quote]

Don't mean to nitpick, definitely one of the best mods.
Thanks :) Highly appreciated.

Well, I guess its time to remove the mod since it feels useless now.   

I asked a simple question and apparently people don't know or are too busy to answer. 

Shame.  This was a great mod.
As I said, so be it. Plenty of other mods.  If that's the attitude, it's easier to use other mods that actually work.
Read back your post. It's loaded with blame and entitlement. Even the part about it -having been- a great mod. If your fuse is so short that you can't wait a few days for a response before blowing up, you really should find a different place to complain.
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: jackarbiter on April 25, 2016, 11:41:55 AM
I never saw this as an issue. I always capture crashlanders, Spacers don't seem to mind.

I guess I was not wanting to capture my own dude's brother, and figured he'd hang out as a guest... I didn't know if there would be repercussions since it always tells me spacers get angry, but I guess there aren't really any spacers that pay attention to this. I'll just capture them from now on.

My problem with recruiting the trader was A) everyone else enjoyed the trip so much I still got a net gain positive relation after recruiting (but I probably had the early bonus to success), B) the trader had... I think tons of expensive seeds since I was unfortunately using the seed mod at the time (got rid of it for my next playthrough) and C) I didn't want to game the trader for the thousand silver in seeds but objectively as a colonist with the skillset I needed it was by far the best option. I can live with recruiting traders as it is now, but if you are tweaking around and address this in some manner that'll be cool also.

Thanks again for listening to the feedback.
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: nuschler22 on April 25, 2016, 12:26:42 PM
Edit:  For those having issues with the message still repeating and visitors not leaving slowing your game, if you have a save before visitors arrive, you can disable the mod and use that save.  After they arrive, if you remove the mod, the save won't load due to errors.

Your hotfix didn't work.  The message still repeats.  Now it's game breaking as the visitors won't leave and the game slows down to a crawl.

I tried removing the mod from my current save and it broke my game (errors out, won't load).  I tried a new colony on a new map just to make sure it wasn't the old save and still repeats.

Good luck with the mod.  It's great.  But as I said, there are other mods where the modders don't take it as a personal attack when people have questions when it's broken.

Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: Orion on April 25, 2016, 06:09:21 PM
Your hotfix didn't work.  The message still repeats.  Now it's game breaking as the visitors won't leave and the game slows down to a crawl.
I really can't help you if I don't know the error you're getting. It's likely you're having a conflict with another mod. Without the full error message there is nothing I can do.
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: Endoric on April 25, 2016, 06:21:47 PM
improves relationship while guest is asleep.

improves relationship very very quickly.  Should be a longer conversation.
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: InfiniteRemnant on April 25, 2016, 09:18:12 PM
Will there ever be some option for people who've crashed on your map to stay as guests for a minute? I haven't looked through that section of the game's code, so I don't know if it'd be someone you could grab based on status before they wander off.
I never saw this as an issue. I always capture crashlanders, Spacers don't seem to mind.
To my knowledge the only thing spacer relations effected in past versions of Rimworld was trade ship prices. They'll never attack/visit.
Probably why it's a hidden stat.
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: ORCACommander on April 25, 2016, 10:09:55 PM
well 11 A was working with my mod load order before now 11b breaks and causes a reset:

Code: [Select]
<li>Core</li>
<li>EdBModOrder</li>
<li>EdBPrepareCarefully</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>ED-MoreVanillaTurrets</li>
<li>ED-LaserDrill</li>
<li>Industrialisation</li>
<li>GlitterTech</li>
<li>ExpandedProsthetics&amp;OrganEngineering</li>
<li>ED-Embrasures</li>
<li>ED-Plant24H</li>
<li>ED-ReinforcedStuff</li>
<li>ED-Shields</li>
<li>Hospitality</li>
<li>RepairBench</li>
<li>VeinMiner</li>
<li>More Factions Spawn</li>

Since the critical alert message is rather vague as to where the error occurs or which reason for why it occurs I am not sure where the conflict arises apart from that it would not be repair bench, vein miner nor faction spawns
Title: Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
Post by: Orion on April 26, 2016, 09:49:50 AM
well 11 A was working with my mod load order before now 11b breaks and causes a reset.
Since the critical alert message is rather vague as to where the error occurs or which reason for why it occurs I am not sure where the conflict arises apart from that it would not be repair bench, vein miner nor faction spawns
Most likely something to do with the Bed object. Would you mind showing us the vague alert / error you're getting?

improves relationship while guest is asleep.

improves relationship very very quickly.  Should be a longer conversation.
Actually, pawns can be awake in bed and are then still targeted there. About the longer conversation - yes. It's somewhere on the list.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on April 26, 2016, 09:55:05 AM
Update

1.11c - 26.04.2016
- guests will now buy loose items in the guest room(s), if they fancy them


You can now let guests buy stuff from you. They pay full market price, so more than if you sell things the normal way.

I'm curious to hear how you guys are exploiting this one ;)
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Rock5 on April 26, 2016, 11:48:44 AM
Update

1.11c - 26.04.2016
- guests will now buy loose items in the guest room(s), if they fancy them


You can now let guests buy stuff from you. They pay full market price, so more than if you sell things the normal way.

I'm curious to hear how you guys are exploiting this one ;)

I take it if you leave an expensive item in the guest room expecting to get full price they'll never buy it because they wont have enough money?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Aarkreinsil on April 26, 2016, 12:35:02 PM
Update

1.11c - 26.04.2016
- guests will now buy loose items in the guest room(s), if they fancy them

You can now let guests buy stuff from you. They pay full market price, so more than if you sell things the normal way.

I'm curious to hear how you guys are exploiting this one ;)


A couple of questions for that one:
1. Do they just spawn the money for the item from thin air, or is there a possibility of them just taking stuff without being able to pay?

2. Will it affect faction relations or their hospitality stat in any way?

3. Do they buy EVERYthing or just specific stuff like clothing and food? It would be pretty OP if you could just make a barracks-like room for 7+ guests and throw your unused AI persona cores in there, then get showered with thousands of silver when someone inevitably buys them.



Also a little question on the side, I found that guests don't have a "beauty" tab in their needs list. So is there any point in decorating their place with statues, or can you just dump them in a random corner without any hassle?
As it stands, you only really need superior guest beds and maybe some comfy seats around the dining table to make them happy.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: ORCACommander on April 26, 2016, 12:54:45 PM
either some how 11c fixed it or rebooting my computer last night did the trick *shrug*
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on April 27, 2016, 05:44:48 AM
either some how 11c fixed it or rebooting my computer last night dad the trick *shrug*
Both is theoretically possible... but I'm glad it works now ;)

1. Do they just spawn the money for the item from thin air, or is there a possibility of them just taking stuff without being able to pay?
They can just pay with what they have brought with them. So you can't just sell them lots of expensive stuff. You're limited by their pocket money. They will bring more money, if your faction is in high standing with theirs, though.

2. Will it affect faction relations or their hospitality stat in any way?
It can have a small effect, since they do get a little bit of joy from purchasing stuff.

3. Do they buy EVERYthing or just specific stuff like clothing and food? It would be pretty OP if you could just make a barracks-like room for 7+ guests and throw your unused AI persona cores in there, then get showered with thousands of silver when someone inevitably buys them.
They're limited by the silver they brought and also sometimes just don't feel like buying stuff or don't like what you have to offer. You could let them sleep in your storage room for maximum choice, though ;)

Also a little question on the side, I found that guests don't have a "beauty" tab in their needs list. So is there any point in decorating their place with statues, or can you just dump them in a random corner without any hassle?
As it stands, you only really need superior guest beds and maybe some comfy seats around the dining table to make them happy.
That is a good point. I have to look into that again. Looks like it broke. They should be affected by the quality of the room, but I have to check again.

I take it if you leave an expensive item in the guest room expecting to get full price they'll never buy it because they wont have enough money?
That is correct. They usually buy smaller stuff - food, medicine, clothing, cheap weapons. If you buy a lot from their trader, though, he will end up with a lot of silver to spend.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 27, 2016, 06:59:02 AM
Oh great! Visitors buying stuff?! I like the idea, will try in the evening. Do they eat meals that I left in the room for free like in previous builds? I like the idea to be a good host and share fine meals and free beer ;) but if they buy something when leaving my colony it's a good addition to the system.



Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: magik20 on April 27, 2016, 08:12:33 AM
I appear to also be having a mod loading issue that *might* be related to Hospitality 1.11c

Here is the error log

http://pastebin.com/LCeZr8Fx

and here is my mod list

http://i.imgur.com/4I9iXik.jpg
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 27, 2016, 11:09:45 AM
Hi. Funny thing just happened, one of the visiting pawns threw this error (Just ignore this on the top, they're from CR).  Apparently grass is what he likes but its not for sell ;)
So this answers my previous question and gives you some tweaking to do, Orion.

[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on April 27, 2016, 12:37:25 PM
Hi. Funny thing just happened, one of the visiting pawns threw this error (Just ignore this on the top, they're from CR).  Apparently grass is what he likes but its not for sell ;)
So this answers my previous question and gives you some tweaking to do, Orion.
Yeah sorry. I had to make buying "grass" give an error. It's just not allowed in most countries.

Maybe I can do something about visitors trying to buy it, though. Until then, try not to build your guest beds outside or have grass growing in your guest rooms. :P

EDIT: After closer inspection of the error you're getting I notice that it's actually a conflict with combat realism. It's overloading the function for dropping items (in this case some silver) causing it to become 0. Not sure why they'd do that. But I wanted to use that mod myself anyway, so I'll figure it out when I'm back from vacation.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on April 27, 2016, 12:40:46 PM
I appear to also be having a mod loading issue that *might* be related to Hospitality 1.11c
Can't find where it's going wrong. Looks like it won't even start.

Do they eat meals that I left in the room for free like in previous builds? I like the idea to be a good host and share fine meals and free beer ;) but if they buy something when leaving my colony it's a good addition to the system.
They will still eat your food and drink your beer. Probably :P
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on April 27, 2016, 03:32:23 PM
Well guys, I'll be on vacation for a while, so you'll have to take care of things yourselves for a few weeks.

I believe the latest version is fairly stable, so if something doesn't work, chances are high it's a mod conflict. Selling grass being an exception. Maybe.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Cabraca on April 27, 2016, 03:37:17 PM
yeah with the newest version i got a mod conflict the old one works fine 1.11a
okay 1.11a crashed my colonist are unable to use joyfunction -.- with that mod
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 27, 2016, 04:40:34 PM
I've just noticed that some visitors take headgear off when they enter the map or few sec. later. Could be conflict with Apparello but it worked fine with previous versions.  OR with Combat Realism, and this could be it, visitors take headgear off (good behavior) but with new weight system they cannot store hats in backpack/pockets so they drop it on the ground. Still in previous versions they took off hats when they entered guestroom.

Oh and Orion, have a nice vacation! :)
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Aarkreinsil on April 27, 2016, 11:27:18 PM
Well, enjoy your trip.
My visitors just like to buy plants from growing zones without actually paying anything for them (hops specifically), but it's no biggie xD
Title: Re: [A13] Hospitality (v1.11a - updated 14.04.2016)
Post by: The King of Nipples on April 28, 2016, 12:59:15 AM
the guest tab only shows up when the visitors have reached the 'flag' location, so you have to wait till they start milling around before you can set to recruit
Thank you I got some travelers not the single people or squads and I had a bed mod so that did not let the guest bed appear
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 28, 2016, 10:47:46 AM
Ha! Yes my issue is related to CR. To many free stuff I got from visitors because of new inventory mechanics in CR. Visitors drop everything when spawn because they take many things to leave as a gift but they just can't carry that much. I think it needs a compatibility patch, it's to easy to get free stuff.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Cabraca on April 29, 2016, 04:51:12 PM
1.11c is incompatible with ccl :-/
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 29, 2016, 05:01:22 PM
1.11c is incompatible with ccl :-/

Could you tell how? I'm playing with tons of mods depending on CCL, and it works without problems.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Cabraca on April 29, 2016, 05:06:39 PM
if i only load
1 core
2 cll
3 hospitality 1.11c
and want to load it my game says the mods are incompatible and reset the mods folder everytime since 1.11b
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 29, 2016, 05:17:52 PM
What version of CCL you're loading? Are you trying to load old saves, or it shows right after you activate mod order? Have you try in options select Dev mode and uncheck "auto-reset mods config on crash"?

This is my mod order and besides Prepare Carefully everything works fine:

    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>Hospitality</li>
    <li>CombatRealism</li>
    <li>Miscellaneous_Core</li>
    <li>Rimfire 2.0</li>
    <li>EdBColonistBar</li>
    <li>EdBPrepareCarefully</li>
    <li>HaulPriorityLiteFull</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>M&amp;Co. ForceField</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>More Furniture</li>
    <li>Miscellaneous_Robots</li>
    <li>PowerSwitch</li>
    <li>RT Fusebox</li>
    <li>RW_EnhancedTabs</li>
    <li>RW_FluffyRelations-0.13.0.1</li>
    <li>RW_Manager-0.13.0.2</li>
    <li>RW_MedicalInfo</li>
    <li>kNumbers</li>
    <li>[A13]Edge Technologies</li>
    <li>ED-Plant24H</li>
    <li>ExtendedFabrics-ExtendedFabrics1.2</li>
    <li>ExtendedStorage-ExtendedStorage1.4</li>
    <li>Rimfire 2.0 for CombatRealism-1.6.0</li>
    <li>ExpandedProsthetics&OrganEngineering</li>
    <li>Apparello</li>
    <li>RepairBench</li>
    <li>EdBModOrder</li>


And I'm pretty sure that I've upgraded Hospitality on my saves.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Cabraca on April 29, 2016, 05:22:10 PM
right after activate mod order 

i use the newest version of cll and hospitality
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 29, 2016, 05:30:24 PM
I don't know how Hospitality couldn't be compatible with CCL. It's the friendliest mod I've ever seen ;)

Could you attach screenshot of that error the console version?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Cabraca on April 29, 2016, 05:34:24 PM
yeah i had the problem since 1.11b

i take a screen moment
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Cabraca on April 29, 2016, 05:38:15 PM
here the screen

[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 29, 2016, 05:54:13 PM
This errors are strange. Did you try to load only CCL? Also if Rimworld is in a folder named with special char then it could throw errors related with textures and sounds.

This screen is not enough. A Output_log would explain more. Have you tried fresh installation of this mods and Rimworld? Also look at folder structure.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Cabraca on April 29, 2016, 05:58:20 PM
no i dont do a fresh install  atm   and cll works fine with other mods only hospitality makes problems
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Lumaan on April 29, 2016, 06:02:31 PM
here the screen
1: Did you delete the mods before reinstalling the updated versions? If not, please do that to make sure no leftover files is making errors.
2: If that's not the problem, then make sure mods are installed the right way. e.g. "Rimworld\Mods\"mods main folder"\"About/Defs/etc folders here"" and not like "Rimworld\Mods\"mods main folder"\"mods main folder"\"About/Defs/etc folders here""
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: ORCACommander on April 29, 2016, 06:58:36 PM
Actually Vein Miner is erring out on you that is that section about mine textures.
those xml errors at the top I am pretty sure is not hospitality

Your mod order needs to be:
Core:
CCL
CCL Vanilla tweaks

then you can have other mods loaded because it looks like something is loading in a bad order and ccl is getting broken as a result

Also make sure you restart rimworld fully after changing mods as i recall there is a bug in the mod handler of rimworld itself where it does not clear properly
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: caekdaemon on April 30, 2016, 09:19:56 AM
Got a glitch with a faction from another mod - they just left the colony after visiting and I'm getting the visit message over and over :( It's basically just killed this colony through lag, so if anyone's got any advice, I'm happy to hear it.

EDIT : Checked the game's output log; it's this, over and over again.



Recruiting Sanford: diff: 99 mood: 64
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Recruiting Grove: diff: 99 mood: 54
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

System.InvalidOperationException: Sequence contains no elements

  at Verse.GenCollection.MaxBy[Thing,Single] (IEnumerable`1 source, System.Func`2 selector, IComparer`1 comparer) [0x00000] in <filename unknown>:0

  at Verse.GenCollection.MaxBy[Thing,Single] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0

  at Hospitality.LordToil_VisitPoint.LeaveSatisfied (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Hospitality.LordToil_VisitPoint.Leave () [0x00000] in <filename unknown>:0

  at Hospitality.LordToil_VisitPoint.Cleanup () [0x00000] in <filename unknown>:0

  at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x00000] in <filename unknown>:0

  at Verse.AI.Group.Transition.Execute (Verse.AI.Group.Lord lord) [0x00000] in <filename unknown>:0

  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0

  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0

  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0

  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

EDITx2: Just checked back in game, the guys are still there wandering about and doing nothing after a restart, with the error repeating over and over.

EDITx3: Well, found a way to stop the error: killing the guys via developer mode stops the bug :p Not exactly a proper solution, but at least this way I don't have to worry about killing my save if there isn't a better way to fix it for good.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 30, 2016, 01:20:24 PM
Have you started game on old world that was created before mod with new faction was installed? What about other factions, is it the same situation? Also try to put Hospitality on end of mod config but I think that the other mod is causing problems.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: caekdaemon on April 30, 2016, 03:09:22 PM
Have you started game on old world that was created before mod with new faction was installed? What about other factions, is it the same situation? Also try to put Hospitality on end of mod config but I think that the other mod is causing problems.
Nope, this world was made after the new mod was put in, and the only faction that seems to be affected is this one mod faction - the other two are hostile and don't send visitors, whilst the stock factions are completely fine. They're the Orion Corporation, but I haven't a clue which mod they come from since I put quite a few mods in at once :o

But I'll move Hospitality to the end of the mod config, so lets hope that stops this from happening again! :)
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on April 30, 2016, 04:18:44 PM
Isn't Orion Corp. from Glitter Tech?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: caekdaemon on May 01, 2016, 08:25:44 AM
Isn't Orion Corp. from Glitter Tech?
I just checked the mod files, and the OrionCorp stuff is under Glitter Tech, so you're right! :D I just wish there was a compatibility patch between the two - Glitter Tech works fine with Hospitality, so long as OrionCorp aren't friendly with the player colony.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on May 01, 2016, 08:46:46 AM
(...) I just wish there was a compatibility patch between the two - Glitter Tech works fine with Hospitality, so long as OrionCorp aren't friendly with the player colony.
This is really strange I must see what is wrong with those two. Orion soldier should be normal human like pawn so all the AI shenanigans should work as with other factions. Hmm I didn't played with Glitter Tech for long time. 


EDIT: I've tested with only Hospitality, Glitter Tech and EPOE  mod installed and of course CCL. There was no errors when they came to visit me. They have enjoyed a lot. No bugs, no problems at all.  Are you sure that you have clean installation of Hospitality 1.11C ? Also Hospitality was before Glitter Tech.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: caekdaemon on May 02, 2016, 04:31:58 AM
(...) I just wish there was a compatibility patch between the two - Glitter Tech works fine with Hospitality, so long as OrionCorp aren't friendly with the player colony.
This is really strange I must see what is wrong with those two. Orion soldier should be normal human like pawn so all the AI shenanigans should work as with other factions. Hmm I didn't played with Glitter Tech for long time. 


EDIT: I've tested with only Hospitality, Glitter Tech and EPOE  mod installed and of course CCL. There was no errors when they came to visit me. They have enjoyed a lot. No bugs, no problems at all.  Are you sure that you have clean installation of Hospitality 1.11C ? Also Hospitality was before Glitter Tech.
Well, this is awkward :-[ I took another look at the save only to realize I've saved over it with the version where I killed the guys via console commands, so I can't actually test whether or not moving Hospitality to the end of the list or to the beginning would make a difference  :(

I'll keep playing, see if the bug occurs again. If it does, I'll write down everything I can about it and make sure to keep the saves separate this time :p
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: passi965 on May 02, 2016, 01:45:56 PM
Hey Orion,
i have a problem with visitors not eating even if they have a theire inventory full of food.

http://puu.sh/oDNHY/0a99299e9e.jpg
http://puu.sh/oDNJo/18cead4656.jpg
http://puu.sh/oDNSb/66888ffd85.jpg

because of that most of the factions hate me because aparently the hospitality is crap in my colony.
I dont understand why.

this is what my colony looks like
http://puu.sh/oDNNI/b2db8aa895.jpg

it might be because i have tons of mods, but i dont know wich mod causes these sort of bugs.

Modlist:
http://puu.sh/oDOer/d335efd29a.png

I would be greatfull if someone could help me... i dont even know if this post belongs under this mod, so feel free to move it in the right section

[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on May 02, 2016, 03:37:18 PM
Orion is on vacations so you have to wait  for hes reply. But as I can see there could be 2 problems.
1. You create 1 bed per room. I don't know if they will sleep in other rooms if they from the same group. Click on flag you will see names of visitors.
2. Move Hospitality on the end of list, that way every feature will be loaded and overwrite every conflicting mods. But I think that there are no conflicts.

I don't make one person rooms because visitors will still have "shared room" thought so my guess is that this is a problem but like I said before have no experience with hotel rooms, I make only dorms :P
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 04, 2016, 02:33:32 PM
I'm practically back! Still gotta catch up a bit with real-life, but I can get back to fixing stuff very soon. Thanks a lot to everyone who helped out with problems here and sorry for any new conflicts that the latest version has introduced.

About that. I started cutting plenty of corners using Detouring. This saves me time that I can spend on better and new features and bugfixes, but increases the risk of conflict with seemingly random other mods. Starting with the next version Hospitality will also require CCL. This will at least allow a bit of diagnosing where conflicts are happening.


I don't make one person rooms because visitors will still have "shared room" thought so my guess is that this is a problem but like I said before have no experience with hotel rooms, I make only dorms :P
Guests should not get the "shared room" thought anymore at all. This is because I can't fix how the thought works. Maybe I'll add my own later (along the lines of "Yay, I have my own room").

Hey Orion,
i have a problem with visitors not eating even if they have a theire inventory full of food.
I dont understand why.
it might be because i have tons of mods, but i dont know wich mod causes these sort of bugs.
Hello passi. Yes. You have so many mods, the odds that you have multiple conflicts and several mods don't work as intended is pretty high. Modpacks usually sort this out and make sure everything works well together. If you just go and download every mod you can find, trouble comes your way.

If you want more help, you need to turn on developer mode and send me the different errors you're getting, starting with the very first (could already be in the main menu).

I just checked the mod files, and the OrionCorp stuff is under Glitter Tech, so you're right! :D I just wish there was a compatibility patch between the two - Glitter Tech works fine with Hospitality, so long as OrionCorp aren't friendly with the player colony.
I guess I should look into this. I don't play with Glittertech (or want to), so I can only fix what you tell me is broken. I'll check and see what's wrong with friendly OrionCorp. The error actually looks like you're using an old version of Hospitality.


If I've missed answering any further issues, please repeat your question.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 05, 2016, 07:24:30 AM
Okay. A Combat Realism patch will have to wait until the CR release is official. Because I can't even start a game with it :P
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Aarkreinsil on May 05, 2016, 07:41:55 AM
I was just saying that my guests pick up hop plants from the fields, as they have a value of 0$.

Are there any incompatibilities with CR though? I didn't notice anything there, other than my guests dropping off tons of ammo all the time (which isn't half bad actually)
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 05, 2016, 07:52:14 AM
I was just saying that my guests pick up hop plants from the fields, as they have a value of 0$.
Ah yes. Gotta check if I can somehow distinguish them from stuff you'd want to sell. They only buy stuff from guest rooms... how come you have fields in there?

Are there any incompatibilities with CR though? I didn't notice anything there, other than my guests dropping off tons of ammo all the time (which isn't half bad actually)
There was some issue with the inventory being too full or something, I believe.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: bewby on May 05, 2016, 09:04:49 AM
First time using this mod, is it designed so that the first visitor gifts you so much silver? I got 400+ silver and 20+ herbal medicines and I didnt really even talk to the person, had no guest room or beds or anything, but they left me all of that. I haven't gotten a second visitor yet, but that seems a bit strong a response for my very first visitor.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Grogfeld on May 05, 2016, 09:54:29 AM
One of the problem I have with these mods (CR and Hospitality) is that visitors drop headgear before enter guestroom but I guess it could be issue with Aparrello because they drop mostly this stuff and it's not a problem with weight and item space limits. Another one is that I don't get anymore visitor groups that occasionally trade but it's not a big issue because with your small trade system I can get anything from them selling leathers and small price items :P
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 05, 2016, 02:37:03 PM
First time using this mod, is it designed so that the first visitor gifts you so much silver? I got 400+ silver and 20+ herbal medicines and I didnt really even talk to the person, had no guest room or beds or anything, but they left me all of that. I haven't gotten a second visitor yet, but that seems a bit strong a response for my very first visitor.
It is! But if you already had a high relationship with their faction, that would explain why they brought so much. Also they have "very low expectations" at the beginning, which makes it much easier to satisfy them, causing them to leave a lot.

So play a bit more with it, see if it stays being too much. Maybe I need to tweak it more for the beginning. But in the end it all comes down to the combination of mods you're using how hard or easy you make it for yourself anyway.

One of the problem I have with these mods (CR and Hospitality) is that visitors drop headgear before enter guestroom.
Oh yeah, that. It's indeed CR, I believe. But I can't get it to run, so a fix will have to wait. Or CR has to loosen up their inventory limitations :P
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: reiia on May 05, 2016, 03:27:17 PM
Often when i get the spam of "leaving" messages, you just have to let it keep going and it will fix itself.  Usually this happens in my games where i don't have any guest rooms or not enough guest beds built yet.  I don't know how to fully 100% reliably reproduce the bug, but this is what i seen so far.   Wished that if you had more than 1 group of visitors, they will demand a different visitor room =P.  Also be nice if there was a "Visitor food" only you can make.... hurts when they come and invade your stocks lol
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 05, 2016, 04:13:29 PM
Often when i get the spam of "leaving" messages, you just have to let it keep going and it will fix itself.
You are probably getting an error in the console when this is happening. I'd love to know what's broken...
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Aarkreinsil on May 05, 2016, 06:54:03 PM
I had fields in there because on a -100°C ice sheet you don't get to keep everything warm enough to accomodate guests, so I just put up some beds next to the indoor sunlamp grow op.

On another note, if you sell a bunch of totally disabled (no legs, mostly) people to a caravan as slaves, the next band of visitors will immediately come rushing in, pick them up and say "They don't wanna visit you anytime soon" and the "They're taking home wounded comrades" thing. Doesn't matter if you kept them fed and healthy in the meantime.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 06, 2016, 03:16:20 AM
I had fields in there because on a -100°C ice sheet you don't get to keep everything warm enough to accomodate guests, so I just put up some beds next to the indoor sunlamp grow op.

Ah, makes sense. Well, I fixed it for the next version.

On another note, if you sell a bunch of totally disabled (no legs, mostly) people to a caravan as slaves, the next band of visitors will immediately come rushing in, pick them up and say "They don't wanna visit you anytime soon" and the "They're taking home wounded comrades" thing. Doesn't matter if you kept them fed and healthy in the meantime.
I can totally relate. It's not a nice thing to do!

Imagine you're visiting friends or a hotel and there's a bunch of guys without legs lying around, saying "they sold us and we fell off the muffalos! Help!"
You wouldn't go there again anytime soon either, right?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: shadwar on May 06, 2016, 04:15:38 AM
There is an abuse. You can block guests in guestroom, and after they trying leaving after happy night, you can kill them freely (heating, radiation, starvation) and have all their items. Without lose in faction relations.

As well this working with caravans.


Orion, can you fix this abuse? For whatever reason guest is died, factions must react.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Commander Blackwatch on May 06, 2016, 04:59:57 AM
Hospitality is useful and Great
and can improve they re goodwill faction

Guest Bed = Great but need to add some double bed guest and royal bed guest
add some store area for the guest , sell some items and change the price
no one care what cost the item i will turn to 1 million silver per 1 wood sword LOL

Rate
100/100

Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 07, 2016, 03:48:26 AM
There is an abuse. You can block guests in guestroom, and after they trying leaving after happy night, you can kill them freely (heating, radiation, starvation) and have all their items. Without lose in faction relations.
Good catch. I should try stuff like this myself more often...
I'll look into it. Until then... maybe just don't do it? :P
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: InfiniteRemnant on May 08, 2016, 01:13:56 AM
There is an abuse. You can block guests in guestroom, and after they trying leaving after happy night, you can kill them freely (heating, radiation, starvation) and have all their items. Without lose in faction relations.
Good catch. I should try stuff like this myself more often...
I'll look into it. Until then... maybe just don't do it? :P
maybe you could set up something for visitors dying in an unusual way leading to "[faction] are suspicious of you because [name] went missing in your territory. Relations decreased by [number]." instead of just doing nothing?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 08, 2016, 05:16:45 AM
maybe you could set up something for visitors dying in an unusual way leading to "[faction] are suspicious of you because [name] went missing in your territory. Relations decreased by [number]." instead of just doing nothing?
That was the idea indeed. Maybe with increasing penalty if it happens more often, or with multiple pawns at the same time.

This might only be an issue if you request support from a faction and some of their guys die. This could possibly make asking support a useless feature. Sometimes they even send support by themselves - which would have the same issue.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Seinne on May 08, 2016, 11:12:56 AM
I have a question/ problem.

 With the whole guests buying stuff laying around thing, does that mean traders don't show up anymore? Or is it that I'm having mod compatibility issues? Because as of your last update,( and a few more I updated) I'm not seeing traders at all. nor am I seeing any errors.

Mod list

<li>Core</li>
         <li>Community Core Library</li>
         <li>CombatRealism-1.6.4</li>
         <li>CombatRealism Defence</li>
         <li>Community Core Library - Vanilla Tweaks</li>
         <li>EdBPrepareCarefully</li>
         <li>CorePanda v0.13.1</li>
         <li>kNumbers-0.4.3.1-A13</li>
         <li>EdBInventory</li>
         <li>EdBColonistBar</li>
         <li>kSmartOptimizeApparel-0.1-A13</li>
         <li>RW_Manager-0.13.0.2</li>
         <li>EdBModOrder</li>
         <li>ED-Embrasures</li>
         <li>ED-LaserDrill</li>
         <li>ED-Moat</li>
         <li>ED-ReverseCycleCooler</li>
         <li>ED-SubspaceTransponder</li>
         <li>Stonecutting Tweak</li>
         <li>PowerSwitch</li>
         <li>Extra Floors v1.14</li>
         <li>Fences</li>
         <li>FloorLights</li>
         <li>HaulPriorityLiteNoUnforbid</li>
         <li>Hospitality</li>
         <li>CheaperComponents</li>
         <li>Bulk_Meals</li>
         <li>Expanded Power v1.00</li>
         <li>M&amp;Co. LaserFence</li>
         <li>M&amp;Co. MiningHelmet</li>
         <li>M&amp;Co. MMS</li>
         <li>Medical Training</li>
         <li>Mending</li>
         <li>Powerless! v2.02</li>
         <li>TargetPractise</li>
         <li>Modular Tables</li>
         <li>Additional Joy Objects v3.10</li>
         <li>ZenGarden v1.21</li>
         <li>ED-ClosableVent</li>
         <li>Vegetable Garden v3.6a</li>
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: InfiniteRemnant on May 08, 2016, 02:24:41 PM
I have this and some of the other mods on your list and i still see traders every 3rd or 4th visit, probably a compatibility issue in your mod list.

Weren't people pointing out odd behavior issues using hospitality and combat realism together? maybe it's related to that.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 09, 2016, 03:04:21 AM
Weren't people pointing out odd behavior issues using hospitality and combat realism together? maybe it's related to that.
It should definitely work. Myself, I can't even get combat realism to run with my mod configuration.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: RagingLoony on May 09, 2016, 04:59:26 AM
Would it be possible to get a combat realism friendly version where visitors will spawn with backpacks and stuff? as it is, TRADERS are perfectly fine as the muffalo carry everything, but normal VISITORS never make it to the base, as they'll freeze/starve to death before they make it because they move so slow. also the one guy that DID make it only had like 23 steel and a little bit of silver because he had no inventory space. he made it to the gate, i traded with him and he immediatly died of starvation lmao

EDIT: had a visitor spawn in with a CR backpack and assualt vest, he still dropped most of his trade goods at the edge of the map because he couldnt carry them and he's still moving at 0.01c/s, is there a way to just give them 99999999 carryweight?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 09, 2016, 10:17:27 AM
Would it be possible to get a combat realism friendly version where visitors will spawn with backpacks and stuff?
Not until I get it to run myself.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Nanao-kun on May 09, 2016, 12:48:35 PM
Not until I get it to run myself.

It doesn't work for you by itself + CCL? Or with all the mods you have installed?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 09, 2016, 01:10:01 PM
Not until I get it to run myself.
It doesn't work for you by itself + CCL? Or with all the mods you have installed?
With all my stuff ;)
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: RagingLoony on May 09, 2016, 01:11:20 PM
Would it be possible to get a combat realism friendly version where visitors will spawn with backpacks and stuff?
Not until I get it to run myself.

i coyld send you my load order ig it helps? i have it running with something like 30 or 40 mods installed, including yours and combat realism, it all works, the only thing that doesnt is when a small group of visitors has stuff to trade, as the guy trading it cant carry it all by himself
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Seinne on May 09, 2016, 02:41:02 PM
I pulled CR and defense out and restarted a new game (yet again), and a trade caravan showed in within a week, so it definitely something with Combat realism.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Justas love on May 09, 2016, 02:48:36 PM
What? no. That's how trading works right now
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 10, 2016, 03:39:26 AM
i coyld send you my load order ig it helps?
Alright, I'll use it to crosscheck what's wrong with my setup.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: sad_moosey on May 10, 2016, 04:05:06 AM
i coyld send you my load order ig it helps?
Alright, I'll use it to crosscheck what's wrong with my setup.

Hello Orion, would you be able to add backpacks to caravan traders as well in any Combat Realism patches? I think they spawn in over-encumbered but I personally haven't encountered any yet.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 10, 2016, 08:46:19 AM
Hello Orion, would you be able to add backpacks to caravan traders as well in any Combat Realism patches? I think they spawn in over-encumbered but I personally haven't encountered any yet.
I've avoided touching the caravans so far. I think it's actually Combat Realism's task to fix traders and caravans to spawn with the right equipment.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: sad_moosey on May 10, 2016, 01:20:59 PM
Hello Orion, would you be able to add backpacks to caravan traders as well in any Combat Realism patches? I think they spawn in over-encumbered but I personally haven't encountered any yet.
I've avoided touching the caravans so far. I think it's actually Combat Realism's task to fix traders and caravans to spawn with the right equipment.

I was asking if you would be able to because Combat Realism has ceased development :(
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Dofolo on May 13, 2016, 02:21:08 PM
So first, love the mod, adds more to an already brilliant game.

2nd don't be an ass like me, if you had a previous hospitality version and download a new one -> delete the old folder first. Doesn't work otherwise ;)
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: qinlongfei on May 15, 2016, 07:06:42 PM
The concept of this mod sounds great, unfortunately it appears to conflict with Rikiki's Fish Industry mod as I notices some funky things happening when I have both mods activated:

The new food items I get from Fish Industry seems to lose its correct kind of resource as my settlers just leave the fishes on the dock to rot and not bringing them to the cooler (and I can't prioritize them to move it as the games says there's no available space to store them).

For Hospitality mod on the other hand, I can place done the guest beds, but the visiting traders don't enter the room and my warden doesn't have additional dialogue choice with them (just trade with them).

Not sure it's caused by some other mods I installed since I have a bunch, but so far I only notices those Fish Industry and your mod acting funky together.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Lazla on May 15, 2016, 07:26:15 PM
The concept of this mod sounds great, unfortunately it appears to conflict with Rikiki's Fish Industry mod as I notices some funky things happening when I have both mods activated:

The new food items I get from Fish Industry seems to lose its correct kind of resource as my settlers just leave the fishes on the dock to rot and not bringing them to the cooler (and I can't prioritize them to move it as the games says there's no available space to store them).

For Hospitality mod on the other hand, I can place done the guest beds, but the visiting traders don't enter the room and my warden doesn't have additional dialogue choice with them (just trade with them).

Not sure it's caused by some other mods I installed since I have a bunch, but so far I only notices those Fish Industry and your mod acting funky together.

Same here visitors just circle in midtown and leave not even entering building with guestbeds, any solutions?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 16, 2016, 05:33:24 AM
Do you get any error messages in the console? Of course more mods increases the chance for a conflict, which means mods will stop working correctly. Unless you only use a modpack, you can't expect endless amounts of mods to work together without a problem.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Lazla on May 16, 2016, 07:30:23 PM
Do you get any error messages in the console? Of course more mods increases the chance for a conflict, which means mods will stop working correctly. Unless you only use a modpack, you can't expect endless amounts of mods to work together without a problem.

No visitors will come and factions display they will not just use the visitor room nor any other item in colony just walk around in one spot and chat each other.. other mods are.
http://imgur.com/WTf5TqN
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Lazla on May 16, 2016, 07:33:20 PM
Would it be possible to get a combat realism friendly version where visitors will spawn with backpacks and stuff?
Not until I get it to run myself.

i coyld send you my load order ig it helps? i have it running with something like 30 or 40 mods installed, including yours and combat realism, it all works, the only thing that doesnt is when a small group of visitors has stuff to trade, as the guy trading it cant carry it all by himself
damn man gimme that list cant find so many mods anywhere to this game.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 17, 2016, 02:03:57 AM
Quote from: Lazla link=topic=11444.msg221407#msg221407
damn man gimme that list cant find so many mods anywhere to this game.

https://ludeon.com/forums/index.php?topic=18353.0 (https://ludeon.com/forums/index.php?topic=18353.0)?


Do you get any error messages in the console?

No visitors will come and factions display they will not just use the visitor room nor any other item in colony just walk around in one spot and chat each other.. other mods are.
http://imgur.com/WTf5TqN

In the background behind the list I can already see some error messages. Before you got rid of those, don't expect anything to work properly.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Nanao-kun on May 17, 2016, 03:09:28 AM
Lazla, why are you using the CCL Modder's Resource instead of the User Release version?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: joaonunes on May 17, 2016, 04:47:48 AM
The traders and raiders should spawn with all the gear added by other mods... Are you loading CCL right after Core? It NEEDS to be right next to Core! Also check if you are using the user CCL instead of the modder one like Nanao said
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: LadyPanaz on May 18, 2016, 07:19:53 PM
I love this mod. I have noticed a glitch with joy. They do not interact with anything that allows for joy. So I had to remove this mod.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: deathstar on May 19, 2016, 09:21:06 AM
A CR-friendly edition would be phenomenal. I have some issues with the smaller groups of visitors, selling them stuff causes them to just drop it if they cannot carry it and they keep removing their headgear and leave it lying around.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Ravayen on May 19, 2016, 11:24:04 AM
Bug report - Game running with hospitality only

If the negotiation skill is active on a colonist and there are no prisoner/visitor jobs the colonist will idle and not skip to the next ranking job priority even when surrounded by jobs he is able/selected to do.
E.g
Negotiaton at priority 1 cleaning at 2 (i know that both at 1 given the order will do the same), no negotiation tasks.....colonist will not clean but instead idle.

I have tested this with only hospitality mod and tested with vanilla it is not present in vanilla on my game atleast.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 19, 2016, 11:58:52 AM
Bug report - Game running with hospitality only

If the negotiation skill is active on a colonist and there are no prisoner/visitor jobs the colonist will idle and not skip to the next ranking job priority even when surrounded by jobs he is able/selected to do.
E.g
Negotiaton at priority 1 cleaning at 2 (i know that both at 1 given the order will do the same), no negotiation tasks.....colonist will not clean but instead idle.

I have tested this with only hospitality mod and tested with vanilla it is not present in vanilla on my game atleast.
Hm. This is interesting. I'll have to look into it. This should not happen.

A CR-friendly edition would be phenomenal. I have some issues with the smaller groups of visitors, selling them stuff causes them to just drop it if they cannot carry it and they keep removing their headgear and leave it lying around.
CR is really a tricky case. They added features that are essentially game breaking (they had to turn traders off because of this, I hear). I can look into it, but so far, I couldn't even get it to run together with my other mods.

I love this mod. I have noticed a glitch with joy. They do not interact with anything that allows for joy. So I had to remove this mod.
That sounds like a conflict with another mod. Please find output_log.txt in your game folder and post it here, then I can take a look at what's wrong.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: joaonunes on May 19, 2016, 12:04:31 PM
so much hate on CR... it is working fine to me, both CR and Hospitality plus the other 80 mods I have installed (one has a bug but since its not a compatibility problem it doesnt count for the current discussion) :P

IMO, the traders not being able to carry all the stuff you've sold to them could be fixed by implementing a limit based on weight capacity, but that would be CR's problem, not Hospitality's... right?
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: dareddevil7 on May 19, 2016, 12:20:27 PM
so much hate on CR... it is working fine to me, both CR and Hospitality plus the other 80 mods I have installed (one has a bug but since its not a compatibility problem it doesnt count for the current discussion) :P

IMO, the traders not being able to carry all the stuff you've sold to them could be fixed by implementing a limit based on weight capacity, but that would be CR's problem, not Hospitality's... right?
Maybe change code so muffalos are the only ones aloud to carry the trader's stock, and have them have a very big capacity.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Lazla on May 19, 2016, 02:28:41 PM
Lazla, why are you using the CCL Modder's Resource instead of the User Release version?

Been tweaking things in vanilla settings so thought that there might be some files that i might need manually change to fit play style better.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: vteam on May 20, 2016, 01:18:20 AM
Is it possible to limit the faction relationship loss during the initial couple of months? I keep having visitors and losing like 30 relation every time because I don't have any facilities for them.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: LadyPanaz on May 20, 2016, 02:02:44 PM
It is over 20000 charters if you would like me to e-mail the output file I can do that. I have several games so I think it's quite large.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: Orion on May 22, 2016, 03:50:48 AM
It is over 20000 charters if you would like me to e-mail the output file I can do that. I have several games so I think it's quite large.
You can just attach the file here :)

Is it possible to limit the faction relationship loss during the initial couple of months? I keep having visitors and losing like 30 relation every time because I don't have any facilities for them.
Of course it's possible. But unless your mod combination is broken, they should have very low expectations and generally walk away happy.

Lazla, why are you using the CCL Modder's Resource instead of the User Release version?
Been tweaking things in vanilla settings so thought that there might be some files that i might need manually change to fit play style better.
You've installed CCL wrong, as far as I can tell. You don't have the right folder in your mods folder. I recommend either using the user version or reading the instructions very careful again.

so much hate on CR... it is working fine to me, both CR and Hospitality plus the other 80 mods I have installed (one has a bug but since its not a compatibility problem it doesnt count for the current discussion) :P

IMO, the traders not being able to carry all the stuff you've sold to them could be fixed by implementing a limit based on weight capacity, but that would be CR's problem, not Hospitality's... right?
Nice that it all works for you!

Hospitality is spawning extra objects for visitors, without taking weight into consideration. Also it uses the vanilla way to spawn the trader, which already doesn't work with CR.
Title: Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
Post by: RagingLoony on May 22, 2016, 08:48:59 AM
As a quick and dirty fix for the visitors dropping the items due to weight when they spawn, would it be possible for me to add a single muffalo in visitors groups, as I've noticed any extra gear the pawn can't carry the muffalo will pick up and carry, and the muffalo essentially has an infinite carry weight. Just askinf if it;s possible and I'll look into trying to do it myself, if I'm successful I could post it here for others?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 22, 2016, 02:12:14 PM
Update
1.13 - 22.05.2016
- factions will now become angry if visitors disappear in your region
- made compatible with Combat Realism
- fixed visitors without joy or comfort
- fixed visitors buying things that cost nothing
- now requires CCL!

It took long enough, here it is now. It now works with Combat Realism out of the box, no patch required. Visitors will spawn with backpacks and take bulk and weight limits into account. If you update, make sure you have CCL (https://ludeon.com/forums/index.php?topic=16599.0) installed.

I only had limited time to test, so I couldn't go through all possible combinations of mods, events, etc. Please let me know if you get errors, and include screenshots of the error message.
If the game slows down or just acts weird, you have to enable developer mode and look for the errors in your console!
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: RagingLoony on May 22, 2016, 02:22:58 PM
Amazing! will test this out now, have a colony thats a few years in, will report any tomfoolery.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Olib on May 22, 2016, 06:20:15 PM
That's really cool. A guy in the CR mod thread also edited CR so people stopped dropping things when they visited, but they moved so slow from being overburdened. This is nice though.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: LadyPanaz on May 23, 2016, 12:04:55 AM
Ok found the attach file. File was still too big had to compress it.

[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 23, 2016, 01:41:40 AM
That's really cool. A guy in the CR mod thread also edited CR so people stopped dropping things when they visited, but they moved so slow from being overburdened. This is nice though.
In this case, it just keeps adding until the inventory says "no". Also, visitors will never buy stuff that would overburden them.

Ok found the attach file. File was still too big had to compress it.
I looked at it. It's hard to tell what exactly is wrong, but some is seriously going wrong there. It looks like the hospitality library doesn't even load.
Are you sure you have alpha 13 of RimWorld installed, and the latest version of Hospitality?
Have you made sure you deleted the previous folder before putting in the new one?
Also note, with version 1.13 of Hospitality you will need CCL as well.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: RagingLoony on May 23, 2016, 05:32:27 AM
played for roughly 6 hours and had no problems. people seem to be alot harder to please in this release or i might have just encountered a few difficult pawns lol
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Killaim on May 23, 2016, 06:47:13 AM
no idea why but takes very long to load map and then when it finally loads almost all modded items are gone (walls tables production) even alot of colonists just vanished. along with all items
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 23, 2016, 10:01:09 AM
played for roughly 6 hours and had no problems. people seem to be alot harder to please in this release or i might have just encountered a few difficult pawns lol
That could be. I'm still tweaking it, so if you generally feel it's too hard I'll take that into account.

no idea why but takes very long to load map and then when it finally loads almost all modded items are gone (walls tables production) even alot of colonists just vanished. along with all items
Sounds like you have a conflict of mods. What's your mod list, and what was it before you added Hospitality?
Do you get errors in the console?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: RagingLoony on May 23, 2016, 10:04:49 AM
That could be. I'm still tweaking it, so if you generally feel it's too hard I'll take that into account.

I dont think it's too hard, but I only had a couple people visit, game was playinmg hardball and isnt giving me any traders atm, which sucks as im running out of seeds to plant shit lmao. Will play some more and let you know if I feel there are any unbalanced aspects. ofcourse it'd just be this one mans opinion :P
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Culise on May 23, 2016, 11:33:41 AM
I've been getting "gone missing" notifications fairly regularly for visitors of late.  This normally wouldn't seem too odd, but I actually took to following visitors to determine where they die and they do successfully reach the edge of the map.  Given that my present game is on an ice sheet where the annual highs are somewhere in the vicinity of 30 below zero centigrade and lows reach -90°C, does the mod track off-map deaths due to cold as well, or have I just run into a bug? 
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: nobrainer on May 23, 2016, 12:59:50 PM
Update
...
It now works with Combat Realism out of the box, no patch required. Visitors will spawn with backpacks and take bulk and weight limits into account. If you update, make sure you have CCL (https://ludeon.com/forums/index.php?topic=16599.0) installed.
...

Hey Orion, great work there!
I've tried this mod in the previous Alpha and it was really cool.
I'm currently playing a game with Combat Realism and the Scheduled Caravans mod and I'm having that issue of visitors dropping stuff as soon as they enter the map because, inspite of Combat Realism disabling small traders, Scheduled Caravans "re-enables" them.
I'm not intending to use Hospitality in this playthrough just yet, and would like to ask if it's possible to have this CR compatibility functionality without having to have the rest of the Hospitality mod.

Or maybe having some way of setting on/off the various "parts" of Hospitality to have some control over what mechanics it affects.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Nanao-kun on May 24, 2016, 01:14:59 AM
I've also had visitors go missing after they left.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 24, 2016, 01:54:48 AM
I've also had visitors go missing after they left.
I've been getting "gone missing" notifications fairly regularly for visitors of late.  Does the mod track off-map deaths due to cold as well, or have I just run into a bug? 
Thanks for reporting this. I'll have to triple and quadruple check this mechanic then. Guess something slipped through the cracks somewhere.
Or you both have a mod conflict, which I rather doubt.

Hey Orion, great work there!
I've tried this mod in the previous Alpha and it was really cool.
I'm currently playing a game with Combat Realism and the Scheduled Caravans mod and I'm having that issue of visitors dropping stuff as soon as they enter the map because, inspite of Combat Realism disabling small traders, Scheduled Caravans "re-enables" them.
I'm not intending to use Hospitality in this playthrough just yet, and would like to ask if it's possible to have this CR compatibility functionality without having to have the rest of the Hospitality mod.
Thanks, but this is not a generic fix for CR's problems. In fact, it only fixes the parts controlled by Hospitality, which is the visitor group. Passing factions and trade caravans (especially when activated by other mods) are completely unaffected.

Or maybe having some way of setting on/off the various "parts" of Hospitality to have some control over what mechanics it affects.
There are not that many parts to Hospitality that would work on their own. Again, if you want a fix for problems CR introduces, I think you can better ask in the CR thread (which most likely people have done already, but the more, the merrier).
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: nobrainer on May 24, 2016, 05:07:36 AM
Hey Orion, great work there!
I've tried this mod in the previous Alpha and it was really cool.
I'm currently playing a game with Combat Realism and the Scheduled Caravans mod and I'm having that issue of visitors dropping stuff as soon as they enter the map because, inspite of Combat Realism disabling small traders, Scheduled Caravans "re-enables" them.
I'm not intending to use Hospitality in this playthrough just yet, and would like to ask if it's possible to have this CR compatibility functionality without having to have the rest of the Hospitality mod.
Thanks, but this is not a generic fix for CR's problems. In fact, it only fixes the parts controlled by Hospitality, which is the visitor group. Passing factions and trade caravans (especially when activated by other mods) are completely unaffected.
Precisely. The "problem" I described earlier happens with visitors, not with trade caravans.
Trade caravans have no problem with CR's weight & bulk system because they come with Muffalos carrying all the stuff.
But visitor groups sometimes have a "trader pawn" in them and that's when the problem happens. Hospitality's solution of having visitor groups spawn with backpacks would be a usefull "plugin" for mods like CR or Scheduled Caravans, or maybe an addon for CCL.
I understand that this is easier said than done, so don't take this as me putting some kind of pressure or anything like that.
I was just asking to see if it was possible.

Or maybe having some way of setting on/off the various "parts" of Hospitality to have some control over what mechanics it affects.
There are not that many parts to Hospitality that would work on their own. Again, if you want a fix for problems CR introduces, I think you can better ask in the CR thread (which most likely people have done already, but the more, the merrier).
That's just it:

It's a complicated situation, I suppose :) .
It's not a big "game-breaking" deal. I'll roll with it for now.
Looking at the latest post in this thread I can see that you're doing a bit of bugfixing and polishing of Hospitality. Once that's sorted out I'll install Hospitality and load it after Scheduled Caravans and that should fix it. :)
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: LadyPanaz on May 24, 2016, 11:00:57 AM
I removed my mod and add CCL and downloaded latest version. It seems to be fixed thank you.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 24, 2016, 02:58:34 PM
I've also had visitors go missing after they left.
I've tried to reproduce this, but couldn't. So either visitors actually died on your watch, or you have some mod conflict going on.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Nanao-kun on May 24, 2016, 05:29:39 PM
Here's my mod list:

<li>Core</li>
    <li>Community Core Library</li>
    <li>CombatRealism-1.6.51</li>
    <li>CombatRealism Defence</li>
    <li>CorePanda v13.3</li>
    <li>CaveworldFlora</li>
    <li>Apparello</li>
    <li>Additional Joy Objects v3.21</li>
    <li>CTS</li>
    <li>cupros Alloys v1.02</li>
    <li>Dwarven Crafts v1.01</li>
    <li>ED-LaserDrill</li>
    <li>ED-Shields</li>
    <li>ED-Shields-CR</li>
    <li>ED-SubspaceTransponder</li>
    <li>Expanded Power v1.11</li>
    <li>Extra Floors v1.15</li>
    <li>FloorLights</li>
    <li>HaulPriorityLite</li>
    <li>High Caliber</li>
    <li>High Caliber (Combat Realism Patch)</li>
    <li>Industrialisation</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>kSmartOptimizeApparel-0.1-A13</li>
    <li>LT_Infusion</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_Robots_Xtension</li>
    <li>Misc_Patch_-_Core_-_CombatRealism</li>
    <li>More Furniture</li>
    <li>Nightlings</li>
    <li>PackMuffalo</li>
    <li>Pawn State Icons</li>
    <li>PowerCell-PowerCell1.3</li>
    <li>Powerless! v2.20</li>
    <li>Quarry v1.31</li>
    <li>ReclaimFabric-ReclaimFabric1.1</li>
    <li>RemoteExplosives</li>
    <li>RepairBench</li>
    <li>RimPharma v2.23</li>
    <li>RTFTJ</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>RT_PowerSwitch-A13-1.0.0</li>
    <li>RT_SolarFlareShield-A13-1.0.0</li>
    <li>Hospitality</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>RW_FluffyRelations-0.13.1.1</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>RW_PawnBar-0.13.0.1</li>
    <li>SkilledBuilder</li>
    <li>Stonecutting Tweak</li>
    <li>T-MoreFloors</li>
    <li>TilledSoil</li>
    <li>Traits</li>
    <li>TRCaravans</li>
    <li>Unifier</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>CombatRealism EPOE</li>

I just had passerbys go missing in a new game. No corpses or anything, they just left and were immediately declared missing.

For possible conflicts, I can't really imagine anything other than Scheduled Caravans (TRCaravans). Maybe something with CR visitors too.

EDIT: Just got a message saying the faction chief is angry that 0 people went missing, although relations didn't change (+0).
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 25, 2016, 02:57:08 AM
To be honest I can't imagine how you don't have conflicts.
Half of these I don't even know. You could try putting Hospitality to the end of the list and see if that helps.

Do you get errors (at any point between starting RimWorld and the angry message)?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: joaonunes on May 25, 2016, 03:05:15 AM
Here's my mod list:

...

I just had passerbys go missing in a new game. No corpses or anything, they just left and were immediately declared missing.

For possible conflicts, I can't really imagine anything other than Scheduled Caravans (TRCaravans). Maybe something with CR visitors too.

EDIT: Just got a message saying the faction chief is angry that 0 people went missing, although relations didn't change (+0).

Welcome to the group. :D I have over 80 files being loaded on my load order and have no issues at all :P at least no game breaking issue
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Nanao-kun on May 25, 2016, 03:43:31 AM
To be honest I can't imagine how you don't have conflicts.
Half of these I don't even know. You could try putting Hospitality to the end of the list and see if that helps.

Do you get errors (at any point between starting RimWorld and the angry message)?

I haven't seen any errors. I don't have any noticeable conflicts either, since I've taken some effort to use mods that don't bother each other for the most part.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: joaonunes on May 25, 2016, 03:45:32 AM
To be honest I can't imagine how you don't have conflicts.
Half of these I don't even know. You could try putting Hospitality to the end of the list and see if that helps.

Do you get errors (at any point between starting RimWorld and the angry message)?

I haven't seen any errors. I don't have any noticeable conflicts either, since I've taken some effort to use mods that don't bother each other for the most part.

That is what everyone should do, and I posted something relative to that a while back somewhere... why will people install multiple mods if they know (if they think a little bit) that they will replace the same files or affect the same mechanics, or can't just simply read the whole mod post and see it's incompatibilities...
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 25, 2016, 04:55:36 AM
This does make it practically impossible for me to find the problem, though :P

As a last resort, you could attach your output_log.txt after you had a message that you shouldn't have had.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: 1000101 on May 25, 2016, 05:19:59 AM
As you are now using CCL, I would like to point out that CCL has methods to help enumerate loaded mods.  While you can do this with just the core methods, CCL takes some of the fiddle out of it.  This would allow you to detect things like other mods which add things like packs and vehicles and then add them to your pawns programmatically without having an explicit dependency on those mods.  This could at least resolve the "spawn and drop" issue with overloaded pawns due to CRs weight/bulk mechanic.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 25, 2016, 11:27:13 AM
As you are now using CCL, I would like to point out that CCL has methods to help enumerate loaded mods.  While you can do this with just the core methods, CCL takes some of the fiddle out of it.
This does seem handy, thanks for pointing it out. Right now I'm using reflection to check if another mod is loaded and to call its functions, to make Hospitality work with CR's inventory limits. I am not, however, going to fix other mods having problems with CR :P
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: crusader2010 on May 25, 2016, 12:57:47 PM
Hi. I'm getting some debug errors that keep on adding to the output file and making it extremely large (20MB after few hours of game play). The message that repeats itself is this:

Code: [Select]
TraverseParms for null pawn.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

After looking for that "TraverseParms" object, I could only find it inside GuestUtility.cs, and 3 of the CombatRealism files (Detour_AttackTargetFinder.cs, JobGiver_UpdateLoadout.cs, WorkGiver_ReloadTurret.cs). These errors are generated continuously and there are no active raids, nor do I have any reloadable turrets - so it's most likely something in the loadout update file, or the GuestUtility.

Unfortunately I am unable to play and test right now, but should Hospitality be loaded after CombatRealism or before? (right now I have it before). Also worthy to note that before the 1.13 update I didn't have any of the errors. As for the mods I am using, it's the pack from my signature.

Any help is appreciated! Let me know if it's CR-related so I can write about it in that thread too :)
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: 1000101 on May 25, 2016, 01:16:35 PM
As you are now using CCL, I would like to point out that CCL has methods to help enumerate loaded mods.  While you can do this with just the core methods, CCL takes some of the fiddle out of it.
This does seem handy, thanks for pointing it out. Right now I'm using reflection to check if another mod is loaded and to call its functions, to make Hospitality work with CR's inventory limits. I am not, however, going to fix other mods having problems with CR :P

Well, you'll still need reflection to access the other mods DLLs, CCL can just help with detection and enumeration.

As to other mods issues, I agree, those are other mods and not your responsibility to fix.  ;)
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Culise on May 25, 2016, 01:42:30 PM
I'll add my own mod list in load order, in case it helps. The only thing on my list that I can imagine affecting factions is the More Factions Spawn option, but that doesn't seem like it would affect anything after worldgen.


Output.txt appears to give no clues; no errors are present.  One other thing I noticed - this hasn't seem to have occurred with new worlds/colonies generated after the new Hospitality update, though that may be an issue with reproduction as well.  It appears to be occurring with a world that existed prior to the latest Hospitality update, and one in which I had recently recruited the wife of one of my settlers from a town. 
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Nanao-kun on May 25, 2016, 02:10:31 PM
Related to More Factions Spawn, Scheduled Caravans also increases the number of factions in a different ratio.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Exende on May 25, 2016, 02:54:31 PM
I'll add my own mod list in load order, in case it helps. The only thing on my list that I can imagine affecting factions is the More Factions Spawn option, but that doesn't seem like it would affect anything after worldgen.

    ......
    • Extended Storage - Food Plus Patch *Just a minor tweak I added to allow Vegetable Garden and prepared meals to be used in EStorage's containers
    ....
Oh?  what did you change and would you mind if I get that as I use both as well![/list]
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: merendero on May 25, 2016, 03:02:48 PM
Is it possible to remove the missing visitors mechanic in the xml file? Or is it more complicated than just removing some lines?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 25, 2016, 03:05:16 PM
Output.txt appears to give no clues; no errors are present.  One other thing I noticed - this hasn't seem to have occurred with new worlds/colonies generated after the new Hospitality update, though that may be an issue with reproduction as well.  It appears to be occurring with a world that existed prior to the latest Hospitality update, and one in which I had recently recruited the wife of one of my settlers from a town.
Hm. Maybe it is a bug with Hospitality after all. Hard to tell without an actual error. Do you use a very large map? The timeout for visitors to count as missing is 2 days. If they haven't left by then, the whole group counts as missing. So if you have a huge map that they have to cross, this might cause the problem...

Hi. I'm getting some debug errors that keep on adding to the output file:

Code: [Select]
TraverseParms for null pawn.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Hm. I have to check if I'm getting this too and if Hospitality could cause it.

Unfortunately I am unable to play and test right now, but should Hospitality be loaded after CombatRealism or before? (right now I have it before).
Definitely after.

Is it possible to remove the missing visitors mechanic in the xml file? Or is it more complicated than just removing some lines?
It turned out rather complicated. But maybe I can make the timeout duration xml tweakable. Then people can effectively turn it off.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 25, 2016, 03:12:32 PM
Hi. I'm getting some debug errors that keep on adding to the output file and making it extremely large (20MB after few hours of game play).
Btw, Miscellaneous - Incidents might conflict with Hospitality. But the fact that you say it's just with the latest version, makes it much more likely it's a Hospitality introduced problem. You could also try putting it after Trade Request - Caravans, which might override something.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Culise on May 25, 2016, 03:38:10 PM
I'll add my own mod list in load order, in case it helps. The only thing on my list that I can imagine affecting factions is the More Factions Spawn option, but that doesn't seem like it would affect anything after worldgen.

    ......
    • Extended Storage - Food Plus Patch *Just a minor tweak I added to allow Vegetable Garden and prepared meals to be used in EStorage's containers
    ....
Oh?  what did you change and would you mind if I get that as I use both as well![/list]
All I did was change the category entries in the XML files for the Basket and FreezerChest.  The former now includes CookingSupplies in addition to FoodRaw (which allows for Cooking Ingredients, including Wheat, Sugarcane, Flour, and Cornmeal, to be stored in it).  The latter replaced FoodRaw with just Food, which encompasses all foods including both Cooking Ingredients and Meals of all sorts.  I haven't really decided which way I want to go for those containers (especially since the Tray Rack exists for meals as well), so I just tried both and haven't bothered actually making the final decision.  I could probably zip the file and upload it, if you wish.

Output.txt appears to give no clues; no errors are present.  One other thing I noticed - this hasn't seem to have occurred with new worlds/colonies generated after the new Hospitality update, though that may be an issue with reproduction as well.  It appears to be occurring with a world that existed prior to the latest Hospitality update, and one in which I had recently recruited the wife of one of my settlers from a town.
Hm. Maybe it is a bug with Hospitality after all. Hard to tell without an actual error. Do you use a very large map? The timeout for visitors to count as missing is 2 days. If they haven't left by then, the whole group counts as missing. So if you have a huge map that they have to cross, this might cause the problem...
I do in fact use a large map (Ludeonicrous is a bit much for my tastes thus far).  I apologize, but I just received the error again on a regenerated world and colony.  As on the previous map, it's the larger of the two Large map sizes (325-square) on Ice Sheet terrain.  Same mod list as before, only Hospitality is now loaded last.  I have a save just before the two visitors' departure, thanks to some fortune with the autosave; they depart within hours of the save, and on the afternoon of Summer 9, I get a "Chief angered" message.  Might it assist you if I were to upload it along with my mod folder? 
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Nanao-kun on May 25, 2016, 03:49:49 PM
Wait, it doesn't check for them leaving, but uses a timer? Because I use 350x350 maps, which might contribute to it. I play on Boreal Forest, so it's entirely possible that the size of the map and the slowdown from carrying gear with Combat Realism + snow/marsh movement debuff is the cause.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Reaper on May 25, 2016, 06:37:11 PM
factions will now become angry if visitors disappear in your region. Pardon me? does this mean if they die in your region there home faction gets mad? Because if say a another visiting faction that is there enemy and your friend are you responsible for the carnage that ensues? 

Or does this simply deal with just say trapping people in until they starve to death for there stuff?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 26, 2016, 03:07:02 AM
Wait, it doesn't check for them leaving, but uses a timer? Because I use 350x350 maps, which might contribute to it. I play on Boreal Forest, so it's entirely possible that the size of the map and the slowdown from carrying gear with Combat Realism + snow/marsh movement debuff is the cause.
Yes. It's the only way I can really check it, because any number of things can happen to a visitor. Particularly that the player builds them in and let's them rot for weeks. The only viable check is a timer.

factions will now become angry if visitors disappear in your region. Pardon me? does this mean if they die in your region there home faction gets mad? Because if say a another visiting faction that is there enemy and your friend are you responsible for the carnage that ensues? 

Or does this simply deal with just say trapping people in until they starve to death for there stuff?
Unfortunately I can't tell if the player killed them by say fire, or their enemies shot them. Or if the player used an elaborate trick to get two factions to kill each other off, just to gather all the supplies. So yes. From the view of their faction they went to your place and never came back.
If you have a better idea, please let me know.

I do in fact use a large map (Ludeonicrous is a bit much for my tastes thus far).  I apologize, but I just received the error again on a regenerated world and colony.  As on the previous map, it's the larger of the two Large map sizes (325-square) on Ice Sheet terrain.  Same mod list as before, only Hospitality is now loaded last.  I have a save just before the two visitors' departure, thanks to some fortune with the autosave; they depart within hours of the save, and on the afternoon of Summer 9, I get a "Chief angered" message.  Might it assist you if I were to upload it along with my mod folder? 
Is it an error or the angered message?
I could increase the timer a lot, but then people would get complaints days after it actually happened. Maybe good enough to keep exploits at bay.

If you upload everything ready to roll (don't forget your mod order config file) I will take a look at what's going on.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Atomisk on May 26, 2016, 05:55:05 AM
i get the message that people dissapear FAR too often in my map. People going missing in my territory after they have already left the map. I have no other mods that can possibly cause a conflict with yours, it just keeps happening. They depart, they're gone off the map, and the next morning i get a message about an angry chief. This has happened so many times my relations are destroyed with the only factions i can trade with, meaning i am now basically perminantly out of silver and have too much damn storage space used up. A bit of info, this is on a save existing prior to installing the mod, and several other mods that don't change anything with factions or visitation. I do have fluffy's dynamic relation chart, but this happened before i installed that mod. I also have the prepare carefully mod, which effects things even before i started my colony and is the mod i started with before adding a whole bunch of stuff. I will try playing on a smaller map with a new colony, even though this map isn't too big... and post my results.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Nanao-kun on May 26, 2016, 02:16:34 PM
Increasing the timer by one or two days might be good.

Actually, is it possible to make it so that relations decrease when the time limit is passed, and then be rescinded once the visitors actually make it back?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Clibanarius on May 26, 2016, 03:11:37 PM
Yeah, I'm also getting 'chief angered, one missing' notifications when I haven't done anything wrong and the group in question left successfully and happily. Large map, don't know if I'm helping anything with this information at all. Just increasing the counter by a day might help, I reckon.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Culise on May 26, 2016, 03:31:22 PM
I do in fact use a large map (Ludeonicrous is a bit much for my tastes thus far).  I apologize, but I just received the error again on a regenerated world and colony.  As on the previous map, it's the larger of the two Large map sizes (325-square) on Ice Sheet terrain.  Same mod list as before, only Hospitality is now loaded last.  I have a save just before the two visitors' departure, thanks to some fortune with the autosave; they depart within hours of the save, and on the afternoon of Summer 9, I get a "Chief angered" message.  Might it assist you if I were to upload it along with my mod folder? 
Is it an error or the angered message?
I could increase the timer a lot, but then people would get complaints days after it actually happened. Maybe good enough to keep exploits at bay.

If you upload everything ready to roll (don't forget your mod order config file) I will take a look at what's going on.
It's the angered message.  I'm not positive if increasing the timer is a good option, either; perhaps if it can scale for especially large maps, that may help deal with especially boggy or snowy maps, but you also likely don't want to dissociate cause and effect too much. 

Any rate, uploaded the save game and attached mods, which can be found here (https://www.dropbox.com/s/64eqcn3fcihu7v7/Rimworld-HospitalityTest.zip?dl=0).  The visitors in question are Trado and Crow from the tribe of Barra Lándoa Gorar, leaving via the north edge of the map at game load.  The message specifying that the tribe had been angered by their disappearance should trigger in a bit under two days. 
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: crusader2010 on May 27, 2016, 11:54:15 AM
Hi. I'm getting some debug errors that keep on adding to the output file and making it extremely large (20MB after few hours of game play).
Btw, Miscellaneous - Incidents might conflict with Hospitality. But the fact that you say it's just with the latest version, makes it much more likely it's a Hospitality introduced problem. You could also try putting it after Trade Request - Caravans, which might override something.

Hello! I've figured out where that TraverseParms error is coming from. It's from the "More vanilla turrets" mod. Basically all of the automated turrets are causing this error when they are fully built.

Is there any chance that Hospitality interacts somehow with turrets? seems very strange that before 1.13 there weren't any debug errors.

I'll probably have to test this with a new colony because there are too many unknowns/variations right now (i.e. I replaced the older version of Hospitality with v1.13 without starting a new game, and I kept the mod before CR in the list)...
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: ☢FLAY☢ on May 27, 2016, 05:30:43 PM
found a minor annoyance with this mod it claims my nonviolent colonist needs a weapon and is a hunter, having him take a weapon only to not use it.

also I see guest tab but i can't assign a guest bed don't know how?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: joaonunes on May 27, 2016, 07:03:14 PM
found a minor annoyance with this mod it claims my nonviolent colonist needs a weapon and is a hunter, having him take a weapon only to not use it.

also I see guest tab but i can't assign a guest bed don't know how?

Is the first problem related with this mod at all?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: harpo99999 on May 27, 2016, 07:14:07 PM
also I see guest tab but i can't assign a guest bed don't know how?
have you tried to build a guest bed in the furniture tab?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: ☢FLAY☢ on May 27, 2016, 08:34:50 PM
found a minor annoyance with this mod it claims my nonviolent colonist needs a weapon and is a hunter, having him take a weapon only to not use it.

also I see guest tab but i can't assign a guest bed don't know how?

Is the first problem related with this mod at all?

Indeed It is the mod itself causes that maybe its because im using a save before i installed the mod not recognizing the colonist as a pacifist
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 28, 2016, 04:01:25 AM
found a minor annoyance with this mod it claims my nonviolent colonist needs a weapon and is a hunter, having him take a weapon only to not use it.

also I see guest tab but i can't assign a guest bed don't know how?

Is the first problem related with this mod at all?
Unfortunately this happens when you install the mod into an existing save. Since it adds a new job, all existing jobs are pushed one to the right. So it can happen that someone gets assigned hunter who can't actually hunt. This is because RimWorld does not anticipate that mods might add new jobs.
Maybe I can make a hack that fixes this problem in RimWorld.

Hello! I've figured out where that TraverseParms error is coming from. It's from the "More vanilla turrets" mod. Basically all of the automated turrets are causing this error when they are fully built.

Is there any chance that Hospitality interacts somehow with turrets? seems very strange that before 1.13 there weren't any debug errors.
Good catch! I think it's highly unlikely that there's a conflict between these mods. Hospitality doesn't do anything with turrets.

i get the message that people dissapear FAR too often in my map. People going missing in my territory after they have already left the map. I have no other mods that can possibly cause a conflict with yours, it just keeps happening. They depart, they're gone off the map, and the next morning i get a message about an angry chief. This has happened so many times my relations are destroyed with the only factions i can trade with, meaning i am now basically perminantly out of silver and have too much damn storage space used up. A bit of info, this is on a save existing prior to installing the mod, and several other mods that don't change anything with factions or visitation. I do have fluffy's dynamic relation chart, but this happened before i installed that mod. I also have the prepare carefully mod, which effects things even before i started my colony and is the mod i started with before adding a whole bunch of stuff. I will try playing on a smaller map with a new colony, even though this map isn't too big... and post my results.
This does indeed sound like increasing the timer won't fix the problem. There's something else going on.

Actually, is it possible to make it so that relations decrease when the time limit is passed, and then be rescinded once the visitors actually make it back?
Hm. I'll have to check if this is possible. This would at least solve the problem that the timer might be too short for big maps. I'll increase it by half a day anyway.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: zzz1000 on May 28, 2016, 01:48:31 PM
More then 20 people was lost in last two weeks( I have 14 factions on my map, if this important), while all left map in safety. I like this mechnics and it's not always happens but something strange going on. It's big jungle map, but i'm sure no one died and I think message was after they left.

 Can you make version where it only register on map deaths - I never try to capture or somehow exploit my guests anyway, it will eliminate any possible inconsistency.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Shadou on May 28, 2016, 03:29:59 PM
Has the problem I mentioned way back around page 23 or 24 -- the conflict the mod has with Mending -- been addressed? With the mods conflicting the way they are, I have to choose between these two mods. I'd rather be able to use both.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Exende on May 28, 2016, 04:36:47 PM
I use both and is playable, what is your problem with the mod?
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: TheDreaded1 on May 28, 2016, 08:38:07 PM
Same issue with visitors leaving safely, but it doesn't register. All the factions hated me, which was kinda fun, but I turned it off until it's fixed. Game just isn't the same w/o it, but I'll make due for awhile.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: ☢FLAY☢ on May 28, 2016, 09:49:57 PM
found a minor annoyance with this mod it claims my nonviolent colonist needs a weapon and is a hunter, having him take a weapon only to not use it.

also I see guest tab but i can't assign a guest bed don't know how?

Is the first problem related with this mod at all?
Unfortunately this happens when you install the mod into an existing save. Since it adds a new job, all existing jobs are pushed one to the right. So it can happen that someone gets assigned hunter who can't actually hunt. This is because RimWorld does not anticipate that mods might add new jobs.
Maybe I can make a hack that fixes this problem in RimWorld.

Hello! I've figured out where that TraverseParms error is coming from. It's from the "More vanilla turrets" mod. Basically all of the automated turrets are causing this error when they are fully built.

Is there any chance that Hospitality interacts somehow with turrets? seems very strange that before 1.13 there weren't any debug errors.
Good catch! I think it's highly unlikely that there's a conflict between these mods. Hospitality doesn't do anything with turrets.

i get the message that people dissapear FAR too often in my map. People going missing in my territory after they have already left the map. I have no other mods that can possibly cause a conflict with yours, it just keeps happening. They depart, they're gone off the map, and the next morning i get a message about an angry chief. This has happened so many times my relations are destroyed with the only factions i can trade with, meaning i am now basically perminantly out of silver and have too much damn storage space used up. A bit of info, this is on a save existing prior to installing the mod, and several other mods that don't change anything with factions or visitation. I do have fluffy's dynamic relation chart, but this happened before i installed that mod. I also have the prepare carefully mod, which effects things even before i started my colony and is the mod i started with before adding a whole bunch of stuff. I will try playing on a smaller map with a new colony, even though this map isn't too big... and post my results.
This does indeed sound like increasing the timer won't fix the problem. There's something else going on.

Actually, is it possible to make it so that relations decrease when the time limit is passed, and then be rescinded once the visitors actually make it back?
Hm. I'll have to check if this is possible. This would at least solve the problem that the timer might be too short for big maps. I'll increase it by half a day anyway.

Thank you so much for been active, a "hack" to that issue would be greatly appreciated whenever thank you  :).
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: Shadou on May 29, 2016, 01:30:50 AM
I use both and is playable, what is your problem with the mod?
In one of my games, I had an issue that I think I've tracked down to this mod. Colonists would perform actions they were incapable of. In particular, I had one colonist that was incapable of caring (no medicine skill), who seemed to have priority set to 1 on Doctoring even though he could not perform it and could not be given a Doctoring priority. It literally was the first thing he did when anyone got hurt, even though the work screen would not allow him to be given doctoring as a job. I had to draft him anytime I wanted to have any surgery done, so he wouldn't try to do it and maim the patient.

My current game, the only differences in my mod list from the game when I was having the issue are:
Added Edb's mod order
Added Edb's interface
Added Ykara's Expanded Prosthetics and Organ Engineering mod
Added Brunayla's Embrasures
Added Brunayla's Neurotrainer crafting
Removed Brunayla's bionic replacement production
Removed Brunayla's organ replacement production
Removed Hospitality

I really don't think any of the other mods I added or removed could be the cause or solution to this. I like the mod, but this is a rather potentially game-breaking bug. Please fix.

Edit: Just thought of something that might be a possible conflict. I have Wastelander's Mending mod installed, which adds a Mending job to the work list. By itself, Mending doesn't cause any issues, but with two mods messing with the priority list it may be a problem.

This. I never saw anything addressing this other than a generic 'thanks for the report' reply from Orion.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Nanao-kun on May 29, 2016, 01:56:39 AM
Orion has already said that Hospitality adds a job so adding or removing it from an existing save will mess up jobs.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Shadou on May 29, 2016, 02:18:31 AM
I don't add or remove mods mid-play. The game where it was happening, hospitality was installed -from the beginning-. The game where I removed hospitality and it didn't happen was a -new game-. I am aware of the fact that adding or removing mods mid-play can play hell with save files, and have been utilizing clean-install save files since I started modding Minecraft. Please read the post more thoroughly next time before you post an answer that is both non-applicable and insulting.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Hatti on May 29, 2016, 11:45:41 AM
There is a bug in the "IncidentWorker_VisitorGroup.GiveItems" method which causes the method to run in an endless loop cause it cant fit the designated "value" variable in the while loop. If my game tries to spawn a visitor group it just hang up.
I modified the source for logging to see whats happened and added a very simple workarround.

Here the log:
Code: [Select]
Goodwill: 77.83885
Money: '0' maxValue: ' 263.5165
Current value is: 263.5165
Energieschild (gut) has this value: 1440
Will continue cue marketValue is greater
Current value is: 263.5165
12 gauge shell (Slug) has this value: 0.3
Will continue due marketValue is less
Current value is: 263.5165
5x35mm Charged cartridge has this value: 1.28
Will continue due marketValue is less
Current value is: 263.5165
bionisches Bein has this value: 4000
Will continue cue marketValue is greater
Current value is: 263.5165
skydriller has this value: 3000
Will continue cue marketValue is greater
Current value is: 263.5165
Chinchillafleisch has this value: 3.5
Will continue due marketValue is less

this goes on and on and on.

this is the method code which i modified:

Code: [Select]
private static void GiveItems(IEnumerable<Pawn> visitors)
        {
            Log.Message("Hospitality adding adding items for '" + visitors.Count() + "' pawns");
            foreach (var visitor in visitors)
            {
                if(Rand.Value < 0.5f) GuestUtility.TryGiveBackpack(visitor);

                float totalValue = 0;

                // Money
                Log.Message("Goodwill: "+visitor.Faction.ColonyGoodwill);
                var amountS = Mathf.RoundToInt(Rand.Gaussian(visitor.Faction.ColonyGoodwill, visitor.Faction.ColonyGoodwill))+Rand.Range(0, 50);
                if (amountS > Rand.Range(10, 50))
                {
                    var money = CreateRandomItem(visitor, ThingDefOf.Silver);
                    money.stackCount = amountS;

                    var spaceFor = GuestUtility.GetInventorySpaceFor(visitor, money);
                    if (spaceFor > 0)
                    {
                        money.stackCount = Mathf.Min(spaceFor, amountS);
                        var success = visitor.inventory.container.TryAdd(money);
                        if (!success) totalValue += money.MarketValue*money.stackCount;
                        else money.Destroy();
                    }
                }



                // Items
                float maxValue = (visitor.Faction.ColonyGoodwill + 10)*Rand.Range(3, 8);
                float value = maxValue - totalValue;
                Log.Message("Money: '"+totalValue + "' maxValue: ' " + maxValue);
                int curCount = 0;
                while (value > 100 && curCount < 200)
                {
                    curCount++;
                    Log.Message("Current value is: " + value);

                    bool apparel = Rand.Value < 0.5f;
                    ThingDef thingDef;
                    do thingDef = GetRandomItem(visitor.Faction.def.techLevel);
                    while (thingDef != null && apparel && thingDef.IsApparel);
                    if (thingDef == null) break;
                   
                    var amount = Mathf.Min(Mathf.RoundToInt(Mathf.Abs(Rand.Gaussian(1, thingDef.stackLimit/2f))),
                        thingDef.stackLimit);
                    if (amount <= 0) continue;

                    var item = CreateRandomItem(visitor, thingDef);

                    Log.Message(item.Label + " has this value: " + item.MarketValue);
                    if (item.MarketValue >= value)
                    {
                        Log.Message("Will continue cue marketValue is greater");
                        item.Destroy();
                        continue;
                    }
                    /*
                    if (item.MarketValue < value/3)
                    {
                        Log.Message("Will continue due marketValue is less");
                        item.Destroy();
                        continue;
                    }
                    */
                    var maxItems = Mathf.Min(Mathf.FloorToInt(value/item.MarketValue), 3);
                    Log.Message("MaxItems:" + maxItems);
                    if (maxItems < 1)
                    {
                        Log.Message("Will continue due max items");
                        item.Destroy();
                        continue;
                    }

                    Log.Message("Can fit " + maxItems+" of "+item.Label);
                    item.stackCount = Rand.RangeInclusive(1, maxItems);
                    Log.Message("Added " + item.stackCount + " with a value of " + (item.MarketValue * item.stackCount));

                    var spaceFor = GuestUtility.GetInventorySpaceFor(visitor, item);
                    if (spaceFor > 0)
                    {
                        item.stackCount = Mathf.Min(spaceFor, item.stackCount);
                        var success = visitor.inventory.container.TryAdd(item);
                        if (success) totalValue += item.MarketValue*item.stackCount;
                        else item.Destroy();
                    }
                    value = maxValue - totalValue;
                }
            }
            Log.Message("Hospitality adding adding items finished");
        }
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Stormdrake on May 29, 2016, 10:24:00 PM
I am getting a horrible bug where no matter whether I get guests or just a party of passer bys they NEVER seem to make it home to their faction, I get a HUGE penalty for this and I have no idea why it happens, I have 0 experience with modding so I dare not try to fix it myself. I absolutely love the idea of this mod, but with this happening every time someone visits it is impossible to maintain faction relations and is destroying any possibility I have to trade making the game almost impossible. I have been forced to remover the mod which saddens me greatly. please let me know if you know why this happens or if there is anything simple I can do to fix it, otherwise I will play without Hospitality until a newer version is released and hope that will fix the problem
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Orion on May 30, 2016, 04:00:25 AM
I am getting a horrible bug where no matter whether I get guests or just a party of passer bys they NEVER seem to make it home to their faction
Same issue with visitors leaving safely, but it doesn't register. All the factions hated me, which was kinda fun, but I turned it off until it's fixed. Game just isn't the same w/o it, but I'll make due for awhile.
Apparently a lot of people are getting this. I recommend using the previous version until there is a fix. I don't have the problem myself, which makes it hard for me to find the source. I think it will take at least 2 more weeks to pin it down (due to lack of time on my end).

There is a bug in the "IncidentWorker_VisitorGroup.GiveItems" method which causes the method to run in an endless loop cause it cant fit the designated "value" variable in the while loop. If my game tries to spawn a visitor group it just hang up.
I modified the source for logging to see whats happened and added a very simple workarround.
Odd that I never encountered this issue. I'll have to try on the workaround and see if it's a good replacement for the original code. Thanks!

In one of my games, I had an issue that I think I've tracked down to this mod. Colonists would perform actions they were incapable of. In particular, I had one colonist that was incapable of caring (no medicine skill), who seemed to have priority set to 1 on Doctoring even though he could not perform it and could not be given a Doctoring priority. It literally was the first thing he did when anyone got hurt, even though the work screen would not allow him to be given doctoring as a job. I had to draft him anytime I wanted to have any surgery done, so he wouldn't try to do it and maim the patient.

Edit: Just thought of something that might be a possible conflict. I have Wastelander's Mending mod installed, which adds a Mending job to the work list. By itself, Mending doesn't cause any issues, but with two mods messing with the priority list it may be a problem.

This. I never saw anything addressing this other than a generic 'thanks for the report' reply from Orion.
[/quote]
I'm sorry you're experiencing this. I just don't have the time to make a fix for every possible mod combination people try out. So, sorry to say, but take it or leave it.
RimWorld has a problem with new jobs being added. It does not check consistency so jobs can be assigned that the colonist can't even perform. It's on my list to put the consistency check in Hospitality which would solve the problem (kind of). But as you can maybe see from other posts, there are more pressing issues right now.

Can you make version where it only register on map deaths - I never try to capture or somehow exploit my guests anyway, it will eliminate any possible inconsistency.
I will probably resort to this, since the timer solution just isn't working right. So if people manage to otherwise vanish visitors, so be it.


PS: I will be away for 10 days, so excuse my (likely) lack of response. I'll try to check in every now and then, but I don't know yet how often that can be.
Title: Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
Post by: Hatti on May 30, 2016, 12:53:50 PM
Odd that I never encountered this issue. I'll have to try on the workaround and see if it's a good replacement for the original code. Thanks!

just my changes isnt a good replacement at all:) its just a workarround that the loop have another exit condition in terms that the "while(value > 100) condition will never met or takes too long.

of couse you could add the workarround just to be sure, that the loop wont take too long but the real issue is
"  if (item.MarketValue < value/3) "
which will exclude several items depending on the visitors goodwill. In my case my visitors goodwill is at a factor where no itemvalue is greater than value/3 or less then value.

in case you wanted to exclude ammo you could use a constant like greater then 2 or something.
its also a balancing issue cause a bad goodwill will give you as a example components ( or advanced, if you are using EPOE). with a higher goodwill you will exclude components from visitors inventory list almost all the time
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Orion on May 30, 2016, 03:30:07 PM
Okay, before leaving I did a fixing binge for you guys. Here's a new version:

Update
1.13b - 30.05.2016
- fix: factions will now get angry on death of visitors instead of after 2 days
- fix: creating visitors will not run into an infinite loop anymore


This should take care of the weird angry faction problem and the occasional game freeze. Let's hope for the best :)
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Techgenius on May 30, 2016, 10:45:56 PM
Orion.. I don't get it why I've angered factions leaders for having their peons die on my colony, not my fault they decided to exit the area on a RAID and got killed, am I supposed to protect them inside my lands now? oh boy..
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: 1000101 on May 30, 2016, 11:11:38 PM
It seems to me that you should only be penalized for actions which happen inside your home zone.  Otherwise you could get penalized for a visitor just leaving on the opposite side of a 400x400 map just as raiders show up and kill some of them.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: TheDreaded1 on May 31, 2016, 03:21:45 AM
Awesome! Will try when i get home.. As far as being penalized, i look at it like this. Their last known location was your territory, so if anything happens, you're responsible.

*edit* if it bothers you too much, then make the chief only get angry if a member of your colony performs a hostile action against a visitor (attack, kill, arrest)
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: harpo99999 on May 31, 2016, 05:30:00 AM
orion, I also have had the previously friendly factions go hostile in a fresh game using 1.13b after pawns left the map and a couple of days later get the faction hostility alert (also have an issue  (suspect not your mod) where the savegames will not load  and have to see logfile, so think I should not post the saves)
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Fregrant on May 31, 2016, 08:22:08 AM
- You will pay for death of our traders!
- What? They were fine, it is not our fault, probably met some raiders on returning home!
- Prepare to die, damn liars!

harpo, do you using latest CCL mod? Savegames not loading due bug in old version.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: harpo99999 on May 31, 2016, 08:27:30 AM
I am using the latest ccl ie 13.2.1, and was using the 1.13b but went back to the 1.11b of hospitality to get rid of the killed visitors/traders when I had not even talked to them
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Reaper on May 31, 2016, 02:35:21 PM
Can you check for a event that brings a hostile faction into the map (hostile to your visitors) and not penalize the player for when that faction starts a fight with the current faction. Just have the present visitors decide to leave to avoid a fight. Would that work?
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: zzz1000 on May 31, 2016, 07:23:47 PM
 If our people was at your territory and died  - most likely you are douchebag. If our people meet our enemies and you did nothing than you are douchebag. If you are douchebag then is ok to raid you and steal your goods and women.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Atomisk on May 31, 2016, 07:58:13 PM
I have had less trouble with visitors on a smaller map, but this still means larger maps simply kill relationships. I like the no-hostility unless they are attacked by your colonists, but how about if they definitely die on your map, too? I do think it's too easy if they just don't get mad unless you yourself are a prick. Make a version for small maps that is penalty based on time, and larger maps is penalty based on hostility. :D


Edit: I did not realize there was an update, this is on the previous version :o
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Techgenius on May 31, 2016, 09:31:19 PM
If our people was at your territory and died  - most likely you are douchebag. If our people meet our enemies and you did nothing than you are douchebag. If you are douchebag then is ok to raid you and steal your goods and women.

That brick mentality is the reason rimworld is such a messed up place to live in, we're not obligated to save the sorry arse of every bastard that "travels through" comes "uninvited" to my research institutes. Anyway.. I'll very likely find a lot of uses for their body parts, guess I'm kinda like a douchebag :)

That said, I wonder how long we'll be able to create our own faction leaders who give access to a plethora of abilities, just for him and the faction overall, maybe.. having a higher chance of recruiting peons with less risk of losing relations, plus.. being capable of talking in the radio comms to increase 5+ or 3+ points with the faction he's communicating. Even Hierarchy, faction types that improve or unlocks features, science directorate colony, militarist colony, farmer colony, trader colony and so fourth

The problem isn't even raids some times, "visitors" will sometimes come at very dangerous, bad times, Mechanoid attacks, manhunter pack events.. etc..
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: GWindborn on May 31, 2016, 09:35:55 PM
I just started using this today and I'm still getting the "lost in your territory" bug that should have been fixed by a very recent update.  No idea what is happening, but I'm going to have to disable until there's a permanent fix.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Fitz on June 01, 2016, 04:10:58 PM
Yeah, same here, I updated to 1.13 and I'm still getting angry messages after every group of visitors leaves safely.  Does anyone have 1.11 version they can link so I can go back for now? Love this mod too much to switch it off :(
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Peppsen on June 02, 2016, 04:38:05 AM
You can find all the old versions in dropbox (https://www.dropbox.com/sh/jmpa0g3vc9avvff/AADFqdX8_lz6CJY3U1LasbKTa/Old%20Versions?dl=0)
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Fitz on June 02, 2016, 05:50:24 AM
Thank you very much  :)
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Diana Winters on June 03, 2016, 03:23:44 AM
I just started using this today and I'm still getting the "lost in your territory" bug that should have been fixed by a very recent update.  No idea what is happening, but I'm going to have to disable until there's a permanent fix.
I am having the same issue. Switching to a previous version did not seem to fix the issue :c
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: harpo99999 on June 03, 2016, 05:47:48 AM
I am currently useing the old 11b version and do nto have the lost visitors issue
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: GWindborn on June 03, 2016, 02:40:04 PM
I got 11c from the Dropbox link above and it seems to be working okay now.. I'll report back if I get any weirdness.

Note that I did start an entirely new game, though - I haven't gone back to any of the previous saves to see how or if it changes those.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: cakeonslaught on June 04, 2016, 01:58:36 AM
I replaced my existing Hospitality folder with the new 1.13b and i'm still getting problems with angered chiefs. Nobody has died, so can somebody tell me what i've done wrong? I literally just swapped the folders and loaded my game.

I was also getting the intermitted freezing before, which i have not seen since.

EDIT: It seems that it is saying EVERYONE who visits has gone missing. I watched and they are exiting safely, but it does take them a while because the map is large and snowy.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Exende on June 04, 2016, 03:00:38 AM
I believe that it's the npcs being unloaded from the map that causes them to be counted as missing
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Grogfeld on June 04, 2016, 04:42:39 AM
I believe that it's the npcs being unloaded from the map that causes them to be counted as missing

Could be. I remember a mod that make sound when a Pawns was killed - "BAAM!!!". It did it, unintentionally, even when someone despawn.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: notfood on June 04, 2016, 07:49:20 AM
I had an angered chief when the pawn was still on the map claiming that it went missing. He even turned hostile on the spot.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Diana Winters on June 04, 2016, 05:54:15 PM
I got 11c from the Dropbox link above and it seems to be working okay now.. I'll report back if I get any weirdness.

Note that I did start an entirely new game, though - I haven't gone back to any of the previous saves to see how or if it changes those.

Perhaps starting a new game is what fixed it for you...
I just loaded the save I was playing on...
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: cakeonslaught on June 04, 2016, 06:43:24 PM
I had to disable the missing pawns script by commenting out the lines that remove relation and send you a message. I think it's also taking way too much relation, it seems to be dividing the recruit penalty by 2 for each pawn. It only removes 5 for each dead pawn, so it's actually better if they get killed than go missing.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Jaygryphon on June 05, 2016, 08:44:05 PM
OvO

Help Please! I run a huge map on my game, and whenever visitors leave my map they are considered "disappearances"!  Even When The visitors Are Sitting Right There At My Camp!

Ovo There they are, hi visitors! Why is your cheif so mad?   WHAI IS YOUR CHEIF SO SALTY AT MEH!

But seriously, even passing through, they go off map; Oh, disappearance! EVERY FACTION NOW OUT FOR MY BLOOD!

<v> I didn't even get to say hai to them~</3

*Cries in his corner as he tells his snipers to aim for the legs to make peace offerings of them later as the next wave of angered villagers washes in from the south. Then tells the newest recruits to mop up the blood from the last raiding party from the west and to dump the dead bodies into the compost bins*
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: joaonunes on June 06, 2016, 04:23:37 AM
OvO

Help Please! I run a huge map on my game, and whenever visitors leave my map they are considered "disappearances"!  Even When The visitors Are Sitting Right There At My Camp!

Ovo There they are, hi visitors! Why is your cheif so mad?   WHAI IS YOUR CHEIF SO SALTY AT MEH!

But seriously, even passing through, they go off map; Oh, disappearance! EVERY FACTION NOW OUT FOR MY BLOOD!

<v> I didn't even get to say hai to them~</3

*Cries in his corner as he tells his snipers to aim for the legs to make peace offerings of them later as the next wave of angered villagers washes in from the south. Then tells the newest recruits to mop up the blood from the last raiding party from the west and to dump the dead bodies into the compost bins*

This has been the heat of the discussion for the last few days...
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Orion on June 06, 2016, 04:38:29 AM
Quickly popping in here.

If you load a savegame from the previous version and there are visitors on your map, they will still run the old behavior. Only new groups will work correctly. Did I mention, never update the mod while there are guests on the map?

Groups passing through do not use Hospitality. It is pretty much impossible you get missing pawns from that.
The missing pawn script is only left in the code for people updating. New visitors will not use it anymore.

About people dying on your land - this is the only reliable way to prevent exploits. If it worked only in your homezone, players could just remove the homezone after locking guests in and wait until they die. Unfortunately I can't check for their exact cause of death. So other factions killing them is not something I can check for.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: joaonunes on June 06, 2016, 05:37:29 AM
Quickly popping in here.

If you load a savegame from the previous version and there are visitors on your map, they will still run the old behavior. Only new groups will work correctly. Did I mention, never update the mod while there are guests on the map?

Groups passing through do not use Hospitality. It is pretty much impossible you get missing pawns from that.
The missing pawn script is only left in the code for people updating. New visitors will not use it anymore.

About people dying on your land - this is the only reliable way to prevent exploits. If it worked only in your homezone, players could just remove the homezone after locking guests in and wait until they die. Unfortunately I can't check for their exact cause of death. So other factions killing them is not something I can check for.

Well... if any guest dies in your region even if due to enemies it's your fault they died... They are your guests, it is your job to defend them and help them if needed... If you don't defend them then you don't really need them as guests, you selfish bastard xD
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Diana Winters on June 06, 2016, 03:42:08 PM
Quickly popping in here.

If you load a savegame from the previous version and there are visitors on your map, they will still run the old behavior. Only new groups will work correctly. Did I mention, never update the mod while there are guests on the map?

Groups passing through do not use Hospitality. It is pretty much impossible you get missing pawns from that.
The missing pawn script is only left in the code for people updating. New visitors will not use it anymore.

About people dying on your land - this is the only reliable way to prevent exploits. If it worked only in your homezone, players could just remove the homezone after locking guests in and wait until they die. Unfortunately I can't check for their exact cause of death. So other factions killing them is not something I can check for.

Very unfortunate for those of us on top of the Mountains in the Ice Sheets, seeing as visitors sometimes die before they even get to my base, especially traders. Although, with this new update, you should allow us to designate trading areas so that they won't freeze to death and let their muffalos eat my precious crops (on more temperate biomes)
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Orion on June 06, 2016, 03:53:07 PM
Very unfortunate for those of us on top of the Mountains in the Ice Sheets, seeing as visitors sometimes die before they even get to my base, especially traders. Although, with this new update, you should allow us to designate trading areas so that they won't freeze to death and let their muffalos eat my precious crops (on more temperate biomes)
Well, trade caravans are not using Hospitality. So they will not give you a penalty for dying. I think the trading areas feature is something for the trade caravan mod (https://ludeon.com/forums/index.php?topic=19992.0).
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Zakhad on June 06, 2016, 05:20:50 PM
Could you make a inventory check? in that when they enter the map their inventory is registered. If they don't hear back from the members sent to your colony then they send a single scout to figure out what has happened before laying blame. If they find the said body, then they take the body back with only minor penalties, (Died under suspicious circumstances with a stacking cumulative effect in such a way like "Hold on, that's the second person to die in that territory now they're really starting to hate you") but if they find a corpse that is empty of it's equipment then the hosting colony would suffer major diplomatic relations under the assumption that they were killed for the gear.

Maybe its a bit too convoluted but its an idea i'm throwing out there.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: LetheNyx on June 06, 2016, 07:44:38 PM
So I did a fresh install of the mod, new world, new colony, and I'm constantly getting chief's angry with me over people going missing when I literally watched them exit the map all happy and healthy....
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: GWindborn on June 07, 2016, 08:55:11 AM
Quickly popping in here.

If you load a savegame from the previous version and there are visitors on your map, they will still run the old behavior. Only new groups will work correctly. Did I mention, never update the mod while there are guests on the map?

Groups passing through do not use Hospitality. It is pretty much impossible you get missing pawns from that.
The missing pawn script is only left in the code for people updating. New visitors will not use it anymore.

About people dying on your land - this is the only reliable way to prevent exploits. If it worked only in your homezone, players could just remove the homezone after locking guests in and wait until they die. Unfortunately I can't check for their exact cause of death. So other factions killing them is not something I can check for.

I think you may be missing the problem here.. The people other tribes are claiming have died in our land are clearly NOT in our land.  Literally every group that leaves turns up "missing" as far as Chiefs are concerned.  Something happened between 1.11 and 1.13, because 1.11 is fine.  if there was something that was legitimately killing them that we could prevent, I'm pretty sure we would have noticed.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Fitz on June 07, 2016, 10:34:01 AM
Hi orion, love your work it's amazing, but I have to confirm same as letheNyx, new world, new colony, deleted Hospitality folder, installed new version (again), sorted mod order, closed rimworld and restarted before creating world or colony, and still received the chief angered message after my first visitors left the map safely. I've gone back to version 1.11c, which is the last version that works correctly for me (apart from CR compatability, but hey free stuff lol). Sorry for the bad news :(
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Orion on June 07, 2016, 05:14:52 PM
So I did a fresh install of the mod, new world, new colony, and I'm constantly getting chief's angry with me over people going missing when I literally watched them exit the map all happy and healthy....
I think you may be missing the problem here.. The people other tribes are claiming have died in our land are clearly NOT in our land.  Literally every group that leaves turns up "missing" as far as Chiefs are concerned.  Something happened between 1.11 and 1.13, because 1.11 is fine.  if there was something that was legitimately killing them that we could prevent, I'm pretty sure we would have noticed.
When you say 1.13 do you mean 1.13b? I changed how the system works in that version. Angry chiefs are not related to pawns leaving the map anymore.

Could you make a inventory check? in that when they enter the map their inventory is registered. If they don't hear back from the members sent to your colony then they send a single scout to figure out what has happened before laying blame. If they find the said body, then they take the body back with only minor penalties, (Died under suspicious circumstances with a stacking cumulative effect in such a way like "Hold on, that's the second person to die in that territory now they're really starting to hate you") but if they find a corpse that is empty of it's equipment then the hosting colony would suffer major diplomatic relations under the assumption that they were killed for the gear.

Maybe its a bit too convoluted but its an idea i'm throwing out there.
This is indeed way too complex. Usually the amount of problems and new exploits introduced by such a system far outweigh the extra realism it adds.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: LetheNyx on June 07, 2016, 06:43:01 PM
When you say 1.13 do you mean 1.13b? I changed how the system works in that version. Angry chiefs are not related to pawns leaving the map anymore.

Yes, 1.13b... doesn't matter what I do the chiefs are ALWAYS angry at me... every single time I get visitors... Every single faction just gets SUPER pissed because they think their people are going missing when they aren't and they're blaming me.

EDIT: I just double checked and it's actually both 1.13 & 1.13b versions doing this...
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Diana Winters on June 07, 2016, 10:15:27 PM

When you say 1.13 do you mean 1.13b? I changed how the system works in that version. Angry chiefs are not related to pawns leaving the map anymore.


It's still broken :/
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 08, 2016, 07:36:44 AM
I found the problem! I stupidly left some code in that was supposed to be gone ::)

Changelog
1.13c - 08.06.2016
- fix: factions will now get angry on death of visitors instead of after 2 days
- fix: creating visitors will not run into an infinite loop anymore
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: joaonunes on June 08, 2016, 08:06:22 AM
I found the problem! I stupidly left some code in that was supposed to be gone ::)

:P

EDIT: where is it? I can only see the 1.13b on the dropbox...
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Jaszczur on June 08, 2016, 08:09:59 AM
Download link to newest version :)?
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: joaonunes on June 08, 2016, 08:21:17 AM
Download link to newest version :)?

I must be blind because I can only find the 1.13b :'(
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Jaszczur on June 08, 2016, 08:22:20 AM
Download link to newest version :)?

I must be blind because I can only find the 1.13b :'(

Well.... so do I...
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Fridolin on June 08, 2016, 08:31:07 AM
he forgot it simply
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: joaonunes on June 08, 2016, 08:35:16 AM
he forgot it simply

Yeah... it reminds me of the time I forgot to send a report to my teacher and instead sent him a blank email :P
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 08, 2016, 02:24:20 PM
Ah damn. Put my PC on standby before the upload was complete ::)
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Fridolin on June 08, 2016, 03:17:35 PM
greetings from murphy's law
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: joaonunes on June 08, 2016, 03:39:36 PM
greetings from murphy's law

heheh xD
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 09, 2016, 02:41:22 AM
It is uploaded now, btw, and should be fixed (hopefully for real this time).
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: DFC on June 09, 2016, 03:30:36 PM
1.13c is still broken. People are still going missing despite leaving the map.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Diana Winters on June 09, 2016, 07:08:31 PM
1.13c is still broken. People are still going missing despite leaving the map.
Did you make a new world and colony?
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: DFC on June 09, 2016, 11:06:00 PM
1.13c is still broken. People are still going missing despite leaving the map.
Did you make a new world and colony?

I forgot to mention I updated an existing colony. I started my colony on 1.13b then downgraded to 1.11c and updated to 1.13c. All with new folders and only 1 version of the mod loaded at once of course.

EDIT: Changed the load order around seem to no longer have missing people issues
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: LeonKitsune on June 10, 2016, 02:42:08 AM
Seems to work perfectly now for me with a new colony.
Even seems to work with existing saves! good work :3
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 11, 2016, 03:59:28 AM
As always, it should work fine with existing saves. But indeed, if another mod overloads stuff things can go wrong.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Faythe on June 11, 2016, 03:35:30 PM
Heya I just wanted to let you know you have a small typo in one of your files:
Hospitality - Defs - RulePackDefs (exited should be excited)
<RulePackDef>
    <defName>Sentence_CharmAttemptAccepted</defName>
    <rulePack>
      <rulesStrings>
        <li>sent->[recipient_nameShortDef] is exited about [initiator_nameShortDef]'s proposal.</li>
      </rulesStrings>
    </rulePack>
  </RulePackDef>
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 12, 2016, 05:01:37 AM
Good catch, thanks!
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Warforyou on June 12, 2016, 08:08:08 PM
I can verify that ppl go missing when leaving the map thus breaking relationship with all other faction. Sure it could be other mod that is causing the bug, but I have no clue

Seems that, whatever was causing it, but after updating from v1.13 to v.1.13c the bug is gone
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 13, 2016, 01:13:18 PM
I can verify that ppl go missing when leaving the map thus breaking relationship with all other faction. Sure it could be other mod that is causing the bug, but I have no clue
Seems that, whatever was causing it, but after updating from v1.13 to v.1.13c the bug is gone
That was indeed the point of the updates.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: ☢FLAY☢ on June 13, 2016, 08:40:03 PM
Should your mod not work with different type pawns such as the super soldier in The Genetic Engineering mod.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 14, 2016, 07:59:52 AM
Should your mod not work with different type pawns such as the super soldier in The Genetic Engineering mod.
It should, but I'm afraid it might not.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Near on June 14, 2016, 08:51:37 AM
About people dying on your land - this is the only reliable way to prevent exploits. If it worked only in your homezone, players could just remove the homezone after locking guests in and wait until they die. Unfortunately I can't check for their exact cause of death. So other factions killing them is not something I can check for.

Why don't you make a visitor zone. much like a home zone but the only difference is that you cannot delete or expand that zone. and faction will only angry if your visitors die in the visitor zone
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Orion on June 14, 2016, 09:18:55 AM
Why don't you make a visitor zone. much like a home zone but the only difference is that you cannot delete or expand that zone. and faction will only angry if your visitors die in the visitor zone
Because then players can still kill them outside of this zone.
Title: Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
Post by: Near on June 14, 2016, 09:54:51 AM
Why don't you make a visitor zone. much like a home zone but the only difference is that you cannot delete or expand that zone. and faction will only angry if your visitors die in the visitor zone
Because then players can still kill them outside of this zone.
Of course if the player directly order pawns to kill visitors, the faction will always get angry. i just can't think of any sophisticated plan to kill visitors which doesn't involve some buildings (outside the visitor zone)
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: InfiniteRemnant on June 14, 2016, 06:03:33 PM
It's not hard. I've set something up before where i had boxed in a dozen angry starving definitely-not-tame animals (preferably hard-to-kill carnivores. they need to all be the same species so they wont eat each other.) between any potential visitors and my base.

Let the animals kill the caravan/raid/visitors, wait till they're asleep, loot, leave just enoughbodies behind so they don't die of hunger before the next group show up. rinse and repeat. No zones needed, no relationship debuff.

Then there was the time that i killed off everything in the forest that wasn't a 'boomer' animal so they would overpopulate, and would I chain-react blowing them up so that the visitors die from the explosions & fires, not me. again no zones needed, no relationship debuff.

you can also deliberately dig caves to encourage bug hives near a bottleneck in the map, build a 'visitor center' that has two dozen extra heaters on an external switch that you flick while they're asleep, move a battery or something else heavy and obstructing in front of a door while a visitor is in a room, use incendiary weapons to surround them with fire without actually firing directly at them, piss off a bear with someone fast and run past them, knock out a roof support while they're under it, etc... none of which require zones of any kind.

If you want to be a dick in this game there are PLENTY of ways to do it.

kinda like the angry chief thing cause it makes this sort of thing more challenging to get away with.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: notfood on June 18, 2016, 11:25:14 AM
Ok I have a few errors which involve Hospitality Mod so thought I'd post them here just to make sure these aren't the ones causing the non raiding situation!

Here's both of them http://imgur.com/a/BrNiw

What's the source of this error? I get it too often as well. Is it a config problem of the HardcoreSK pack or something else?
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 19, 2016, 05:19:51 PM
Ok I have a few errors which involve Hospitality Mod so thought I'd post them here just to make sure these aren't the ones causing the non raiding situation!

Here's both of them http://imgur.com/a/BrNiw

What's the source of this error? I get it too often as well. Is it a config problem of the HardcoreSK pack or something else?

I must have missed this post. The first error I'm getting too, but I didn't see the link to Hospitality until now. Investigating. The second I've not seen before. Maybe I can put a check in place against it.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Rikiki on June 20, 2016, 12:56:41 PM
I never saw the harpoon error myself. It is in the Fish Industry mod if you are looking for its definition.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: GrumpyGrobby on June 20, 2016, 04:54:22 PM
Thank you Orion for this wonderful mod.   EdB Mods and this are the only things I consider "must haves' and I really appreciate the time and effort you have put into keeping this current!  ;D ;D ;D
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 21, 2016, 07:36:46 AM
Thank you Orion for this wonderful mod.   EdB Mods and this are the only things I consider "must haves' and I really appreciate the time and effort you have put into keeping this current!  ;D ;D ;D
Thanks! That's always nice to hear!
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 22, 2016, 07:17:40 AM
Ok I have a few errors which involve Hospitality Mod so thought I'd post them here just to make sure these aren't the ones causing the non raiding situation!

Here's both of them http://imgur.com/a/BrNiw

What's the source of this error? I get it too often as well. Is it a config problem of the HardcoreSK pack or something else?

Okay, I went after these two.

The first one is caused by the Norbal mod. Their PawnGroupMakers are not set up right and should be compared with a faction that does work correctly.

The second one is indeed caused by the harpoon definition, from the fish industry mod (as Rikki pointed out). I tried to track down the problem but it's a hellish breadcrump trail through nasty RimWorld code. I did find out that the StockGenerator_WeaponsRanged does not provide any stuff to make things with, while the Harpoon is considered to be made of stuff. But so are other guns, so I can't tell why it does it like that and usually works. It does not seem to be an issue caused by Hospitality, since it just runs the core code for generating traders.

This is as far as I'm willing to go and now my brain hurts :P
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: notfood on June 22, 2016, 03:03:04 PM
Thank you. You answered my question. So it's a config issue, hm...
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Nynzal on June 25, 2016, 08:10:51 PM
Awesome mod, I really like it!
I noticed that when I set one of the visitors to "try to recruit" ( default improve relationship ) that after a failed attempt to recruit, the marker switches back to default. Maybe this is intended, but I think it would be handy if it satays on recruiting and the default just applies for new visitors.
I'm using several other mods, but I wanted to ask first, if this is intended ;)
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 27, 2016, 07:55:57 AM
Awesome mod, I really like it!
I noticed that when I set one of the visitors to "try to recruit" ( default improve relationship ) that after a failed attempt to recruit, the marker switches back to default. Maybe this is intended, but I think it would be handy if it satays on recruiting and the default just applies for new visitors.
I'm using several other mods, but I wanted to ask first, if this is intended ;)
This is not intended and I haven't seen it myself yet!
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: DariusWolfe on July 03, 2016, 11:27:40 PM
So, I was really excited to try this mod, but it's honestly been more of a pain in the ass than a benefit.

Aside from some bugs that may or may not be related to Hospitality (trade is now completely broken; I cannot trade with anyone, though the interaction persists,)plus some incompatibilities between Fuzzy's Work mod (doesn't seem to like "Negotiate?") that causes things to be really wonky, it's just been a relationship death spiral.

Despite chances to improve relations being approximately 2:1 (67 seems to be the most common improve chance, 34 seems to be the most common decrease chance) the net effect for my skill 13 Negotiator has been a downward trend to the point that my only two trade allies seem destined to become enemies. This is with a constant supply of Fine meals, lots of beautiful furnishings, guest bedrooms that are fairly well appointed. They usually leave with the "hospitality" bar pretty high, but it's almost always a loss of faction relationship, even when it seemed that most social interactions ended up being positive.

Am I the only one? Am I just unlucky, or am I doing something wrong?
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on July 04, 2016, 04:14:59 AM
Am I the only one? Am I just unlucky, or am I doing something wrong?

This sounds like something else is going wrong. If the bar is high, you should get a boost. Are you using the latest version? Do you get any errors in your console?
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: DariusWolfe on July 04, 2016, 11:29:03 AM
Unless you updated it within the last few days, I'm pretty sure I'm using the latest version, yes.

I'm not sure how to tell if it's generating errors in the console. Do they pop up, or would I need to look somewhere? If the latter, I'll need to play some more, as the no trade thing was killing my campaign, so I went ahead and built a ship.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on July 05, 2016, 03:11:52 AM
I'm not sure how to tell if it's generating errors in the console.

You have to enable developer mode in the options. If you then get an actual error, the console will pop up. The important stuff is red. You can click the red lines and some extra information about that error will show. Usually the most important errors show first (sometimes already in the menu). If you get any, please screenshot them with the extra information and post them here.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Bluberius on July 13, 2016, 01:26:41 PM
Hi,

first, thank you for creating this mod. Maybe you can help me with the problem i have.

I tried adding the mod to an existing game with some other mods. The problem is that after loading the game it somehow moved every priority after "negotiate" one box to the right.

The big problem is that this made the robots from this mod: https://ludeon.com/forums/index.php?topic=3612.0 useless. The hauling bot now tells me "... is not a hauler"

Do you have any Idea what caused this and how to prevent it?
I also attacked a picture of the console right after loading an existing savegame which was created without Hospitality.

Thank you.

[attachment deleted by admin - too old]
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Chaos_Therum on July 13, 2016, 04:14:02 PM
Hey so is it possible to add different types of visitor beds that add more hospitality points. I was wonder for the modpack I'm helping with I wanted to add a couple tiers to ties it in with clutter mod.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: DariusWolfe on July 13, 2016, 06:40:09 PM
I'd really love to see Visitor Beds just be a setting for regular beds, like medical and prisoner beds.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Chaos_Therum on July 13, 2016, 09:13:11 PM
Yeah that would be great then it makes the visitor happier based on quality material and whatnot.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: DariusWolfe on July 13, 2016, 10:12:53 PM
Visitor beds have quality already, don't they? I just wish I could switch beds around as necessary, rather than having to build completely separate ones.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on July 14, 2016, 09:11:17 AM
I tried adding the mod to an existing game with some other mods. The problem is that after loading the game it somehow moved every priority after "negotiate" one box to the right.

Hm. The work priorities stay an ongoing PITA. The core game stores them by number and not by type. So if a new worktype gets inserted, stuff gets messed up. I added a check that goes through all colonists, and disables worktypes that they can't do. Most likely this hits your robots, because their story says they can't haul, while their code probably turned hauling on for them.

I've uploaded a version for you that does not make this check. But keep in mind that the versions after this will have it again.


Hey so is it possible to add different types of visitor beds that add more hospitality points. I was wonder for the modpack I'm helping with I wanted to add a couple tiers to ties it in with clutter mod.
You can of course add more beds. If the beds are higher quality, the guests will have a better time.

The next version of the mod will (finally) make guests also care about the quality of the room.


I'd really love to see Visitor Beds just be a setting for regular beds, like medical and prisoner beds.
Me too. Unfortunately getting this to work is ridiculously difficult. I already spent several days trying but got nowhere so far. Beds are horribly hardcoded into RimWorld.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Bluberius on July 14, 2016, 01:11:41 PM
I tried adding the mod to an existing game with some other mods. The problem is that after loading the game it somehow moved every priority after "negotiate" one box to the right.

Hm. The work priorities stay an ongoing PITA. The core game stores them by number and not by type. So if a new worktype gets inserted, stuff gets messed up. I added a check that goes through all colonists, and disables worktypes that they can't do. Most likely this hits your robots, because their story says they can't haul, while their code probably turned hauling on for them.

I've uploaded a version for you that does not make this check. But keep in mind that the versions after this will have it again.


Thank you, but sadly this didn't fix it. The work priorities of the bots also got shifted one job to the right. This meant that the haulingbot was cleaning and the cleaningbot began with research  :D





For anyone encoutering the same problem, do this:
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: DariusWolfe on July 14, 2016, 02:04:56 PM
Quote
The next version of the mod will (finally) make guests also care about the quality of the room.

...this isn't already the case? Damned placebo effect. I've been sprucing up my Guest rooms, and it's been seeming to work.

Also, the problem I was reporting above, about truly horrible results with trying to improve relationships doesn't appear to be happening on my new colony, so I can't give you any errors that might be occurring. My new "Face" is also Beautiful and non-combat, so no scars that might be affecting social interactions. My rolls have been in the 80-100 range, and relationships with foreign colonies have been steadily increasing.

Edit: Also, the trade bug, it turns out, was related to having a prisoner in a Cryptosleep bed, unrelated to Hospitality.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on July 14, 2016, 02:31:22 PM
Quote
The next version of the mod will (finally) make guests also care about the quality of the room.

...this isn't already the case? Damned placebo effect. I've been sprucing up my Guest rooms, and it's been seeming to work.

Also, the problem I was reporting above, about truly horrible results with trying to improve relationships doesn't appear to be happening on my new colony, so I can't give you any errors that might be occurring. My new "Face" is also Beautiful and non-combat, so no scars that might be affecting social interactions. My rolls have been in the 80-100 range, and relationships with foreign colonies have been steadily increasing.

Edit: Also, the trade bug, it turns out, was related to having a prisoner in a Cryptosleep bed, unrelated to Hospitality.
Sorry for spoiling it for you. The person you use for socializing matters a lot. Abrasive is a relationship killer and beautiful makes it pretty easy. I'm glad everything works well for you now.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: DariusWolfe on July 14, 2016, 02:47:57 PM
Me too, considering I was having such a bad time on it that I was ready to give up on the mod after my first go 'round. I'm glad I gave it a second shot with a fresh save, as it's been a great little addition to gameplay.

Additionally, your username rocks. It's my favorite constellation, and my oldest son's name.
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on July 14, 2016, 03:27:10 PM
Me too, considering I was having such a bad time on it that I was ready to give up on the mod after my first go 'round. I'm glad I gave it a second shot with a fresh save, as it's been a great little addition to gameplay.

Additionally, your username rocks. It's my favorite constellation, and my oldest son's name.
It does! It is my favorite Metallica track and back when I used to play a lot of competitive games, I always associated with the god of hunting ;)
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: bewby on July 15, 2016, 03:51:12 PM
So quick question, this mod is available in the steam workshop already, however here you have it as [a13] is this working with 14?
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: notfood on July 15, 2016, 08:21:47 PM
The a14 version seems to be ticking with an error in console constantly.

Code: [Select]
Exception ticking Engie: System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.GuestUtility.IsGuest (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.ThoughtWorker_Expectations.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.TryCreateSituationalThought (RimWorld.ThoughtDef def) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.CheckRecalculateSituationalThoughtsAffectingMoodState () [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.get_SituationalThoughtsAffectingMood () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.get_Thoughts () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.DistinctThoughtGroups () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.TotalMood () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Mood.get_CurInstantLevel () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Seeker.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Mood.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on July 16, 2016, 03:56:45 AM
So quick question, this mod is available in the steam workshop already, however here you have it as [a13] is this working with 14?
This version is not A14 yet, wile the steam workshop version is.

The a14 version seems to be ticking with an error in console constantly.
Sorry. I can't reproduce it. Seems like a mod conflict. What other mods are you using?
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: Orion on July 16, 2016, 05:13:39 AM
Changelog
1.14 - 16.07.2016
- updated for A14
- tweak: visitors get less cheap different items
- visitors now get thoughts from the quality of their rooms


Here's the A14 version! Enjoy!
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: DariusWolfe on July 16, 2016, 04:27:27 PM
Is this already on Steam? I haven't gotten a decent setup for guests yet (so they mostly hang out in the wilderness, then thank me for my hospitality) so I can't tell if the changes are already live in my game.
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: Der Failer on July 16, 2016, 06:37:47 PM
There seems to be a problem with this mod and the vanilla tribe scenario (the other two same to be fine). This only happens if pawns have noting to do. I've test this with only CCL and Hospitality activ.
Code: [Select]
Vulture threw exception while determining job (main): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ThinkNode_ConditionalNeedPercentageAbove.Satisfied (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Tagger.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: Warforyou on July 17, 2016, 10:56:17 AM
Wow, you have to fix recruitment chance or something... My colonists with 12 social skill recruit almost any guest in seconds!  :D
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: Calistyn on July 17, 2016, 11:13:44 AM
I am also getting the same error as Der Failer anytime I run a tribal scenario. The pawns that don't have something to do just stand in place, and that same error he posted crops up.
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: comlink on July 17, 2016, 02:24:38 PM
There seems to be a problem with this mod and the vanilla tribe scenario (the other two same to be fine). This only happens if pawns have noting to do. I've test this with only CCL and Hospitality activ.
Code: [Select]
Vulture threw exception while determining job (main): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ThinkNode_ConditionalNeedPercentageAbove.Satisfied (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Tagger.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=

I get the same. It appears to have something to do with Joy actions. I don't see any joy need bars for my tribals, so I assume Hospitality is either breaking Joy for them, or the fact they don't have a joy need is causing the idle actions to fail.
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: Orion on July 17, 2016, 04:57:43 PM
There seems to be a problem with this mod and the vanilla tribe scenario (the other two same to be fine). This only happens if pawns have noting to do. I've test this with only CCL and Hospitality activ.
I get the same. It appears to have something to do with Joy actions. I don't see any joy need bars for my tribals, so I assume Hospitality is either breaking Joy for them, or the fact they don't have a joy need is causing the idle actions to fail.
Thanks for reporting this one, guys! I didn't consider tribals would have any noticeable differences so I haven't tested with them recently. Good catch.

Wow, you have to fix recruitment chance or something... My colonists with 12 social skill recruit almost any guest in seconds!  :D
This is on purpose. It used to be that the convincing took a lot of time and effort. Now it does't, but you do give up a lot of reputation each time. And the higher your reputation, the more stuff they bring when they visit. So there's a trade off.

Is this already on Steam? I haven't gotten a decent setup for guests yet (so they mostly hang out in the wilderness, then thank me for my hospitality) so I can't tell if the changes are already live in my game.
It is! And yes, visitors have pretty low expectations in the beginning. I didn't want them to come, complain about the lack of a personal villa and leave again. Maybe it is a bit too easy, but hey, you can always switch to a higher difficulty ;)
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: newcadence on July 17, 2016, 05:19:03 PM
How do I increase trust? I can increase hospitality just fine, but not trust.
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: infinitewarp on July 17, 2016, 06:26:41 PM
I think I've encountered a bug with A14 and the latest version of Hospitality. I only have Core, CCL (no vanilla additions), and Hospitality. I've isolated this issue specifically to having Hospitality enabled.

At first, it just looks like a bunch of spurious errors, but then things get weird when someone dies...

Start a new colony with default "Crashlanded" settings, Cassandra Classic + Challenge, any random seed, any random location, any random characters. When the colonists first pop out of their pods, this exception is raised for each of them (in this case, his name is Matthew) and keeps popping up every second or so:
Code: [Select]
Exception ticking Matthew: System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.GuestUtility.IsGuest (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.ThoughtWorker_Expectations.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.TryCreateSituationalThought (RimWorld.ThoughtDef def) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.CheckRecalculateSituationalThoughtsAffectingMoodState () [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.get_SituationalThoughtsAffectingMood () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.get_Thoughts () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.DistinctThoughtGroups () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.TotalMood () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Mood.get_CurInstantLevel () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Seeker.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Mood.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

That's just a minor nuisance since it doesn't seem to affect anything, but then I noticed that any time a human dies, he/she usually (not always, it seems) vanishes from the world instead of leaving a corpse. I first noticed this when my guys were fighting a raid, but then I realized I could reproduce this with the debug tools. Just use the "Tool: Kill" and click on anyone. They vanish and the same exception is raised in a slightly different way:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.GuestUtility.IsGuest (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.ThoughtWorker_Expectations.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.TryCreateSituationalThought (RimWorld.ThoughtDef def) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.CheckRecalculateSituationalThoughtsAffectingMoodState () [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.get_SituationalThoughtsAffectingMood () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.get_Thoughts () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.DistinctSocialThoughtGroups (Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_RelationsTracker.OpinionOf (Verse.Pawn other) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_RelationsTracker.Notify_PawnDied (Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.PawnKilled (Nullable`1 dinfo, Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.CheckForStateChange (Nullable`1 dinfo, Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff hediff, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at Verse.DamageWorker_AddInjury.FinalizeAndAddInjury (Verse.Pawn pawn, Verse.Hediff_Injury injury, DamageInfo dinfo, Verse.LocalInjuryResult& result) [0x00000] in <filename unknown>:0
  at Verse.DamageWorker_AddInjury.ApplyDamagePartial (DamageInfo dinfo, Verse.Pawn pawn, Verse.LocalInjuryResult& result) [0x00000] in <filename unknown>:0
  at Verse.DamageWorker_AddInjury.ApplyToPawn (DamageInfo dinfo, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.DamageWorker_AddInjury.Apply (DamageInfo dinfo, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Thing.TakeDamage (DamageInfo dinfo) [0x00000] in <filename unknown>:0
  at Verse.HealthUtility.GiveInjuriesToKill (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.<DoListingItems_GameModeMap>m__704 (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugOptionLister+<DebugToolForPawns>c__AnonStorey3F1.<>m__6BD () [0x00000] in <filename unknown>:0
  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0
  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRootMap.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Also, thanks so much for keeping this mod working!  :D)
Title: Re: [A14] Hospitality (v1.14 - updated 16.07.2016)
Post by: Orion on July 18, 2016, 02:39:41 AM
How do I increase trust? I can increase hospitality just fine, but not trust.
Trust is based on the average the person likes your colonists. So if there's someone who shot their wife, trust will be harder to build, etc. To increase it, have your guys interact with them and make sure they hang out at the same places. The amount of trust required is different per visitor and based on their inbuilt recruitment difficulty (which can be pretty high, especially when you're ahead of the population curve).

The idea here is to make it increasingly harder to get people on board, the bigger your colony is, and in return have less of the pure try and error that recruitment used to be.


I think I've encountered a bug with A14 and the latest version of Hospitality. I only have Core, CCL (no vanilla additions), and Hospitality. I've isolated this issue specifically to having Hospitality enabled.
Thanks for taking the time for drilling down on this! I'm not using CCL myself, so my guess would be that there's the conflict. I couldn't reproduce it without. I'll look into this.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Orion on July 18, 2016, 03:19:46 AM
Changelog
1.14b - 18.07.2016
- fix: playing with tribals caused no joy + error
- fix: IsGuest() error

The worst offenders are fixed now. That should take care of most issues that were reported recently.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: harpo99999 on July 18, 2016, 03:28:39 AM
orion, the dropbox is still showing a 46 hour old version, have you updated the dropbox yet?
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Orion on July 18, 2016, 04:17:37 AM
Silly. Everything updated and set up, but forgot to press build.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: LustrousWolf on July 18, 2016, 11:43:05 AM
Some visitors are visiting and them standing still and never leave until downed by malnutrition and I have to rescue them, bug?
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Orion on July 18, 2016, 12:59:35 PM
Some visitors are visiting and them standing still and never leave until downed by malnutrition and I have to rescue them, bug?
Mod conflict. What other mods are you using?
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Warforyou on July 18, 2016, 01:09:36 PM
Some visitors are visiting and them standing still and never leave until downed by malnutrition and I have to rescue them, bug?
Mod conflict. What other mods are you using?

I did have that bug back on alpha13 also!
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: infinitewarp on July 18, 2016, 05:53:51 PM
Looks like 1.14b still didn't fix the issues around pawns and IsGuest. Following the same steps to reproduce (only Core, latest CCL, and latest Hospitality with new world), these exceptions are still raised constantly for each colonist once he spawns:

Code: [Select]
Exception ticking Jagerbomb: System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.GuestUtility.IsGuest (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.ThoughtWorker_Expectations.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.TryCreateSituationalThought (RimWorld.ThoughtDef def) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.CheckRecalculateSituationalThoughtsAffectingMoodState () [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.get_SituationalThoughtsAffectingMood () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.get_Thoughts () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.DistinctThoughtGroups () [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtHandler.TotalMood () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Mood.get_CurInstantLevel () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Seeker.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Need_Mood.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

I found your fix in the ThoughtWorker_Expectations class:
Code: [Select]
            if(p==null) return ThoughtState.Inactive;
That certainly looks like it should work…  :-\ Maybe something missed this change in your build process?
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Orion on July 19, 2016, 02:18:46 AM
It's quite strange. There isn't really anything left that still could be null. But I did notice that the mod conflicts with CCL. I'll have to see what I can do about this.

I've uploaded a recompile. I don't think it will help, but who knows.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: 123nick on July 19, 2016, 04:56:33 AM
hey, is it intentional that it is impossible too try too recruit people from escape pods? in the guest tab, it just looks like this:
 
(http://i.imgur.com/apYQEMz.png)
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Orion on July 19, 2016, 10:04:06 AM
hey, is it intentional that it is impossible too try too recruit people from escape pods? in the guest tab, it just looks like this:
It's a bit of a rare and tricky case that I never bothered getting to work. Technically they're not visitors, which makes it difficult.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: 123nick on July 19, 2016, 11:02:32 AM
hey, is it intentional that it is impossible too try too recruit people from escape pods? in the guest tab, it just looks like this:
It's a bit of a rare and tricky case that I never bothered getting to work. Technically they're not visitors, which makes it difficult.

 oh :( will it ever be come possible too make them recruitable? maybe have them leave the map, then come back too the colony as a visitor?
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Warforyou on July 19, 2016, 11:20:44 AM
oh :( will it ever be come possible too make them recruitable? maybe have them leave the map, then come back too the colony as a visitor?

You can just capture them and, well, force them to join Colony :)
Or die

The only problem that irritates me is the visitors keep drinking all my beer
Is there any way to KEEP THEM OFF MY BEER??
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: 123nick on July 19, 2016, 01:30:50 PM
oh :( will it ever be come possible too make them recruitable? maybe have them leave the map, then come back too the colony as a visitor?

You can just capture them and, well, force them to join Colony :)
Or die

The only problem that irritates me is the visitors keep drinking all my beer
Is there any way to KEEP THEM OFF MY BEER??

but capturing them is mean. i dont want too capture them, i want too rescue them, like good guys, and not bad guys. also, i dont like having too dedicate a room for a prisoner.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: retep998 on July 19, 2016, 02:49:20 PM
FluffyTabs is giving me this warning regarding this mod.
(http://i.imgur.com/vqtvO6L.png)
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Prismaa on July 19, 2016, 04:21:29 PM
Is it normal that visitors leaves usually multiple items as gift when they leave? and by that I mean lets say message says that they left me One pistol as gift, but they drop like 3-5 pistols on ground, each with identical stats/damage states. Had one visitor drop me 4 miniguns :D
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Orion on July 20, 2016, 03:11:35 AM
oh :( will it ever be come possible too make them recruitable? maybe have them leave the map, then come back too the colony as a visitor?

You can just capture them and, well, force them to join Colony :)
Or die

The only problem that irritates me is the visitors keep drinking all my beer
Is there any way to KEEP THEM OFF MY BEER??
I kinda consider it RimWorld's problem, that rescued spacers just run off like everyone else, while they sort of feel like they were meant as gifts for the player.

Letting guests drink your beer is just good form. And a side product of letting them do whatever they please inside your base. I always thought of this as a feature :)

FluffyTabs is giving me this warning regarding this mod.
Thanks! I have no clue what it means, but I'll investigate.

Is it normal that visitors leaves usually multiple items as gift when they leave? and by that I mean lets say message says that they left me One pistol as gift, but they drop like 3-5 pistols on ground, each with identical stats/damage states. Had one visitor drop me 4 miniguns :D
It's normal to leave multiple gifts... but I suppose bringing a whole arsenal of identical guns is not. I'll have to look into this. Thanks!
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Torchwood2002 on July 20, 2016, 11:46:41 AM
BUG:

Apparently, this mod causes my colonists to never rest. Their actual "Rest" meter (in the needs tab) only drains when I am actively looking at it.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: mcduff on July 20, 2016, 11:51:19 AM
Has the "vanishing corpses" bug been addressed?
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: masterinire on July 20, 2016, 12:00:33 PM
FluffyTabs is giving me this warning regarding this mod.
Thanks! I have no clue what it means, but I'll investigate.


- Hi!

In the Defs\WorkGiverDefs\WorkGivers.xml file a <label> value needs to be added. FluffyTabs looks for these labels.

Here is an example of a xml section from Latta's NoCleaningPlease WorkGivers.xml.

<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

    <WorkGiverDef>
        <defName>CleanFilth</defName>
        <label>clean filth</label>
        <giverClass>LT.WorkGiver_CleanFilth_NCP</giverClass>
        <workType>Cleaning</workType>
        <verb>clean</verb>
        <gerund>cleaning</gerund>
        <priorityInType>5</priorityInType>
        <requiredCapacities>
            <li>Manipulation</li>
        </requiredCapacities>
    </WorkGiverDef>

</WorkGivers>


Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Orion on July 20, 2016, 02:25:25 PM
BUG:

Apparently, this mod causes my colonists to never rest. Their actual "Rest" meter (in the needs tab) only drains when I am actively looking at it.
This is a mod conflict. I need to know your error messages in order to do something about it.

Has the "vanishing corpses" bug been addressed?
This is a mod conflict. I need to know your error messages in order to do something about it.

I should put this sentence in my signature...

helpful stuff
Thanks, I've already fixed it for the next version.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: yeahchris on July 21, 2016, 06:10:03 AM
Hello. Having a few issues with this mod. A particular faction decided to visit me about four different times during toxic fallout and in so doing dropped the faction relation score from 90-something down to about 10. That doesn't seem reasonable.

Is there a console command/save game edit or some such thing that I can use to fix this, as I think it's silly that they're bitching about the fact that they wandered around in radiation when I had no ability to stop them from doing this?

Second, until recently I had no guest beds and as a result they tended to just sleep on the floor of the social room I have set up with copious social objects, etc. Every time they visted me they loved me. I figured that they would love me more if I created guest beds adjoining said game room. Now they tend to wander around the hallway between the guest rooms and the game room, and they don't enjoy their visits.

How can I make them use the freely available joy objects? I thought making guest rooms was supposed to make them like me more, not less.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: yeahchris on July 21, 2016, 06:23:05 AM
Figured out the save game edit. Still needs to be a mechanic to deal with something like this. Perhaps the ability to disallow visitors for a small relation penalty rather than them showing up, getting themselves irradiated, and then leaving with you suffering a 20-30 point faction relation penalty with no way to avoid it.

Edit: And still having issues. Guests typically arrive, fill up hospitality meter and then sit around not using any joy objects and sleeping in their masterwork beds while the hospitality meter steadily dwindles. Makes no sense at all. When they leave they say they didn't have a good time and I take a huge relations hit. Seems kinda broken. Going to have to uninstall, since at this rate I'm going to end up having all the factions hostile to me because they wont play with the toys I've given them. That's kinda dumb. It's all made weirder by the fact that when I had almost no amenities set up for them they consistently had a great time and dropped tons of gifts. This is a great idea for a mod, but I think tweaks are needed before it is really usable. It should take a serious breach of ethics before visitors' factions get into the negatives with you. IE robbing and murdering them.

Furthermore, I take it performing joy actions raises the hospitality meter. Problem is, AI determines whether they perform a joy action on the joy meter, so it's entirely possible (likely, even) for an AI guest to not do the actions which will keep his hospitality meter raised because his joy meter is already full. That needs to be sorted out, otherwise whether they have a good time will be more of a dice roll than anything else. The lack of joy objects when I first started probably worked in my favor earlier, as they would show up and only get to use it right before they left. Now they show up, get to use it right away, and then by the time they're about to leave their hospitality meter has dropped to nada.

Personal opinion, hospitality meter should not drop at all. Unless they get in a fight with a colonist. It should grade you based upon a checklist rather than a meter which is constantly going up and down based upon arbitrary actions the NPC visitors take. IE it should check: Did they get a bed? Were they able to use a joy object? Did they get to have a positive social interaction with a colonist? Etc. It should not matter when during the visit these things took place. The only reason the meter should drop is negative social interactions or things which should be available which are not.


The mod should check whether the above conditions were fulfilled and shouldn't be grading you on how close to the end of the visit they were fulfilled. So, hospitality meter should not drop.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: Orion on July 21, 2016, 07:05:10 AM
I can look into stopping visitors from coming duration a radiation event.

About the guest room problem: I don't exactly know what's going wrong there. Do note, though, that with the wealth of your base and your relationship with the faction, their expectations go up as well.
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: Orion on July 21, 2016, 07:59:39 AM
Changelog
Code: [Select]
1.14d - 21.07.2016
- fix: a few errors in rare cases
- tweaked: visitor items

I hope I managed to address some of the more frequent issues you guys are having. We'll see.
Title: Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
Post by: yeahchris on July 21, 2016, 08:02:29 AM
I can look into stopping visitors from coming duration a radiation event.

About the guest room problem: I don't exactly know what's going wrong there. Do note, though, that with the wealth of your base and your relationship with the faction, their expectations go up as well.

Err. Oh. Okay.

I've built all the joy objects available to us, however. What do they need? Larger rooms? More expensive materials?

It seems harsh that I should be getting -10 faction relation hits based upon their increasing expectations. Perhaps their increasing expectations should put a ceiling on faction relationship gain, not directly adjust whether the relation score goes up or down. It's going down by A LOT because they've decided I'm rich now and want better toys.

"What are these hors d'oeuvres? Crackers and cheese? I expect caviar damn you! Next time we come, we BURN THE VILLIAGE TO THE GROUND!"
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: Orion on July 21, 2016, 08:44:02 AM
Haha

How far into the game are you? I haven't experienced this yet, and my guests just sleep in a slightly impressive storeroom... If you feel like it, maybe you could make a short video of your guest situation and I can take a look.
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: EviloM on July 21, 2016, 09:22:11 AM
Using v1.14d corpses don't disappear anymore.
Thank you!!!  :D
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: Orion on July 21, 2016, 12:56:13 PM
Woohoo! 1 down, 249 to go...
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: yeahchris on July 21, 2016, 01:48:54 PM
Not very far.

I've been basically building this colony as a space-farm rather than developing its leisure centers, so if I'm considered wealthy it's because I have lots of guns and space-cows. What I can say is that all of my colonists are happy as a clam with the leisure facilities.

I've not been focusing on them, but I wasn't expecting factions to potentially go to war with me as a result of not expanding my rec center.

[attachment deleted by admin - too old]
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: Orion on July 21, 2016, 02:00:09 PM
This does look like it should score well. But have you looked at the needs of the visitors? The most important measure is their mood when they leave. Also use the room tool to check the rating of the guest rooms.
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: yeahchris on July 21, 2016, 02:30:29 PM
Room ratings are good except for size. They don't seem to be eating any of my food, so they usually leave hungry. Also the visitor with a question mark over his head for trading usually wont use any joy objects or rest even though he's usually hanging out right next to the pool table. They will sometimes just walk outside and wander around in the rain.

Everyone else in the group usually plays pool, sleeps and then leaves joyful, rested, but hungry because they wont eat. At the end of the day though I can't change their AI package. I can only make the facilities available to them... which they are.
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: Orion on July 21, 2016, 04:29:55 PM
I can confirm that there is an issue with food. Since Rimworld is now being updated in very fast intervals, I can't keep up fixing everything the core game breaks in my mods. I can't find where eating is going wrong.

For now I recommend placing some food in the guest rooms.
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: yeahchris on July 21, 2016, 05:25:22 PM
Ack. Fair enough. Can't imagine how hard it would be to mod for an in-development game.

It's probably a bit pretentious of me -- actually, it definitely is -- but if I could make one suggestion it would be this:

What happened in my game was basically that I saw relations skyrocket at game start because of zero expectations and then crash hard once expectations came into play and they didn't eat their food.

Bear in mind, I'm basically guessing at the math going on behind the scenes, but it seems to me as though a positive or negative adjustment amount is being determined by the difference between their various wellness meters vs their expectation given the wealth of my colony.

But what if, rather than having their mood vs expectations when they leave determining an either positive or negative relations adjustment, it was used to determine a target faction relationship score. And then your actual relationship value would be adjusted by some percentage of the difference between your actual value and the target value.

What that would do in effect would be to make it so that factions who visit and have a lackluster experience will generally gravitate towards lackluster faction relations rather than towards outright war. Someone who knows you barely at all would appreciate being received at all, but your strongest ally would expect to be well taken care of.

Again, I'm guessing at the math going into play here, but I noticed that the relation hits I was getting due to them not eating were fairly flat and consistent as my score went from 90 to -10.

Thinking something like:

(Target Relationship Score - Current Relationship Score)/5 gets added to your relationship per visit.

You would have to do some math to get around the fact that you're using positive and negative numbers, but you get the idea.

I believe this would help to make relations a bit less volatile while not rendering war impossible if you consistently locked them out in the cold. But if they're just not getting their turn at the pool table they'll trend towards a lowish-positive relationship score.... Rather than declaring war over their turn at the pool table.

Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: BlueWinds on July 21, 2016, 10:11:04 PM
I can confirm that there is an issue with food. Since Rimworld is now being updated in very fast intervals, I can't keep up fixing everything the core game breaks in my mods. I can't find where eating is going wrong.

For now I recommend placing some food in the guest rooms.

CCL just recently released a fix for a bug where prisoners wouldn't eat - I wonder if your food issues might be related, or possibly already fixed? I can't currently test things, but you might want to see if you can repro with the very latest CCL

Haven't had a chance to play with a14 very much yet, but quite enjoyed this mod in a13. Thanks for your work. :)
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: yusukenl on July 21, 2016, 10:40:33 PM
How do I update this mod from 14c to 14d ?
Do I have to remove all the Guest bed before deleting the 14c folder?
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: kaptain_kavern on July 22, 2016, 01:01:35 AM
Have a tiny little minor bug to report :

With Fluffy Work Tab, the game throw a yellow error message about a missing <label> tag in Workgiver.xml (middle of the screenshot). I guess there is a function in DLL files that search that in order to display it in the improved tab. Adding the right tag solved the issue and the error is not game breaking.

(https://i.imgur.com/64Rt5va.jpg)
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: Orion on July 22, 2016, 02:54:12 AM
Ack. Fair enough. [..] if they're just not getting their turn at the pool table they'll trend towards a lowish-positive relationship score.... Rather than declaring war over their turn at the pool table.
What you're describing is a very good idea, and should be feasible too. I'll look into this. The only minor issue I can see at this moment is that visitors usually have either a quite positive or quite negative experience without much room in the middle, so they would gravitate to -100 or 100 relationship anyway.

How it works is this: The moment visitors arrive in your base, I measure the average mood in the group. The moment they decide to leave, I measure it again. The difference is how well you treated them. This helps, because some thoughts (like brawler has ranged weapon) are practically ignored - they are there at the start and at the end.
I offset the resulting value by a certain amount, more right at the start (low expectations) until it settles at 0 offset after a few years.

I can confirm that there is an issue with food. Since Rimworld is now being updated in very fast intervals, I can't keep up fixing everything the core game breaks in my mods. I can't find where eating is going wrong.

CCL just recently released a fix for a bug where prisoners wouldn't eat - I wonder if your food issues might be related, or possibly already fixed? I can't currently test things, but you might want to see if you can repro with the very latest CCL

Haven't had a chance to play with a14 very much yet, but quite enjoyed this mod in a13. Thanks for your work. :)
Glad you like it, and good news with this bug, it might be just the fix my mod needs as well. Now they just have to get CCL working on Steam and people will stop coming with this annoying bug :P

How do I update this mod from 14c to 14d ?
Do I have to remove all the Guest bed before deleting the 14c folder?
No, you can just delete the old folder and put the new one in. Your savegames will not be affected. I always try to keep minor versions compatible with previous ones.

Have a tiny little minor bug to report :
This is already fixed in the latest version. But thanks!
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: That Homeless Guy on July 24, 2016, 11:49:02 AM
Been using this mod it's great but there are a few criticisms to make.

1) It has created alot of failed to get name errors for factions and even the world generator.
2) It seems that not murdering them for showing up in your freezer and eating all your stuff is enough to consider it an amazing reception. Even when you recruit 2 dudes from one party the guy leaving on his own seems delighted with you.
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: Warforyou on July 25, 2016, 07:06:25 AM
STOP
DRINKING
MY
BEER
Title: Re: [A14] Hospitality (v1.14d - updated 21.07.2016)
Post by: Orion on July 25, 2016, 09:10:14 AM
Been using this mod it's great but there are a few criticisms to make.

1) It has created alot of failed to get name errors for factions and even the world generator.
2) It seems that not murdering them for showing up in your freezer and eating all your stuff is enough to consider it an amazing reception. Even when you recruit 2 dudes from one party the guy leaving on his own seems delighted with you.
If you get errors, it's very likely you're encountering a mod conflict. If you report the errors, I can check if I can do anything about it.
That guy probably had all your beer and didn't really like the other two anyway.

STOP
DRINKING
MY
BEER
Never!
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Orion on July 25, 2016, 10:24:33 AM
Changelog
1.14e - 25.07.2016
- fix: expectations problem (hopefully for good this time)
- tweak: capped tech level of visitor items (one higher than their own)
- tweak: lowered max visitor stuff
- visitors will now not arrive during toxic fallout or raid
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: 123nick on July 25, 2016, 10:31:59 AM
Changelog
1.14e - 25.07.2016
- fix: expectations problem (hopefully for good this time)
- tweak: capped tech level of visitor items (one higher than their own)
- tweak: lowered max visitor stuff
- visitors will now not arrive during toxic fallout or raid

cool :) have you thought of making escape pod people have a guest tab aswell? you said it would be difficult, but i think it could be possible in some way? maybe they leave, and then they come back as a wanderer joining event? also, is it possible for us too configure the ammount of stuff visitors have and the tech level of things they give us?
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: taha on July 25, 2016, 12:43:28 PM
Using your mod and "more faction spawn mod" together has turned my base in a war zone, and managed to "boost" my negative reputation with all to -100. Not that I mind, more raids = more loot and more food.

Add to that the fact that I play on Ice Sheet, -90 Celsius is the average temperature (002s map seed if anyone wants to check it). A lot of visitors don't even make it to guest room => -5 reputation :) for each.

I believe what you had in mind when you made that mod, was a way to improve the relationships between various factions. Well, it did not worked quite well for me, but I fkn love how it turned out.

I use your mod since A12, and I think was only polite write a couple of words to thank you for it.
Yes, I'm not using it in the way you intended to be used, but hey... I am a bad host and I must be... umm... punished, right? :)

Thank you.
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Orion on July 26, 2016, 03:12:59 AM

I believe what you had in mind when you made that mod, was a way to improve the relationships between various factions. Well, it did not worked quite well for me, but I fkn love how it turned out.

I use your mod since A12, and I think was only polite write a couple of words to thank you for it.
Yes, I'm not using it in the way you intended to be used, but hey... I am a bad host and I must be... umm... punished, right? :)

Thank you.
I'm glad you are enjoying it... I guess. One way or the other.

cool :) have you thought of making escape pod people have a guest tab aswell? you said it would be difficult, but i think it could be possible in some way? maybe they leave, and then they come back as a wanderer joining event? also, is it possible for us too configure the ammount of stuff visitors have and the tech level of things they give us?

I've thought about it, but so far I didn't feel like it would justify the amount of work and the risk for new bugs.

The tech level is now capped to that of the visiting faction +1. It's not possible to customise the amount right now. The amount is based on your relationship with the other faction.
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Jozay on July 27, 2016, 11:24:27 AM
Hi !
Great mod , thanks ;D

I made a french translation - traduction française [GitHub.com] (https://github.com/MossieuLeblanc/Hospitality-fr) for this mod !
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Orion on July 27, 2016, 11:36:48 AM
Oh, nice! I'll put a link to it on the front page.
You could wrap it as a mod and upload it to Steam. If you add Hospitality as a requirement and people load it first, it should work. Otherwise, using it with the Steam version will not work (and I don't have the time to keep including it with the mod).
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Jozay on July 27, 2016, 12:13:53 PM
I'll think about it. (I never uploaded anything on the steam workshop ^^ )

Feel free to merge it on your steam workshop, if you want to, and if you have time ;)
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Orion on July 28, 2016, 03:33:26 AM
The reason why I won't merge is because if I make changes to Hospitality, I can't fix the translation. But I do seem responsible for it then. So I have to keep checking when you have fixed it, integrate the new translation and release another update.
And if there will be more languages, I have to do the same for all of them.

I rather invest my time in what I'm good at - adding features, new mods, bugfixes...
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Zapp Brannigan on July 28, 2016, 04:40:17 AM
Getting an error when trying to download the latest version, anyone else getting this?

*EDIT* Never mind, it was an issue with dropbox, seems solved on their side now.
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Gfurst on July 29, 2016, 04:17:03 PM
Can you still not recruit people who you rescue, eg from falling pods or other without needing to capture them first?
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: NalyKalZul on July 29, 2016, 07:06:30 PM
have there been any reports to this mod in the fact that it allows guest still keep stealing food?
it keeps happening after they give out there bonus from staying "if it was a nice stay" and more often then not they bolt to my damm fridge to steal food again.
i get crappy meals and they start devouring my good meals and steal more for the go sometimes to boot.
i can confirm this only happens if any guests give up there last bits of food like this.

while i do run a small list of mods, i did do some testing with my list, and as soon as i disabled this mod i don't see said thieving bastards anymore.
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: DariusWolfe on July 29, 2016, 07:21:45 PM
guest still keep stealing food

I think that's a feature? As in, you say stealing, they say "accepting hospitality".
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Orion on July 30, 2016, 05:38:32 AM
Can you still not recruit people who you rescue, eg from falling pods or other without needing to capture them first?
Nope.

have there been any reports to this mod in the fact that it allows guest still keep stealing food?
Once or twice. But I think it's hilarious :P
Maybe one day I'll add that you can forbid some doors for guests.
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: NalyKalZul on July 30, 2016, 02:17:11 PM
guest still keep stealing food

I think that's a feature? As in, you say stealing, they say "accepting hospitality".

could there at-least be an option then for me to block them out of the colony's kitchen, i would not mind building a small sub-freezer to be added onto the guest lodge so they can grab food from there if need be.
i also would not mind seeing a similar no go zones for visitors animals, it just means we need to add a small food pen to the same building for our guests.

something along the lines of a guest home zone and animal zone.
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Orion on July 30, 2016, 03:36:22 PM
could there at-least be an option then for me to block them out of the colony's kitchen, i would not mind building a small sub-freezer to be added onto the guest lodge so they can grab food from there if need be.
i also would not mind seeing a similar no go zones for visitors animals, it just means we need to add a small food pen to the same building for our guests.
something along the lines of a guest home zone and animal zone.
Unfortunately, either option means weeks of work for me, that I'm not willing to put into it, at this point. Especially since the stealing happens outside of the guest behavior (in the core part that is not made by me). The only easy fix I can think of is that guests will never donate their food, so they won't immediately go steal new food.
Title: Re: [A14] Hospitality (v1.14e - updated 25.07.2016)
Post by: Orion on July 30, 2016, 05:44:43 PM
Can you still not recruit people who you rescue, eg from falling pods or other without needing to capture them first?
I've looked into this. Now when you rescue someone, when they are ready to walk again, there is a reasonable chance that they will ask if they can stay.

Changelog
1.14f - 30.07.2016
- fix: Compatibility with latest CCL
- new: Rescued pawns now have a chance to join the faction
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: kaptain_kavern on July 30, 2016, 06:03:37 PM
Am I understanding this right ?
You add this possibility for rescued people with the "vanilla" system ?

If yes that's awesome
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Gfurst on July 30, 2016, 07:55:45 PM
That's pretty good Orion, awesome, hope you didn't forget to get better odds depending on circumstances, like having a relative in the colony or being from the same crash ship.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: notfood on July 30, 2016, 08:31:14 PM
Quote
- new: Rescued pawns now have a chance to join the faction

This is great. Thank you for the good job Orion!
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on July 31, 2016, 03:25:54 AM
That's pretty good Orion, awesome, hope you didn't forget to get better odds depending on circumstances, like having a relative in the colony or being from the same crash ship.
It's not that I forgot, but I only had 3 hours to spare yesterday and needed to get the fix out. For now, just pretend it is like that, and if it doesn't go as expected, load a previous savegame and try again...  ::)
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Xenobia on July 31, 2016, 07:48:33 PM
This is kind of unrelated I guess, but maybe not?  Is there any way you can add a trader caravan designation area?  or make them use guest beds / the areas guests typically use?  They always set up right in front of my defenses and it makes raids extremely annoying because there's no way to not get them caught in the crossfire..
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 01, 2016, 02:41:03 AM
This is kind of unrelated I guess, but maybe not?  Is there any way you can add a trader caravan designation area?
There isn't. Probably because it's ripe for abuse. But if, I guess it would make sense to include it with this excellent mod: https://ludeon.com/forums/index.php?topic=19992.0
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Oragepoilu on August 02, 2016, 10:38:05 AM
Hello.

Bug : pawn do not get the moodlet / though "impressive bedroom" (or any other bedroom though).

I have quite some mods, but after some test (note : mod are used from the workshop) :
-Last version of CCL alone : no bug
-Last version of CCL and Hospitality : bug

Checked on brand new save each time by creating a room in godmod with a door and a royal gold double bed. Impressivness of the room is "impressive", if I use the tool in game to read the stats of the room.

Can you please look at it ? I cannot even remove this mod from my save as it broke compatibility, and loosing +5 (ore more) perma mood is a hard hit.

ps : this happen from the last few days, before I was having the though for my pawn, along with special though for having too impressive or not enough impressive, depending of the trait, like usual)
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: holyteej on August 02, 2016, 11:40:13 AM
Hi there,

just wondering if anyone else had this happen. Used hospitality with other mods and was running fine for over a year colony time, suddenly though when guests arrive they all go and bunch in one guest bedroom and wander around in it until they go insane, they no longer eat, drink or leave the guest room, even after removing doors. Getting rid of all guest beds made them all go and bunch in another random room until they die, tried spawning new visitor incidents and they do the same... Any ideas on why and if there is a possible fix i haven't thought of.

many thanks
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 02, 2016, 03:55:35 PM
@Oragepoilu: I've passed it on to CCL. Could you check if any of your mods, including workshop mods,has DLL files in a different folder than Assemblies? There's a good chance this may be causing the problem.
@holyteej: Strange. Do you have the developer console enabled? Did you get any errors?
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Oragepoilu on August 02, 2016, 05:42:11 PM
@orion

Thx for reading.

I though my post was enough clear, but it sound like it's not. I'll correct it, sorry for my bad english.

Quote
-Last version of CCL and Hospitality : bug
This part mean that only CCL and Hospitality are activated.
This part mean that no mod are activated, beside CCL and Hospitality.
This mean that no other mods have something to do with this problem, as no other mod are present when the bug occur. (note : when I active all the mod beside Hospitality, it works fine)

In case of things have changed while I was looking somewhere else, steam workshop doesn't download content from a mod into the folder of another mod, so I'm pretty sure you are mistaken about where the problem is from.  (each mod have an Id and use a separated folder)

When I look into the Hospitality mod, I have two .dll files : one into
...\704305425\Source\Source\obj\Release\Hospitality.dll
and one into
...\704305425\Assemblies\Hospitality.dll
the obj folder (inside source\source folder) isn't here in the regular download. however, After I installed the Hospitality (along CLL) outside of steamworkshop, the problem is still here (and in case it's not clear enough, there is no other mod activated), so I guess it's not the answer of this problem, if it's even a part of it.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 03, 2016, 02:49:20 AM
Thanks for reporting this. The DLL file file in the obj folder is the problem then. I understand that it was included by workshop unintendedly. You should delete it.

Unfortunately I can't patch it myself right now.

I was told the latest RimWorld version loads all DLL files in a mod folder, no matter where. This causes all kind of unpredictable problems.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: 123nick on August 03, 2016, 02:49:33 AM
hey, i think i have a bug, the guest tab isnt showing up when it should. im playing on alpha 14D, so that may be the cause, and im subscribed too the mod on the workshop, so its auto-updated. i dont get any console errors though.

here is mod list:

<li>Core</li>
         <li>Community Core Library</li>
         <li>EdB Prepare Carefully</li>
         <li>Toxic Fallout Protection Suit</li>
         <li>Clutter Furniture Module</li>
         <li>Clutter Structures</li>
         <li>ESM - Mine Vein</li>
         <li>ESM - Mountain Temp</li>
         <li>ESM - Smooth Wall</li>
         <li>High Caliber</li>
         <li>Infused</li>
         <li>Izzyssentials Core</li>
         <li>Izzyssentials Furniture</li>
         <li>Izzyssentials Lights</li>
         <li>Izzyssentials Switch</li>
         <li>Area Rugs v1.04</li>
         <li>Miscellaneous 'CORE'</li>
         <li>Misc. MapGenerator</li>
         <li>Misc. Incidents</li>
         <li>Misc. MAI</li>
         <li>Misc. Robots</li>
         <li>PowerSwitch</li>
         <li>Misc. Training</li>
         <li>Misc. Objects</li>
         <li>Misc. Patch - Prepare Carefully</li>
         <li>Hospitality</li>
         <li>Colony Manager</li>
         <li>Stonecutting Tweak v1.02</li>
         <li>Medical Tab</li>
         <li>Right Tool For The Job v1.15</li>
         <li>RTGs v1.15</li>
         <li>Follow Me!</li>
         <li>Work Tab</li>
         <li>Animals Tab</li>
         <li>Blueprints</li>
         <li>Area Unlocker</li>
         <li>Relations Tab</li>
         <li>One Big Family</li>
         <li>Animal Hide Working v2.10</li>
         <li>Capsule Power v1.02</li>
         <li>Medical Training v1.05</li>
         <li>Log Walls v1.26</li>
         <li>Fluffy Breakdowns</li>
         <li>Expanded Prosthetics and Organ Engineering</li>
         <li>P-Music</li>
         <li>Tilled Soil</li>
         <li>More Trade Ships</li>
         <li>Fences v1.01</li>
         <li>Furnace</li>
         <li>Double Population</li>
         <li>Miniaturisation</li>
         <li>[T] ExpandedCloth</li>
         <li>[T] MoreBedsCloth</li>
         <li>[T] MoreFloors</li>
         <li>[T] ExpandedCrops</li>
         <li>Glitter Tech (No Surgery)</li>
         <li>ED-Embrasures</li>
         <li>ED-ReinforcedStuff</li>
         <li>ED-ClosableVent</li>
         <li>ED-PoweredVent</li>
         <li>ED-SubspaceTransponder</li>
         <li>ED-AutoLoader</li>
         <li>ED-Moat</li>
         <li>Auto Seller</li>
         <li>LT-DoorMat</li>
         <li>LT-A Dog Said...</li>
         <li>Roof Support</li>
         <li>RedistHeat</li>
         <li>Foam grenades</li>
         <li>Mind Altering Device</li>
         <li>PowerArmourMKII</li>
         <li>MedievalShields</li>
         <li>ArmourRepair</li>
         <li>Allow Tool</li>
         <li>Recycle</li>
         <li>Remote Explosives</li>
         <li>Rimsenal - Federation TEST a14</li>
         <li>Rimsenal</li>
         <li>Rimsenal - Feral TEST</li>
         <li>Rimsenal - Security</li>
         <li>Talons</li>
         <li>Apparello 2</li>
         <li>Expanded Traits</li>
         <li>Mechanite Augmentation</li>
         <li>More Vanilla Turrets</li>
         <li>Numbers</li>
         <li>CorePanda</li>
         <li>Cupro's Drinks</li>
         <li>Additional Joy Objects</li>
         <li>Dwarven Crafts</li>
         <li>Extra Floors</li>
         <li>Ancient Amulets</li>
         <li>Cupro's Alloys</li>
         <li>Expanded Power</li>
         <li>Zen Garden</li>
         <li>RimPharma</li>
         <li>Powerless!</li>
         <li>Quarry</li>

i could try putting hospitality further down the mod load-order list?

also, im checking if the guest tab is present on a bunch of people passing through, from a friendly faction, if it matters how they came in, and through whatever event.

also, rescuing people and being asked if they want too stay- that works too.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Oragepoilu on August 03, 2016, 04:09:50 AM
I'v already tried to delete it, it doesn't matter.
Sound like my post still wasn't clear enough.

I will put in red the data required for you to understand removing this .dll doesn't solve the problem sadly.

Quote
When I look into the Hospitality mod, I have two .dll files : one into
...\704305425\Source\Source\obj\Release\Hospitality.dll
and one into
...\704305425\Assemblies\Hospitality.dll
the obj folder (inside source\source folder) isn't here in the regular download. however, After I installed the Hospitality (along CLL) outside of steamworkshop, the problem is still here (and in case it's not clear enough, there is no other mod activated), so I guess it's not the answer of this problem, if it's even a part of it.

This mean that not having this .dll change nothing; I'v already tried to delete him, or delete the complete folder, or use the regular downloaded version (that do NOT include this folder and as such do not include the .dll), and in any case, every time I use Hospitality I won't have a moodlet/though for my pawn about their bedroom.
I don't deny that it's not part of the problem, but I'm sure that alone it's not the problem, as my testing prove it.
If you do not the possibility to look further into it, I understand. I'm not trying to push you. I'm just trying to make it as clear as possible.


@nick
you have some other mod that change the interface. Maybe try to put, at the very last, hospitality behind A dog say ?

If it still doesn't works, put it in the very last place, make a new game, and force an event (go in cheat mod to make it faster).
At this point, keep the console open and look at what happen when they come. If it works, don't forget to check the obvious mods that can cause a problem, as they might not works correctly now that Hospitality is the last; Work tab, colony manager, relation tab, a dog say (<= wasn't working in my config, conflicting with my mods).

I do not have all what you get but I have quite a number of your mod; However hospitality is for me one ins the latest big mod (not including mod like moor floor or addition like this, as they mostly add stuff and not CHANGE stuff).
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: 123nick on August 03, 2016, 04:52:28 AM
I'v already tried to delete it, it doesn't matter.
Sound like my post still wasn't clear enough.

I will put in red the data required for you to understand removing this .dll doesn't solve the problem sadly.

Quote
When I look into the Hospitality mod, I have two .dll files : one into
...\704305425\Source\Source\obj\Release\Hospitality.dll
and one into
...\704305425\Assemblies\Hospitality.dll
the obj folder (inside source\source folder) isn't here in the regular download. however, After I installed the Hospitality (along CLL) outside of steamworkshop, the problem is still here (and in case it's not clear enough, there is no other mod activated), so I guess it's not the answer of this problem, if it's even a part of it.

This mean that not having this .dll change nothing; I'v already tried to delete him, or delete the complete folder, or use the regular downloaded version (that do NOT include this folder and as such do not include the .dll), and in any case, every time I use Hospitality I won't have a moodlet/though for my pawn about their bedroom.
I don't deny that it's not part of the problem, but I'm sure that alone it's not the problem, as my testing prove it.
If you do not the possibility to look further into it, I understand. I'm not trying to push you. I'm just trying to make it as clear as possible.


@nick
you have some other mod that change the interface. Maybe try to put, at the very last, hospitality behind A dog say ?

If it still doesn't works, put it in the very last place, make a new game, and force an event (go in cheat mod to make it faster).
At this point, keep the console open and look at what happen when they come. If it works, don't forget to check the obvious mods that can cause a problem, as they might not works correctly now that Hospitality is the last; Work tab, colony manager, relation tab, a dog say (<= wasn't working in my config, conflicting with my mods).

I do not have all what you get but I have quite a number of your mod; However hospitality is for me one ins the latest big mod (not including mod like moor floor or addition like this, as they mostly add stuff and not CHANGE stuff).

thanks, i tried that but it still doesent show up. i disabled a dog said, and moved hospitality so it loads after work tab, colony manager, relation tab, etc.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Oragepoilu on August 03, 2016, 05:32:35 AM
@nick sorry then, you might be forced to remove some of your mods and check each time if it show up again.

Here my list if it can help you; they works fine for me, so you can start by removing from your mod every one that is in my own list (as they works with hospitality). From here you should be able to remove lot of small mod of your own (that only add small thing), test, and if it doesn't works, remove slowly (and painfully) more mods.
    <li>Core</li>
    <li>729577707</li> CCL
    <li>704181221</li> misc core
    <li>724602224</li> misc robot
    <li>719702781</li> misc incident
    <li>717575199</li> misc training
    <li>704182588</li> misc map generator
    <li>730401034</li> core panda
    <li>715565262</li> colony manager
    <li>715565817</li> medical tab
    <li>725956940</li> expanded prosthetics and organ
    <li>725623521</li> more floors
    <li>Hospitality</li>
    <li>722085442</li> ed embrasure
    <li>730406032</li> zen garden
    <li>728314182</li> rt fuse
    <li>731434226</li> iron dan
    <li>731111514</li> mad skills
    <li>AllowTool</li>
    <li>Industrialisation</li>
    <li>727626696</li> mind altering device
    <li>[A14] Trait Pack 1.3.1.1</li>
    <li>DermalRegenerator-DermalRegenerator1.6</li>
    <li>ExtendedFabrics-ExtendedFabrics1.3</li>
    <li>ExtendedStorage-ExtendedStorage1.8</li>
    <li>NaturalFloors-NaturalFloors1.2</li>
    <li>ReclaimFabric-ReclaimFabric1.3</li>
    <li>RoofBomb-RoofBomb1.4</li>
    <li>728968976</li> redistheat
    <li>Apparello</li>
    <li>LT_DoorMat</li>
    <li>Ancient Amulets 14.00</li>
    <li>Cupros Alloys 14.00</li>
    <li>Less-Rebuff-1.0</li>
    <li>Clutter Furniture</li>
    <li>730597267</li> milder breakdown
    <li>Unifier 14.00</li>
    <li>729046669</li> distilled healroot
    <li>ED-ReinforcedStuff</li>


ps : as you don't use auto steam update, you might want to be sure that your mod are up to date, with CCL, if you didn't started by this yet.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: bryangrossman on August 03, 2016, 10:28:23 AM
I installed this mod...  But the Guest tab does not exist for visitors its still the Social tab.  But I do see the Guest Bed so it looks like the mod did install.... 

I have version 14.1234

Is there a fix for this?   
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: 123nick on August 03, 2016, 10:25:32 PM
@nick sorry then, you might be forced to remove some of your mods and check each time if it show up again.

Here my list if it can help you; they works fine for me, so you can start by removing from your mod every one that is in my own list (as they works with hospitality). From here you should be able to remove lot of small mod of your own (that only add small thing), test, and if it doesn't works, remove slowly (and painfully) more mods.
    <li>Core</li>
    <li>729577707</li> CCL
    <li>704181221</li> misc core
    <li>724602224</li> misc robot
    <li>719702781</li> misc incident
    <li>717575199</li> misc training
    <li>704182588</li> misc map generator
    <li>730401034</li> core panda
    <li>715565262</li> colony manager
    <li>715565817</li> medical tab
    <li>725956940</li> expanded prosthetics and organ
    <li>725623521</li> more floors
    <li>Hospitality</li>
    <li>722085442</li> ed embrasure
    <li>730406032</li> zen garden
    <li>728314182</li> rt fuse
    <li>731434226</li> iron dan
    <li>731111514</li> mad skills
    <li>AllowTool</li>
    <li>Industrialisation</li>
    <li>727626696</li> mind altering device
    <li>[A14] Trait Pack 1.3.1.1</li>
    <li>DermalRegenerator-DermalRegenerator1.6</li>
    <li>ExtendedFabrics-ExtendedFabrics1.3</li>
    <li>ExtendedStorage-ExtendedStorage1.8</li>
    <li>NaturalFloors-NaturalFloors1.2</li>
    <li>ReclaimFabric-ReclaimFabric1.3</li>
    <li>RoofBomb-RoofBomb1.4</li>
    <li>728968976</li> redistheat
    <li>Apparello</li>
    <li>LT_DoorMat</li>
    <li>Ancient Amulets 14.00</li>
    <li>Cupros Alloys 14.00</li>
    <li>Less-Rebuff-1.0</li>
    <li>Clutter Furniture</li>
    <li>730597267</li> milder breakdown
    <li>Unifier 14.00</li>
    <li>729046669</li> distilled healroot
    <li>ED-ReinforcedStuff</li>


ps : as you don't use auto steam update, you might want to be sure that your mod are up to date, with CCL, if you didn't started by this yet.

i use the mods on steam, atleast, whenever possible. you can check how up-too-date a mod is via CCL?
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: 123nick on August 03, 2016, 10:47:37 PM
hey does this mod change the name of the wardenning task too negotiate?
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: DariusWolfe on August 03, 2016, 10:49:43 PM
Yes, it does.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Oragepoilu on August 04, 2016, 02:36:21 AM
@Nick

My bad, when I mean "with CLL", I was trying to say "really make sure that CCL is up to date", not "CCL can check if a mod is up to date".
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: 123nick on August 04, 2016, 03:30:55 AM
@Nick

My bad, when I mean "with CLL", I was trying to say "really make sure that CCL is up to date", not "CCL can check if a mod is up to date".

thanks, but i updated my mods, and i think it works now. just to clarify, you can only have the guest- interaction tab with visitors, not traders or people passing by, right?
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Kahne on August 04, 2016, 03:45:23 AM
Hello,
first of all, thank you for this great mod.
I recently stumbled upon a lagging issue that rendered my game unplayable. After reading the logs i guess it could be a problem with Hospitality.
The debug log spamms this message over and over again until the game is so slow you get one frame every few seconds.

With my non-existent scripting knowledge i could see the word hospitality in the log so here it is :)

Code: [Select]
Initializing map from file Colwyn (Permadeath) with mods Core, Community Core Library, EdBPrepareCarefully, Community Core Library - Vanilla Tweaks, DarknessRevampRevamped, 704181221, 664980062, 719702781, 724600171, 724602224, 717575199, 715565262, 712141500, 708455313, 726244033, 715565817, 728381322, 726372052, 726728516, 728503320, 728604134, 722084058, 722084648, 722085442, 722087475, 722088116, 726884610, ESM - MineVein, ESM - MountainTemp, 725956940, 672717999, 725553170, 725657237, 725714675, 704305425, 672718024, 727309536, 728160701, 728302374, 727710731, 725873757, 727687246, 672718181, 725130005, 725471844, 728968976, 672718223, 725949967, 725447220, 672711525, 726236520, 727124440, 725828794, 725623521, 725194066, 725747149, 726855894, 726859932, 706426033, 705924057, and 727581581
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.IncidentWorker_VisitorGroup.TryConvertOnePawnToSmallTrader (System.Collections.Generic.List`1 pawns, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.CreateLord (RimWorld.Faction faction, IntVec3 chillSpot, System.Collections.Generic.List`1 pawns) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

RedistHeat: Initialized AirNetGrid.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

RedistHeat: Initialized AirNetManager.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

RedistHeat: Initialized RedistHeat.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.IncidentWorker_VisitorGroup.TryConvertOnePawnToSmallTrader (System.Collections.Generic.List`1 pawns, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.CreateLord (RimWorld.Faction faction, IntVec3 chillSpot, System.Collections.Generic.List`1 pawns) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Injection Controller :: Update :: Updated

 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.IncidentWorker_VisitorGroup.TryConvertOnePawnToSmallTrader (System.Collections.Generic.List`1 pawns, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.CreateLord (RimWorld.Faction faction, IntVec3 chillSpot, System.Collections.Generic.List`1 pawns) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.IncidentWorker_VisitorGroup.TryConvertOnePawnToSmallTrader (System.Collections.Generic.List`1 pawns, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.CreateLord (RimWorld.Faction faction, IntVec3 chillSpot, System.Collections.Generic.List`1 pawns) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)



The current version of the game is:
0.14.1249
Used mods are:
K's Recommended Mods Collection from SteamWorkshop http://steamcommunity.com/sharedfiles/filedetails/?id=725182236 (http://steamcommunity.com/sharedfiles/filedetails/?id=725182236)

There are a few Orion visitors present at the colony at the moment. I tried killing them via developement tools but it didn't help.

If my guess is wrong and it has nothing to do with Hospitality please disregard this message.

Keep up the good work.

Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Oragepoilu on August 04, 2016, 05:51:45 AM
@nick
Yes, only visitors have the guest tab. They come only to buy item that lie around in the "Guest room" (=room with guest bed) and change your faction approval when they leave, after interacting with your table/chair, guest bed and joy furniture. (hospitality)

People passing by are just passing buy and move from a side of the map to another. (vanilla)

Anybody with a yellow question mark is a trader (minus visitors with small trading goods), and just move up to a point near your building, stay here for a bit and then go away. (vanilla)

ps : I think you know most of this, but it's mostly in case of somebody else was reading. Some other post around make me think that it wasn't clear for them.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 04, 2016, 01:44:53 PM
To everyone reporting issues: Thanks for reporting. I'm "away" until Sunday, so I can't look into it. If you're using the steam version of mods, find and delete all obj folders from your mods, since DLL files in other folders than "Assemblies" can create unexpected problems with other mods.
If you find such DLL files, report them to the creators of the mods. The steam version of hospitality has one too, which I will remove once I'm back at my computer again. 
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: FranklyFrank on August 04, 2016, 05:08:05 PM
Hi everyone,

I dont know if anyone reported this but here it is:

Visitors build snowmen but i cannot remove them (no deconstruct option available) -> rather annoying  :P
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Warforyou on August 04, 2016, 05:38:35 PM
Hi everyone,

I dont know if anyone reported this but here it is:

Visitors build snowmen but i cannot remove them (no deconstruct option available) -> rather annoying  :P

smash 'em up!
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: rwulf on August 05, 2016, 04:21:45 AM
I am having a similar problem to the earlier poster. The mod was working fine at first, but now I have no social tab, caravan traders show up, hang out for a bit, and leave, and travelers just speed straight through without stopping. Meanwhile, I still have guest beds and the Negotiate skill refers to visitors, so the mod is doing *something,* it's just not letting me entertain or recruit anyone.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: rwulf on August 05, 2016, 06:39:07 AM
Sorry meant to say I have no "Guest" tab.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Elysium on August 05, 2016, 11:47:36 AM
This is a very interesting mod with a lot of potential but I think there might be something wrong with the trading visitors.  It would seem only the inventory of the pawn you actually trade with is available in the trade window, and not the inventory of the accompanying escorts.  I don't think this is how it works in vanilla, all of their inventories are tied together when you barter with traders.  At first I thought it might have something to do with the traders proximity to their escorts, but that does not appear to be the case.

Edit: The actual trade caravans seem to work correctly, but on further inspection the vast majority of the items are held in the animal mule's inventory, the escorts seem to only have essentials like meals.  However this is not the case for the "visiting traders", most of the escorts seem to be holding valuable items they wouldn't have otherwise and you are not able to access them without stripping or killing them.  I don't know if this is how visitors work in vanilla also, can't say I paid that close attention the first time I played this game.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Gfurst on August 06, 2016, 02:10:10 PM
Gonna step forward on these ones

The mod was working fine at first, but now I have no social tab, caravan traders show up, hang out for a bit, and leave, and travelers just speed straight through without stopping.
This whats supposed to happen, trade caravans just stop for a while and then leave, people traversing the map are also supposed to just leave, they're not guests per say. Only actual guests come and stay for a day or so, are allowed to be recruit and increase relationship with factions. Eg, if they're not coming, then perhaps you don't have high enough reputation yet.

It would seem only the inventory of the pawn you actually trade with is available in the trade window, and not the inventory of the accompanying escorts.  I don't think this is how it works in vanilla, all of their inventories are tied together when you barter with traders.
And again, this is how supposed to be. When few guest appear and they have something to trade, only that pawn inventory is in on the trade. Trade caravans on the other hand also add the "mule" inventory. And this is vanilla behavior as well.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Serenity on August 06, 2016, 02:25:44 PM
How is recruitment supposed to work. I know it says you need to increase their trust, but I don't see an option to even make an attempt.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Gfurst on August 06, 201