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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

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
Quote from: UMK on March 13, 2015, 11:34:26 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
Quote from: Vonholtz on March 13, 2015, 11:47:43 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: RemingtonRyder 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
Quote from: 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?  ;)
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
Quote from: Grogfeld on March 14, 2015, 10:31:18 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
Quote from: prongssage on March 14, 2015, 10:41:50 AM
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
Quote from: 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.
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.

Quote from: 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.
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
Quote from: re1wind on March 15, 2015, 12:10:54 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
Quote from: Orion on March 14, 2015, 07:42:46 PM
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.

Quote from: Orion on March 14, 2015, 07:42:46 PM
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
Quote from: Dragoon on March 15, 2015, 08:26:44 AM
Quote from: re1wind on March 15, 2015, 12:10:54 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
Quote from: re1wind on March 15, 2015, 12:10:54 AMbut...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
Quote from: Orion on March 14, 2015, 07:42:46 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
Quote from: Klaatu on March 23, 2015, 04:05:13 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
Quote from: 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.
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
Quote from: Orion on March 24, 2015, 09:03:33 AM
Quote from: 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.
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
Quote from: 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)

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
Quote from: Dewion on March 26, 2015, 01:11:19 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
Quote from: Dewion on March 27, 2015, 02:04:39 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
Quote from: 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.
I'll make it a bit less extreme. There has to be a penalty for playing the odds, though.

Quote from: Javis on March 26, 2015, 09:14:41 PM
Running Alpha 9.725.
Might help to run the latest version.

Quote from: LustrousWolf on March 26, 2015, 07:12:23 PM
BUg when I recruit a guest they will always have there weapon out.
Looking into it.

Quote from: L.Max on March 26, 2015, 02:33:17 PM
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.

Quote from: 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.
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.

Quote from: Dewion on March 25, 2015, 10:22:56 AM
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
Quote from: 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.

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
Quote from: LustrousWolf on March 28, 2015, 05:26:14 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.

Quote from: 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.
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
Quote from: Orion on March 28, 2015, 09:14:32 AM
Quote from: LustrousWolf on March 28, 2015, 05:26:14 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
Quote from: 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

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
Quote from: 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.
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
Quote from: 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...
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
Quote from: 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!!!

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
Quote from: kindofrvl on April 04, 2015, 01:49:05 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
Quote from: Dragoon on April 04, 2015, 08:23:54 PM
Quote from: kindofrvl on April 04, 2015, 01:49:05 PM
-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
Quote from: 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.
I'm using outfitter as well, should work fine.

Quote from: kindofrvl on April 04, 2015, 01:49:05 PM
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
Quote from: Orion on April 21, 2015, 02:24:11 AM
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
Quote from: Orion on April 22, 2015, 05:34:44 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
Quote from: 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.
Thanks! It's comments like these that make it worth putting all the hours into maintaining a mod!

Quote from: 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!
Do you guys get any messages in your console? I will try and see what could be causing this...

Quote from: nuschler22 on April 24, 2015, 05:52:41 PM
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
Quote from: 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
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
Quote from: 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.

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
Quote from: 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.

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
Quote from: Orion on April 30, 2015, 05:10:08 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
Quote from: Ienkoron on April 30, 2015, 09:04:41 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
Quote from: Ninefinger on April 30, 2015, 09:13:06 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
Quote from: Ienkoron on April 30, 2015, 09:18:58 AM
Quote from: Ninefinger on April 30, 2015, 09:13:06 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
Quote from: rimtrooper on April 30, 2015, 11:02:10 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
Quote from: 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

Quote from: rimtrooper on April 30, 2015, 11:40:37 AM
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
Quote from: Orion on May 01, 2015, 09:22:12 AM
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
Quote from: Tynan on May 01, 2015, 08:04:11 PM
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
Quote from: Ninefinger on May 02, 2015, 12:53:06 AM
Quote from: Tynan on May 01, 2015, 08:04:11 PM
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
Quote from: Ienkoron on May 02, 2015, 12:58:11 AM
Quote from: Ninefinger on May 02, 2015, 12:53:06 AM
Quote from: Tynan on May 01, 2015, 08:04:11 PM
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
Quote from: 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.

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
Quote from: 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?

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!

Quote from: 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?

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.

Quote from: 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.
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 :-\

Quote from: 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.
...
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
Quote from: Exampl3 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.

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
Quote from: 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:

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
Quote from: Orion on May 06, 2015, 05:05:29 PM
Quote from: 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:

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
Quote from: Orion on May 05, 2015, 03:01:27 AM
Thanks everyone for providing feedback!

Quote from: 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.
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
Quote from: 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?

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 ;)

Quote from: Sigan on May 06, 2015, 06:53:56 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.
Title: Re: [MOD](Alpha 10) Hospitality (v1.04a - updated 05.05.2015)
Post by: Sigan on May 10, 2015, 09:29:17 PM
Quote from: Orion on May 07, 2015, 06:36:10 PM

Quote from: Sigan on May 06, 2015, 06:53:56 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
Quote from: Sigan on May 10, 2015, 09:29:17 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 :-\

Quote from: 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' ?
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
Quote from: Orion on May 11, 2015, 06:18:34 AM
Quote from: Sigan on May 10, 2015, 09:29:17 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
Quote from: 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/)

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
Quote from: 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.
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
Quote from: Orion on June 17, 2015, 05:32:41 AM
Quote from: 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.
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
Quote from: r4ky on June 17, 2015, 06:36:39 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
Quote from: 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/)

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.

Quote from: r4ky on June 24, 2015, 07:13:46 PM
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
Quote from: 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.

+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
Quote from: r4ky on June 25, 2015, 04:24:31 AM
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
Quote from: 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.
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
Quote from: 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?

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
Quote from: r4ky on June 29, 2015, 05:58:20 PM
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.

Quote from: r4ky on June 29, 2015, 07:20:02 PM
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
Quote from: 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.

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
Quote from: Vas on July 03, 2015, 11:15:00 AM
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
Quote from: Ninefinger on July 03, 2015, 01:24:29 PM
Quote from: Vas on July 03, 2015, 11:15:00 AM
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
Quote from: 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?)
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.

Quote from: 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.
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
Quote from: Orion on July 06, 2015, 08:49:48 AM
Quote from: 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.
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
Quote from: Vas on July 08, 2015, 12:02:03 PM
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.

Quote from: Vas on July 08, 2015, 12:02:03 PM
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.

Quote from: Vas on July 08, 2015, 12:02:03 PM
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.

Quote from: Vas on July 08, 2015, 12:02:03 PM
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
Quote from: Vas on July 09, 2015, 08:25:33 PM
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.

Quote from: Vas on July 09, 2015, 08:25:33 PM
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
Quote from: Orion on July 10, 2015, 08:20:50 AM
Quote from: Vas on July 09, 2015, 08:25:33 PM
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
Quote from: hairlessOrphan on July 10, 2015, 09:52:52 AM
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.

Quote from: Vas on July 10, 2015, 11:32:01 AM
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
Quote from: 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.

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
Quote from: 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).
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
Quote from: Vas on July 10, 2015, 08:10:49 PM
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!

Quote from: Vas on July 10, 2015, 08:10:49 PM
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).

Quote from: Tynan on July 10, 2015, 05:17:57 PM
This mod looks really great, actually. Very nice vanilla-style addition to the core game.
Thanks! That means a lot to me.

Quote from: Tynan on July 10, 2015, 05:17:57 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.

Quote from: Leucetius on July 10, 2015, 02:58:12 PM
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
Quote from: Orion on July 11, 2015, 04:40:21 AM
Quote from: Tynan on July 10, 2015, 05:17:57 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
Quote from: 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.
Sorry about that. I didn't have that problem myself, I'll investigate as soon as possible.

Quote from: Vas on July 11, 2015, 05:52:33 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.
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:

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
Quote from: Orion on July 11, 2015, 06:00:41 PM
Quote from: Vas on July 11, 2015, 05:52:33 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
Quote from: 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:
Thanks! I can already see what the problem is.

Quote from: Vas on July 11, 2015, 10:59:21 PM
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.

Quote from: 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?
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
Quote from: Orion on July 12, 2015, 04:08:32 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
Quote from: Othobrithol on July 12, 2015, 11:53:16 PM
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
Quote from: 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

+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
Quote from: 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.

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
Quote from: theapolaustic1 on July 13, 2015, 12:12:58 PM
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
Quote from: 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).
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
Quote from: Orion on July 15, 2015, 12:40:12 PM
Quote from: 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).
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
Quote from: Ninefinger on July 16, 2015, 09:14:41 PM
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
Quote from: Orion on July 17, 2015, 06:01:53 AM
Quote from: Ninefinger on July 16, 2015, 09:14:41 PM
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
Quote from: Ninefinger on July 17, 2015, 11:37:52 AM
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?

Quote from: 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.
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
Quote from: Orion on July 19, 2015, 04:42:32 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
Quote from: Orion on July 21, 2015, 05:17:49 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
Quote from: Othobrithol on July 22, 2015, 11:18:48 AM
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
Quote from: 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.
I didn't want to add a new kind of job. But if that's generally what people prefer, I can do it.

Quote from: 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.
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
Quote from: Orion on July 23, 2015, 11:02:38 AM
Quote from: 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.
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
Quote from: silentwolf123 on July 25, 2015, 05:53:14 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).

Quote from: 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?
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
Quote from: Orion on July 26, 2015, 01:27:38 PM
Quote from: silentwolf123 on July 25, 2015, 05:53:14 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).

Quote from: 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?
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
Quote from: Othobrithol on July 27, 2015, 12:20:30 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
Quote from: Vas on July 29, 2015, 10:05:28 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
Quote from: 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.
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.

Quote from: Vas on July 29, 2015, 10:05:28 AM
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
Quote from: zenfur on July 29, 2015, 09:49:39 PM
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
Quote from: 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.
Glad that it works now!

Quote from: zenfur on July 30, 2015, 12:53:20 PM
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
Quote from: 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.

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
Quote from: 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)

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
Quote from: 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....

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
Quote from: 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.

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
Quote from: 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.

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
Quote from: Lupin III on September 18, 2015, 03:42:33 PM
Quote from: 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.

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
Quote from: fenrin49 on September 21, 2015, 03:05:24 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
Quote from: 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....

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
Quote from: 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'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.

Quote from: Hague on September 29, 2015, 07:48:03 PM
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!!!! 

Quote from: Orion on September 30, 2015, 09:51:50 AM
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
Quote from: Orion on September 30, 2015, 09:51:50 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
Quote from: 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.

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
Quote from: Orion on September 30, 2015, 09:51:50 AM

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
Quote from: 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.

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
Quote from: 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.
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
Quote from: irotsoma on October 27, 2015, 09:13:32 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.
Title: Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
Post by: irotsoma on October 28, 2015, 08:31:41 PM
Quote from: Orion on October 28, 2015, 05:28:33 AM
Quote from: irotsoma on October 27, 2015, 09:13:32 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
Quote from: 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.

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
Quote from: 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.

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
Quote from: Shadou on November 01, 2015, 08:22:48 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).


Quote from: 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?
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
Quote from: Orion on November 02, 2015, 02:56:12 AM
Quote from: 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?
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
Quote from: LanMc on November 03, 2015, 01:11:16 PM
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
Quote from: 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)

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
Quote from: irotsoma on November 09, 2015, 12:46:44 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
Quote from: LittleGreenStone on December 15, 2015, 03:24:50 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
Quote from: Orion on December 17, 2015, 03:01:20 AM
Quote from: LittleGreenStone on December 15, 2015, 03:24:50 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
Quote from: 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!

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
Quote from: LittleGreenStone on December 25, 2015, 07:34:17 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
Quote from: Orion on December 27, 2015, 05:42:56 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
Quote from: TLHeart on December 28, 2015, 12:16:08 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
Quote from: Orion on December 28, 2015, 03:20:49 PM
Quote from: TLHeart on December 28, 2015, 12:16:08 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
Quote from: 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.

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
Quote from: TLHeart on December 31, 2015, 11:34:14 AM
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:
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
Quote from: Tivec on January 02, 2016, 10:26:34 AM
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
Quote from: DuCentre on January 03, 2016, 01:26:17 PM
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
Quote from: 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?
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.

Quote from: 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.
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
Quote from: Orion on January 07, 2016, 09:24:33 AM
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
Quote from: 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.
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
Quote from: harpo99999 on January 07, 2016, 06:20:53 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
Quote from: 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.
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.

Quote from: 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.
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.

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...
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.

QuoteQuote 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...

QuoteQuote 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
Quote from: Faythe on January 22, 2016, 10:53:34 AM
Thanks for the heads up on the faction still leaving.

QuoteQuote 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...

QuoteQuote 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
Quote from: LittleGreenStone on January 22, 2016, 11:07:11 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
Quote from: Faythe on January 22, 2016, 10:53:34 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.

Quote from: Faythe on January 22, 2016, 10:53:34 AM
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
Quote from: 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.)
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
Quote from: Orion on February 01, 2016, 10:03:25 AM
Quote from: 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.)
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
Quote from: 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.
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
Quote from: 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.
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
Quote from: Orion on February 09, 2016, 02:08:22 PM
Quote from: 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.
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
Quote from: 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
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.

Quote from: 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.
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
Quote from: Orion on February 25, 2016, 09:35:31 AM
Quote from: 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.
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
Quote from: Orion on February 25, 2016, 09:35:31 AM
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
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
Quote from: Orion on February 25, 2016, 09:35:31 AM
Quote from: 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
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
Quote from: xwat on February 25, 2016, 12:12:08 PM
TL;DR: The problem seems to be solved by adding an additional check
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.

Quote from: xwat on February 25, 2016, 12:12:08 PM
[..]
I hope now you have a better understanding of the situation
I do! Thanks for the explanation.

Quote from: 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.
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)
string visitorTitle = visitor.story.adulthood.title; and I know it always has to be set, I'm not going to turn it into
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
Quote from: xwat on February 25, 2016, 12:12:08 PM
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
Quote from: Orion on February 26, 2016, 11:04:34 AM
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
Quote from: 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!

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
Quote from: 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

- 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.

Quote from: Beathrus on February 26, 2016, 05:00:40 PM
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
Quote from: Orion on February 27, 2016, 07:53:23 AM
Actually they still bring gold clubs... but no more magic platinum tesla armors anymore.

Quote from: Beathrus on February 26, 2016, 05:00:40 PM
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
Quote from: Orion on February 27, 2016, 07:53:23 AM
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
Quote from: 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??)

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
Quote from: Sentry 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)
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
Quote from: 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.

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
Quote from: Beathrus on March 01, 2016, 12:39:52 PM
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?

Quote from: 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?
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
Quote from: Orion on March 02, 2016, 03:58:41 AM
Quote from: Beathrus on March 01, 2016, 12:39:52 PM
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?

Quote from: 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?
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
Quote from: 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".

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
Quote from: Beathrus on March 03, 2016, 01:49:25 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
Quote from: Orion on March 03, 2016, 02:57:03 PM
Quote from: Beathrus on March 03, 2016, 01:49:25 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
Quote from: 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.

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
Quote from: 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?

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
Quote from: 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?
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
Quote from: Nimander 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.
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
Quote from: Nimander on March 16, 2016, 05:48:35 PM
Is there a way to prevent auto-recruiting?
This looks like a bug. They should only join when they're set to recruit.

Quote from: Nimander on March 16, 2016, 05:48:35 PM
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.

Quote from: nuschler22 on March 17, 2016, 08:03:12 PM
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.

Quote from: nuschler22 on March 17, 2016, 08:03:12 PM
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
Quote from: Orion on March 22, 2016, 08:29:46 AM
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
Quote from: Orion on March 22, 2016, 08:29:46 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.
Title: Re: [A12d] Hospitality (v1.10d - updated 19.03.2016)
Post by: viktoria.s on March 24, 2016, 04:08:06 AM
Quote from: Grimandevil on March 23, 2016, 02:26:14 PM
Quote from: Orion on March 22, 2016, 08:29:46 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
Quote from: 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!

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
Quote from: hazey_sunshine on March 28, 2016, 05:48:34 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.

Quote from: 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).
This can happen if the mod order is not correct. Some other mod might override the visiting parties.

Quote from: Edgewise on March 26, 2016, 06:40:42 PM
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.

Quote from: Edgewise on March 26, 2016, 06:40:42 PM
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
Quote from: 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?

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
Quote from: 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..
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?

Quote from: sparklingmagma on March 30, 2016, 07:51:10 PM
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
Quote from: 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.

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
Quote from: 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.
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
Quote from: 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.
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.

Quote from: Topper on April 10, 2016, 12:47:28 AM
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 :/

Quote from: 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.
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
Quote from: FrankDrebin on April 10, 2016, 07:54:01 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
Quote from: rstrom11 on April 10, 2016, 08:11:38 PM
Quote from: FrankDrebin on April 10, 2016, 07:54:01 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
Quote from: 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.

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
Quote from: Viddles on April 10, 2016, 08:37:19 PM
Quote from: 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.

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
Quote from: 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.
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
Quote from: 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!

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
Quote from: r.Onofre on April 11, 2016, 12:37:15 AM
Quote from: 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.
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
Quote from: 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
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
Quote from: 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

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
Quote from: Viddles on April 12, 2016, 01:07:10 AM
Quote from: 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

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
Quote from: 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.

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
Quote from: hwoo on April 12, 2016, 02:06:52 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.

Quote from: 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.
This sounds like a genuine bug. Like the odds being checked the wrong way around. Will investigate.

Quote from: Viddles on April 12, 2016, 02:18:28 AM
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
Quote from: pestilenz on April 12, 2016, 04:13:29 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
Quote from: 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
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
Quote from: 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.

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
Quote from: 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.

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
Quote from: 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)


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
Quote from: Antario on April 14, 2016, 03:44:11 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.

Quote from: Antario on April 14, 2016, 03:44:11 AM
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]

Quote from: Antario on April 14, 2016, 03:44:11 AM
it's a nice rep boost eventually but it's kinda spammy and seems broken?
Agreed. Could be better. Not sure yet how.

Quote from: Astasia on April 14, 2016, 07:09:05 AM
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 :/

Quote from: Astasia on April 14, 2016, 07:09:05 AM
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.

Quote from: 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.
Quote from: Severik on April 14, 2016, 09:22:06 AM
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.

Quote from: 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!
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.

Quote from: 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.
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.

Quote from: 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.
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?

Quote from: Aarkreinsil on April 15, 2016, 02:50:52 AM
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
Quote from: totos_totidis on April 15, 2016, 09:04:06 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.

Quote from: 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?
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.

Quote from: Aarkreinsil on April 15, 2016, 08:17:16 AM
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 :(

Quote from: Aarkreinsil on April 15, 2016, 08:17:16 AM
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.

Quote from: Aarkreinsil on April 15, 2016, 08:17:16 AM
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?

Quote from: totos_totidis on April 15, 2016, 09:04:06 AM
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
Quote from: Orion on April 15, 2016, 02:01:05 PM
Keep the feedback coming! This is useful stuff and helps get the mod right.

Quote from: 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?
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
Quote from: Antario on April 15, 2016, 02:35:27 PM
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.

Quote from: Antario on April 15, 2016, 02:35:27 PM
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
<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
Quote from: 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

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
Quote from: Orion on April 15, 2016, 03:15:06 AM
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
Quote from: Rock5 on April 16, 2016, 11:37:50 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?

Quote from: Justas love on April 17, 2016, 04:03:10 AM
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.

Quote from: 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? 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
Quote from: Orion on April 17, 2016, 08:14:05 AM
Quote from: Rock5 on April 16, 2016, 11:37:50 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?

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
Quote from: Severik on April 17, 2016, 08:23:57 AM
Quote from: Orion on April 17, 2016, 08:14:05 AM
Quote from: Rock5 on April 16, 2016, 11:37:50 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?
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
Quote from: 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?
Yes. If it's not in there, that's good too. Means you never needed it.

Quote from: 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
Would be neat for sure. Also possible. I'll put it on the wishlist.

Quote from: 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
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
Quote from: 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?

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
Quote from: mcduff on April 17, 2016, 02:14:45 PM
I don't appear to have a guest bed option :(
Have you activated the mod in the main menu?

Quote from: Justas love on April 17, 2016, 09:32:08 AM
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
Quote from: Orion on April 17, 2016, 08:14:05 AM
Quote from: 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? 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.

Quote from: 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.

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
Quote from: Orion on April 17, 2016, 08:14:05 AM
Quote from: Rock5 on April 16, 2016, 11:37:50 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
Quote from: 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?
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.

Quote from: Rock5 on April 17, 2016, 08:55:11 PM
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.

Quote from: Astasia on April 17, 2016, 06:37:44 PM
A couple more seasons in and I started seeing a few family members showing up.
Great! I'm glad it's not bugged.

Quote from: Astasia on April 17, 2016, 06:37:44 PM
Quote from: nuschler22 on April 17, 2016, 02:59:04 PM
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).

Quote from: 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.
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
Quote from: Astasia on April 17, 2016, 06:37:44 PM
Quote from: Orion on April 17, 2016, 08:14:05 AM
Quote from: 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? 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.

Quote from: 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.

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
Quote from: 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
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
Quote from: Elanwye on April 18, 2016, 06:12:32 PM
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.

Quote from: Elanwye on April 18, 2016, 06:12:32 PM
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
Quote from: 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 )

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
Quote from: Severik on April 19, 2016, 07:47:53 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
Quote from: 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.

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
Quote from: 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.
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
Quote from: 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.
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
Quote from: 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.
Could you select one of those errors and screenshot it for me?

Quote from: 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.
That's the spirit.

Quote from: 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. 
Have you checked the opinion of the target towards your recruiter?
Have you checked your recruiter's stats about recruting?

Quote from: nuschler22 on April 20, 2016, 02:32:11 PM
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
Quote from: Orion on April 24, 2016, 02:27:09 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
Quote from: Rock5 on April 24, 2016, 02:59:13 PM
Quote from: Orion on April 24, 2016, 02:27:09 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
Quote from: 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.

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
Quote from: 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.

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
Quote from: Orion on April 24, 2016, 07:55:52 AM
Quote from: 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.
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
Quote from: nuschler22 on April 24, 2016, 09:46:30 PM
Quote from: Orion on April 24, 2016, 07:55:52 AM
Quote from: 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.
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
Quote from: 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.
Quote from: InfiniteRemnant on April 24, 2016, 09:18:15 PM
Help. They won't leave. the non-stop beeping is driving me nuts.
Quote from: wedgebert on April 24, 2016, 09:40:00 PM
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:

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
Quote from: Geroj on April 25, 2016, 02:41:11 AM
Quote from: nuschler22 on April 24, 2016, 09:46:30 PM
Quote from: Orion on April 24, 2016, 07:55:52 AM
Quote from: 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.
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
Quote from: db48x on April 25, 2016, 09:29:54 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.

Quote from: db48x on April 25, 2016, 09:29:54 AM
Also, I have the backtrace for the exception if you want to make sure:
Yep, that's the one. Thanks :)

Quote from: jackarbiter on April 25, 2016, 09:58:05 AM
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.

Quote from: jackarbiter on April 25, 2016, 09:58:05 AM
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]

Quote from: jackarbiter on April 25, 2016, 09:58:05 AM
Don't mean to nitpick, definitely one of the best mods.
Thanks :) Highly appreciated.

Quote from: 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.
Quote from: nuschler22 on April 25, 2016, 10:34:25 AM
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
Quote from: Orion on April 25, 2016, 11:18:38 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
Quote from: nuschler22 on April 25, 2016, 12:26:42 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
Quote from: Orion on April 25, 2016, 11:18:38 AM
Quote from: jackarbiter on April 25, 2016, 09:58:05 AM
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:

<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
Quote from: 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.
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?

Quote from: 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.
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
Quote from: 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 ;)

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
Quote from: 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 ;)


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
Quote from: ORCACommander on April 26, 2016, 12:54:45 PM
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 ;)

Quote from: Aarkreinsil on April 26, 2016, 12:35:02 PM
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.

Quote from: Aarkreinsil on April 26, 2016, 12:35:02 PM
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.

Quote from: Aarkreinsil on April 26, 2016, 12:35:02 PM
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 ;)

Quote from: Aarkreinsil on April 26, 2016, 12:35:02 PM
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.

Quote from: Rock5 on April 26, 2016, 11:48:44 AM
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
Quote from: 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.
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
Quote from: 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
Can't find where it's going wrong. Looks like it won't even start.

Quote from: Grogfeld on April 27, 2016, 06:59:02 AM
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
Quote from: 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
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
Quote from: Cabraca on April 29, 2016, 04:51:12 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
Quote from: Cabraca on April 29, 2016, 05:38:15 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
Quote from: 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.
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
Quote from: Grogfeld on April 30, 2016, 04:18:44 PM
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
Quote from: caekdaemon on May 01, 2016, 08:25:44 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
Quote from: Grogfeld on May 01, 2016, 08:46:46 AM
Quote from: caekdaemon on May 01, 2016, 08:25:44 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.


Quote from: Grogfeld on May 02, 2016, 03:37:18 PM
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").

Quote from: 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.
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).

Quote from: caekdaemon on May 02, 2016, 04:31:58 AM
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
Quote from: 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$.
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?

Quote from: Aarkreinsil on May 05, 2016, 07:41:55 AM
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
Quote from: 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.
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.

Quote from: 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.
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
Quote from: 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.
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
Quote from: 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.
Ah, makes sense. Well, I fixed it for the next version.

Quote from: Aarkreinsil on May 05, 2016, 06:54:03 PM
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
Quote from: 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.
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
Quote from: Orion on May 07, 2016, 03:48:26 AM
Quote from: 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.
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
Quote from: InfiniteRemnant on May 08, 2016, 01:13:56 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
Quote from: InfiniteRemnant on May 08, 2016, 02:24:41 PM
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
Quote from: 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?
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
Quote from: Orion on May 09, 2016, 10:17:27 AM
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
Quote from: Nanao-kun on May 09, 2016, 12:48:35 PM
Quote from: Orion on May 09, 2016, 10:17:27 AM
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
Quote from: Orion on May 09, 2016, 10:17:27 AM
Quote from: 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?
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
Quote from: RagingLoony on May 09, 2016, 01:11:20 PM
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
Quote from: Orion on May 10, 2016, 03:39:26 AM
Quote from: RagingLoony on May 09, 2016, 01:11:20 PM
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
Quote from: sad_moosey on May 10, 2016, 04:05:06 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
Quote from: Orion on May 10, 2016, 08:46:19 AM
Quote from: sad_moosey on May 10, 2016, 04:05:06 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.

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
Quote from: 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.

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
Quote from: 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.

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
Quote from: RagingLoony on May 09, 2016, 01:11:20 PM
Quote from: Orion on May 09, 2016, 10:17:27 AM
Quote from: 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?
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#msg221407damn 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)?


Quote from: Lazla on May 16, 2016, 07:30:23 PM
Quote from: Orion on May 16, 2016, 05:33:24 AM
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
Quote from: 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.
Hm. This is interesting. I'll have to look into it. This should not happen.

Quote from: 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.
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.

Quote from: 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.
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
Quote from: 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?
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
Quote from: 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?

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
Quote from: 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.
You can just attach the file here :)

Quote from: 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.
Of course it's possible. But unless your mod combination is broken, they should have very low expectations and generally walk away happy.

Quote from: Lazla on May 19, 2016, 02:28:41 PM
Quote from: 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?
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.

Quote from: 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?
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
Quote from: 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.
In this case, it just keeps adding until the inventory says "no". Also, visitors will never buy stuff that would overburden them.

Quote from: LadyPanaz on May 23, 2016, 12:04:55 AM
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
Quote from: 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
That could be. I'm still tweaking it, so if you generally feel it's too hard I'll take that into account.

Quote from: 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
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
Quote from: Orion on May 23, 2016, 10:01:09 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
Quote from: Orion on May 22, 2016, 02:12:14 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
Quote from: Nanao-kun on May 24, 2016, 01:14:59 AM
I've also had visitors go missing after they left.
Quote from: Culise on May 23, 2016, 11:33:41 AM
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.

Quote from: nobrainer on May 23, 2016, 12:59:50 PM
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.

Quote from: nobrainer on May 23, 2016, 12:59:50 PM
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
Quote from: Orion on May 24, 2016, 01:54:48 AM
Quote from: nobrainer on May 23, 2016, 12:59:50 PM
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.

Quote from: Orion on May 24, 2016, 01:54:48 AM
Quote from: nobrainer on May 23, 2016, 12:59:50 PM
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
Quote from: Nanao-kun on May 24, 2016, 01:14:59 AM
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
Quote from: Nanao-kun on May 24, 2016, 05:29:39 PM
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
Quote from: 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)?

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
Quote from: Nanao-kun on May 25, 2016, 03:43:31 AM
Quote from: 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)?

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
Quote from: 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 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:


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
Quote from: Orion on May 25, 2016, 11:27:13 AM
Quote from: 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 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
Quote from: 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.


    ......
    • 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
Quote from: Culise on May 25, 2016, 01:42:30 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...

Quote from: crusader2010 on May 25, 2016, 12:57:47 PM
Hi. I'm getting some debug errors that keep on adding to the output file:


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.

Quote from: crusader2010 on May 25, 2016, 12:57:47 PM
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.

Quote from: 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?
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
Quote from: 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).
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
Quote from: Exende on May 25, 2016, 02:54:31 PM
Quote from: 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.


    ......
    • 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.

Quote from: Orion on May 25, 2016, 03:05:16 PM
Quote from: Culise on May 25, 2016, 01:42:30 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...
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
Quote from: 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.
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.

Quote from: 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?
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.

Quote from: Culise on May 25, 2016, 03:38:10 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.
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
Quote from: Orion on May 26, 2016, 03:07:02 AM
Quote from: Culise on May 25, 2016, 03:38:10 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
Quote from: Orion on May 25, 2016, 03:12:32 PM
Quote from: 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).
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
Quote from: ☢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?

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
Quote from: ☢FLAY☢ on May 27, 2016, 05:30:43 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
Quote from: joaonunes on May 27, 2016, 07:03:14 PM
Quote from: ☢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?

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
Quote from: joaonunes on May 27, 2016, 07:03:14 PM
Quote from: ☢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?

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.

Quote from: crusader2010 on May 27, 2016, 11:54:15 AM
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.

Quote from: 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.
This does indeed sound like increasing the timer won't fix the problem. There's something else going on.

Quote from: Nanao-kun on May 26, 2016, 02:16:34 PM
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
Quote from: Orion on May 28, 2016, 04:01:25 AM
Quote from: joaonunes on May 27, 2016, 07:03:14 PM
Quote from: ☢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?

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.

Quote from: crusader2010 on May 27, 2016, 11:54:15 AM
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.

Quote from: 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.
This does indeed sound like increasing the timer won't fix the problem. There's something else going on.

Quote from: Nanao-kun on May 26, 2016, 02:16:34 PM
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
Quote from: Exende on May 28, 2016, 04:36:47 PM
I use both and is playable, what is your problem with the mod?
Quote from: 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.

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:
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:


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
Quote from: 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
Quote from: 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.
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).

Quote from: 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.
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!

Quote from: Shadou on May 29, 2016, 01:30:50 AM
Quote from: 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.

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.

Quote from: zzz1000 on May 28, 2016, 01:48:31 PM
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
Quote from: Orion on May 30, 2016, 04:00:25 AM
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
Quote from: 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.

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
Quote from: 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.
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
Quote from: 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

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
Quote from: 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.

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
Quote from: 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*

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
Quote from: 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.

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
Quote from: 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.

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
Quote from: Diana Winters on June 06, 2016, 03:42:08 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
Quote from: 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.

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
Quote from: 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....
Quote from: GWindborn on June 07, 2016, 08:55:11 AM
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.

Quote from: 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.
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
Quote from: Orion on June 07, 2016, 05:14:52 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
Quote from: Orion on June 07, 2016, 05:14:52 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
Quote from: 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 ::)

: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
Quote from: Jaszczur on June 08, 2016, 08:09:59 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
Quote from: joaonunes on June 08, 2016, 08:21:17 AM
Quote from: Jaszczur on June 08, 2016, 08:09:59 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
Quote from: Fridolin on June 08, 2016, 08:31:07 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
Quote from: Fridolin on June 08, 2016, 03:17:35 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
Quote from: DFC on June 09, 2016, 03:30:36 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
Quote from: Diana Winters on June 09, 2016, 07:08:31 PM
Quote from: DFC on June 09, 2016, 03:30:36 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
Quote from: 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
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
Quote from: ☢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.
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
Quote from: Orion on June 06, 2016, 04:38:29 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
Quote from: Near on June 14, 2016, 08:51:37 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
Quote from: Orion on June 14, 2016, 09:18:55 AM
Quote from: Near on June 14, 2016, 08:51:37 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
Quote from: BandOfDog on June 17, 2016, 07:52:23 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?
Title: Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
Post by: Orion on June 19, 2016, 05:19:51 PM
Quote from: notfood on June 18, 2016, 11:25:14 AM
Quote from: BandOfDog on June 17, 2016, 07:52:23 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
Quote from: 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
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
Quote from: notfood on June 18, 2016, 11:25:14 AM
Quote from: BandOfDog on June 17, 2016, 07:52:23 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?

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
Quote from: 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 ;)
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
Quote from: DariusWolfe on July 03, 2016, 11:27:40 PM
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
Quote from: DariusWolfe on July 04, 2016, 11:29:03 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
Quote from: Bluberius on July 13, 2016, 01:26:41 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.


Quote from: 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.
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.


Quote from: 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.
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
Quote from: Orion on July 14, 2016, 09:11:17 AM
Quote from: Bluberius on July 13, 2016, 01:26:41 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
QuoteThe 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 from: DariusWolfe on July 14, 2016, 02:04:56 PM
QuoteThe 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
Quote from: 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.
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.

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
Quote from: 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?
This version is not A14 yet, wile the steam workshop version is.

Quote from: notfood on July 15, 2016, 08:21:47 PM
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.
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
Quote from: 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.
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
Quote from: comlink on July 17, 2016, 02:24:38 PM
Quote from: 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.
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.

Quote from: 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
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.

Quote from: 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.
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:

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:


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
Quote from: newcadence on July 17, 2016, 05:19:03 PM
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.


Quote from: 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.
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
Quote from: 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?
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
Quote from: Orion on July 18, 2016, 12:59:35 PM
Quote from: 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?
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:

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:
            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
Quote from: 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:
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
Quote from: Orion on July 19, 2016, 10:04:06 AM
Quote from: 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:
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
Quote from: 123nick on July 19, 2016, 11:02:32 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
Quote from: Warforyou on July 19, 2016, 11:20:44 AM
Quote from: 123nick on July 19, 2016, 11:02:32 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??

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
Quote from: Warforyou on July 19, 2016, 11:20:44 AM
Quote from: 123nick on July 19, 2016, 11:02:32 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 :)

Quote from: retep998 on July 19, 2016, 02:49:20 PM
FluffyTabs is giving me this warning regarding this mod.
Thanks! I have no clue what it means, but I'll investigate.

Quote from: 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
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
Quote from: retep998 on July 19, 2016, 02:49:20 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
Quote from: 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.
This is a mod conflict. I need to know your error messages in order to do something about it.

Quote from: mcduff on July 20, 2016, 11:51:19 AM
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...

Quote from: masterinire on July 20, 2016, 12:00:33 PM
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

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
Quote from: 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.

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
Quote from: 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.

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
Quote from: yeahchris on July 21, 2016, 05:25:22 PM
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.

Quote from: BlueWinds on July 21, 2016, 10:11:04 PM
Quote from: 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.

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

Quote from: 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?
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.

Quote from: kaptain_kavern on July 22, 2016, 01:01:35 AM
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
Quote from: 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.
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.

Quote from: Warforyou on July 25, 2016, 07:06:25 AM
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
Quote from: 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

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
Quote from: taha on July 25, 2016, 12:43:28 PM

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.

Quote from: 123nick on July 25, 2016, 10:31:59 AM
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
Quote from: NalyKalZul on July 29, 2016, 07:06:30 PMguest 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
Quote from: 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?
Nope.

Quote from: 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?
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
Quote from: DariusWolfe on July 29, 2016, 07:21:45 PM
Quote from: NalyKalZul on July 29, 2016, 07:06:30 PMguest 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
Quote from: NalyKalZul on July 30, 2016, 02:17:11 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
Quote from: 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?
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
Quote from: 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.
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
Quote from: 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?
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.

QuoteWhen 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
Quote from: 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.

QuoteWhen 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
Quote from: 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.

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
Quote from: 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".

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 :)


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
Quote from: 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

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

Quote from: rwulf on August 05, 2016, 04:21:45 AM
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.

Quote from: Elysium on August 05, 2016, 11:47:36 AM
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, 2016, 02:43:20 PM
Quote from: 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.
Again... when ***guests*** appear, you have an additional tab on the pawn, which allows you to select between interactions: not interact; recruit; be friendly;
and you can choose between that and even choose a default, note that the first option doesn't mean they won't interact, just means they won't actively try to engage with the guests.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: biship on August 08, 2016, 12:04:17 PM
Got a steam update to this mod today, don't know if it's related, but I get this on game load:

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.Trigger_UrgentlyCold.TooCold (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].FindIndex (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.Any[Pawn] (System.Collections.Generic.List`1 list, System.Predicate`1 predicate) [0x00000] in <filename unknown>:0
  at Hospitality.Trigger_UrgentlyCold.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [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


and then the same thing over and over, about 20 times per second.

EDIT: Save also says I have a visit from a group from Banzo of Trout, but I don't see them, nor do they show up.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 08, 2016, 12:51:39 PM
Quote from: biship on August 08, 2016, 12:04:17 PM
Got a steam update to this mod today, don't know if it's related, but I get this on game load:

EDIT: Save also says I have a visit from a group from Banzo of Trout, but I don't see them, nor do they show up.

I've updated it on Steam. It's amazing how much can go wrong in 10 lines of code in RimWorld... ANYTHING can be null :-\
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: biship on August 08, 2016, 02:01:05 PM
Nice, that error is fixed. I now have visitors from Township-at-the-ridge, and I am getting this about once every 5s:

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.LordToil_CustomTravel.<LordToilTick>b__1 (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Count[Pawn] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
  at Hospitality.LordToil_CustomTravel.LordToilTick () [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


Interesting. These guys are not leaving... Just hanging out in my base dieing from starvation.

Traders from Vasalo Galga turned up and won't leave. Just dieing all over my base. How inconsiderate.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 08, 2016, 03:58:35 PM
Did you by any chance save your game after getting errors? Maybe your save game is in an invalid state... I'll see if I can add another check against what error you might be getting. It's shooting in the dark, though...
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: biship on August 08, 2016, 04:08:43 PM
When of the them dies, either from starvation, or God Mode, the rest flee. Otherwise, they stay forever.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 08, 2016, 04:26:10 PM
Every time? Or only in one instance?
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: biship on August 08, 2016, 04:33:00 PM
For every group of visitors or traders that turn up. They won't leave.
(and I still get that Hospitality.LordToil_CustomTravel every ~5s)
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 08, 2016, 04:40:35 PM
I've just uploaded an update to Steam. I hope it will fix your travel error. If it doesn't, something else is broken. You should remove all visitor groups from your save file by hand and see if that helps.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: biship on August 08, 2016, 06:30:22 PM
I get this now:
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Trigger_WoundedGuestPresent.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [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


I'll start deleting these guys...

EDIT: All visitors & Lord(things) deleted. Caravans now come and go - thanks for your fixes and help!
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Codexehow on August 08, 2016, 10:02:00 PM
Nice mod, but I have a question....is it possible to create zones for Guests? They go everywhere, and they don't respect locked doors. They're smoking all my joints :(.

Thanks.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Kaaven on August 08, 2016, 10:19:48 PM
Quote from: Codexehow on August 08, 2016, 10:02:00 PM
Nice mod, but I have a question....is it possible to create zones for Guests? They go everywhere, and they don't respect locked doors. They're smoking all my joints :(.

I second that - it would be neat to be able to create zones for guests to stay in. As it is now, every-time someone visits my base, they all go straight for the vodka supply :D
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 09, 2016, 02:16:58 AM
Don't tell me you wouldn't do the same ;D

It's a much asked for feature, but it's also a big one. I'll have to see when I can make time for it.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Codexehow on August 09, 2016, 04:42:21 AM
Thanks! We appreciate the work you've put into it so far.

Personally, I think the zones thing is a big deal. Or, at least make it so they will respect locked doors if possible :).

In my current game, my weed greenhouse was just about ready to be harvested...then...raid...and they go straight for it. They break in..letting the cold in..the crops instantly die.

So I start up a few plants in hydroponics...a measly crop...I finally roll the meager joints for my peeps and lock them away in the "special room" to be rationed for those times when I can't get rid of the raider bodies fast enough... and what happens? This chick just walks straight through the forbidden doors and passes them out to her friends.

I know the name of the mod is 'hospitality,' but we needs some boundaries :P.

Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 09, 2016, 06:40:04 AM
Maybe I should turn it around and let you declare "off limit" zones. But you actually have to deploy armed guards so guests won't enter and steal your stuff ;)

It would make it much more RimWorldish... "guests" suddenly making off with your stash of meds :P

"The visitors from Umba Bumba really enjoyed their stay (+30). They took 16 medkits, 37 fine meals, superior sniper rifle, good television and Sniffy the Dog without paying."
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: ThiIsMe007 on August 09, 2016, 09:08:32 AM
Quote from: Orion on August 09, 2016, 06:40:04 AMIt would make it much more RimWorldish... "guests" suddenly making off with your stash of meds :P

"The visitors from Umba Bumba really enjoyed their stay (+30). They took 16 medkits, 37 fine meals, superior sniper rifle, good television and Sniffy the Dog without paying."

You should meet some of my friends one day. No one would complain about measly plasma televisions and sniper rifles "disappearing" after inviting them ^.^

Anyway, I absolutely do like the fact that the guests of my colony take some of what they feel like appropriating (as long as they don't blow up the whole base while they're at it, and leave the essential running, like generators, turrets and such).

It would be too damn heartless to deny them some "fun" before meeting their demise and dieing, since they answer without fail each time I call them to assist me with a rough fight.

Anyway, this mod is outstanding, and I would like to thank you for sharing it with us.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Serenity on August 09, 2016, 10:01:15 AM
I like having my rack of beer in my dining/entertainment room (the guest room is connected right to without a door it without a door, it counts as their room). I have the beer forbidden for my guys, so they don't drink it all the time. I guess other people not respect that is somehow hardcoded in the game and can't be modded?

I haven't had guests wandering around my base yet though. They go straight to the entertainment room and back :)

EDIT:
Gah! WTF. They don't just drink a beer per person. One of the assholes just walked off with 30 bottles :( At least he paid for it. Gonna put the beer stash in the kitchen
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Codexehow on August 09, 2016, 11:42:57 AM
Haha, now you get it :P. It's an awesome mod, don't get me wrong!  :o

Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Codexehow on August 09, 2016, 11:44:36 AM
Quote from: Orion on August 09, 2016, 06:40:04 AM
Maybe I should turn it around and let you declare "off limit" zones. But you actually have to deploy armed guards so guests won't enter and steal your stuff ;)

It would make it much more RimWorldish... "guests" suddenly making off with your stash of meds :P

"The visitors from Umba Bumba really enjoyed their stay (+30). They took 16 medkits, 37 fine meals, superior sniper rifle, good television and Sniffy the Dog without paying."

That would work, actually. All I can do right now is have my best builder build a friggin WALL to hide my weed stash when guests come. :P

"Where's the weed, bra? We've traveled a long way."

(Steps in front of shabby wooden wall) "We're eh..out, bra."


Great mod though, either way :) It adds a lot to the game.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 09, 2016, 12:53:35 PM
Quote from: Serenity on August 09, 2016, 10:01:15 AM
I like having my rack of beer in my dining/entertainment room (the guest room is connected right to without a door it without a door, it counts as their room).
You can put a door in between. Guests freely move between entertainment and their guest room.

Quote from: Serenity on August 09, 2016, 10:01:15 AM
I have the beer forbidden for my guys, so they don't drink it all the time. I guess other people not respect that is somehow hardcoded in the game and can't be modded?
That's indeed standard behavior. With enough work, almost anything can be modded. I'll see if I can do something about it, but it'll take a lot of time.

Quote from: Serenity on August 09, 2016, 10:01:15 AM
EDIT:
Gah! WTF. They don't just drink a beer per person. One of the assholes just walked off with 30 bottles :( At least he paid for it. Gonna put the beer stash in the kitchen
Things you put in a guest room are up for sale. Once I have zones for guests, only stuff in the zone will be for sale.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Serenity on August 09, 2016, 12:59:10 PM
I thought they rated the impressiveness of their guest room only. If it's the entire base instead, that's better :)

Quote
Things you put in a guest room are up for sale
Yeah, I remembered that the second he bought it. But I made some nice money from it.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Igan on August 09, 2016, 04:12:46 PM
Is there a posibility to lower the recruit chance of the visitors and raise the chance of the rescued pawns?

I'm very tempted to recruit any useful visitor, which ends in very populated colonies early game. Something about the lines of the prisoner recruit chance (but a bit higher) could be great and balanced.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 09, 2016, 05:06:05 PM
Quote from: Igan on August 09, 2016, 04:12:46 PM
Is there a posibility to lower the recruit chance of the visitors and raise the chance of the rescued pawns?
It's hard to get it right. I hard it like that earlier. But I want to make it more of a tough choice how to spend the relationship points than try and error to get the person convinced (it still is if you don't have a reasonably good recruiter).

I'd rather lower the rate of getting points from visitors.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Igan on August 09, 2016, 05:14:53 PM
Thank you, lowering the trust and hospitality points could be a very nice solution. I have played in two colonies with this mod, and it's pretty easy to please your guests.
Also, the will malus with the neighbors when you convince a guest to stay in your colony could be raised to punsish more; right now you see a good visitor, then invest $1000-2000 in gifts on the commns console, so you recruit the guest only losing a bit of silver.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 10, 2016, 02:37:43 AM
Quote from: Igan on August 09, 2016, 05:14:53 PM
Thank you, lowering the trust and hospitality points could be a very nice solution. I have played in two colonies with this mod, and it's pretty easy to please your guests.
Also, the will malus with the neighbors when you convince a guest to stay in your colony could be raised to punsish more; right now you see a good visitor, then invest $1000-2000 in gifts on the commns console, so you recruit the guest only losing a bit of silver.
I do think that's reasonanble. It's about what you'd pay for a slave. Also I made it so the comms costs get higher the more you use it.

It's hard to find a good balance between letting new colonies get a new recruit here and there and stopping long time colonies from recruiting everyone who comes along. If you have more ideas, I'm glad to get input.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: AMetalGear on August 10, 2016, 01:30:07 PM
I enjoy the mod very much, I'm just having a slight issue.
I decided to install more faction mods and that seems to result in only one faction visiting me. (the factions goodwills are in the positive numbers) so more should be visiting but aren't. Is there a way something could be explained to help fix this?
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Phaedris on August 10, 2016, 01:31:34 PM
How hard would it be to make the (rescued pawns now have a chance to join the faction) part of this mod standalone?
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 11, 2016, 05:28:20 AM
@RyuuDZ: I don't know why that would happen. Could it be chance? Does it also happen with Hospitality turned off?
@Phaedris: It's possible, but it will take some time. If you know some programming you can probably do it yourself. The source is included with the mod.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: str82azz on August 12, 2016, 07:53:06 AM
hey..
first off..really like the mod..:) adds so much life to g"rimworld..
although i would like if it was a bit harder to recruit visitors..
now..how could i set that the visitors still come during toxic fallout?since i play on a map with a permanent toxic fallout condition..
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: ThiIsMe007 on August 12, 2016, 09:28:31 AM
Would you visit the area around Chernobyl or Fukujima as a merchant, just so you can make a couple of "silver" ? Probably not (unless you know it's going to be really extra-profitable), so why should the AI ?

I think that comes with the (self-inflicted) challenge of a perma-toxic fallout situation.

Might be just me, but changing that would be a bit like playing a scenario on an ice sheet, with all your colonists starting decked out in muffalo/alpaga gear.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: str82azz on August 12, 2016, 11:14:06 AM
well..i think in vanilla visitors still come during toxic fallout..so its a hospitality mod thing..
not that its a bad thing..i generally like it..just not in this scenario..
besides merchants still come..so..dont see why visitors shouldnt..they might get caught up in it..
who really cares why i want it this way..its a game anyways..many things dont make sense..
now its just like mod is not even installed..
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 12, 2016, 06:13:09 PM
Yeah previously I was begged to stop visitors from coming during a fallout event because they would die and you'd lose relationship with them.
I guess in a perfect world all these little things should be options you can change, but to be honest I think my time is better invested elsewhere than super specific cases that are only beneficial for one single player's one single playthrough.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: str82azz on August 12, 2016, 07:18:35 PM
didn't really want you to change anything :)
i actually prefer they dont come during fallouts..(or raids for that matter)
i often play on ice sheet where they usually die anyways..
was just wondering if there was some simple thing i could change in xml for this particular playthrough..guess its not :)
thx anyway and keep up the good work

p.s. - would be nice if traders hang out in the visitors lounge as well (or trade spot)..because apparently their favorite spot is in front of turrets during raids..
guess some sort of trade spot was suggested many times

Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 13, 2016, 02:52:00 AM
Yeah, they're hanging out there for vanilla balancing reasons, I believe. Right now I do think it calls for a different mod to do this. I already know, should I add it, people will ask me if I can't split it off ::)
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: mrclopes on August 13, 2016, 09:24:04 AM
Quote from: 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)

I have the same problem, however "impressive bedroom" though works normal on visitors, but not on colonists and prisoners. I noticed this bug after placing an extra bed on a "greedy" pawn room. The room was extremely impressive and if it was not bad enough to lose a +9 mood bonus it also give the greedy a penalty of -8 by not having an impressive bedroom, making the game constantly warn me about his low mood...

It also cause problems with jealous trait, if you have more than one colonist with this trait it's good idea to make them share the same bedroom, but with this bug, they would not get the bonus, but also get the penalty though... the only temporary solution I found for this is by editing the core defs and add a cheat bonus for shared bedrooms instead.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 13, 2016, 04:58:00 PM
I'm looking into it as soon as I have time.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: xau on August 14, 2016, 11:31:44 PM
re:bedroom impressiveness thoughts

In Detours/ThoughtWorker_*Impressiveness.cs (3 places), after the guest stuff and before the default stuff, there's a line like:
Quoteif (p.ownership != null || p.ownership.OwnedBed == null) return ThoughtState.Inactive;

I think that != is supposed to be an ==. Changing them seems to have fixed it for me. Hope this helps, thanks for including source.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 15, 2016, 02:53:50 AM
Ah, thanks! I'll include it in the next update.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Adventurer on August 15, 2016, 04:11:40 AM
Orion I applied the fix and recompiled it, is it okay I attach the fixed file here?
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 15, 2016, 01:02:18 PM
Sure, go ahead! I'll integrate it soon, though.
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Zakhad on August 15, 2016, 05:15:30 PM
Create leaderFactionLord Null reference? I'm not sure if this is hospitality's fault I'm just asking for a bit of help is the errorlog pointing towards a factionleader "diying?" and a replacement is trying to be made with invalid equipment in this case a backpack?



[attachment deleted by admin - too old]
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Orion on August 15, 2016, 05:40:56 PM
Quote from: Zakhad on August 15, 2016, 05:15:30 PM
Create leaderFactionLord Null reference? I'm not sure if this is hospitality's fault I'm just asking for a bit of help is the errorlog pointing towards a factionleader "diying?" and a replacement is trying to be made with invalid equipment in this case a backpack?
Looks like you're using Combat Realism... it changes so much stuff, I don't even know where to begin fixing it (again). Both mods definitely don't work well together (again).
Title: Re: [A14] Hospitality (v1.14g - updated 15.08.2016)
Post by: Orion on August 15, 2016, 05:47:01 PM
Changelog

1.14g - 15.08.2016
- tweak: Scoring points for visitors (made harder)
- fix: Bedroom impressiveness
- tweak: Visitors will not drop silver when leaving, only to buy stuff


Here we go... integrated. Also made relationship scoring and dropping stuff less powerful. Let's see who complains next ::) :P
Title: Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
Post by: Zakhad on August 15, 2016, 06:35:00 PM
Quote from: Orion on August 15, 2016, 05:40:56 PM
Quote from: Zakhad on August 15, 2016, 05:15:30 PM
Create leaderFactionLord Null reference? I'm not sure if this is hospitality's fault I'm just asking for a bit of help is the errorlog pointing towards a factionleader "diying?" and a replacement is trying to be made with invalid equipment in this case a backpack?
Looks like you're using Combat Realism... it changes so much stuff, I don't even know where to begin fixing it (again). Both mods definitely don't work well together (again).

That's fine, I'm testing hardcore SK mod pack and trying to help nail down whats causing this or that problem I appreciate the insight. I figured it had to be something to do with loadout's or something I completely forgot about CR changes loadouts.
Title: Re: [A14] Hospitality (v1.14g - updated 15.08.2016)
Post by: organtrader on August 15, 2016, 08:27:11 PM
Since the update, my pawns just stand there, doing nothing. Not even eating. I can direct them around with Draft, but they don't do anything but go where I say. Worked fine yesterday. Disabled all other mods besides Core Panda, and it still throws these errors.

ReflectionTypeLoadException getting types in assembly Hospitality: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
   => System.TypeLoadException: Could not load type 'Hospitality.Hospitality_SpecialInjector' from assembly 'Hospitality, Version=0.6.0.0, Culture=neutral, PublicKeyToken=null'.


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find type named Hospitality.ThinkNode_FilterGuestRooms from node <li Class="Hospitality.ThinkNode_FilterGuestRooms"><subNodes><li Class="ThinkNode_PrioritySorter"><subNodes><li Class="Hospitality.JobGiver_Relax" /><li Class="JobGiver_GetFood" /><li Class="Hospitality.JobGiver_Sleep" /><li Class="JobGiver_Work" /></subNodes></li></subNodes></li>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Exception loading list from XML: System.MissingMethodException: Cannot create an abstract class 'Verse.AI.ThinkNode'.
  at System.Activator.CheckAbstractType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.XmlToObject.ObjectFromXml[ThinkNode] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00000] in <filename unknown>:0
  at Verse.XmlToObject.ListFromXml[ThinkNode] (System.Xml.XmlNode listRootNode) [0x00000] in <filename unknown>:0
XML:
<subNodes><li Class="Hospitality.ThinkNode_FilterGuestRooms"><subNodes><li Class="ThinkNode_PrioritySorter"><subNodes><li Class="Hospitality.JobGiver_Relax" /><li Class="JobGiver_GetFood" /><li Class="Hospitality.JobGiver_Sleep" /><li Class="JobGiver_Work" /></subNodes></li></subNodes></li><!--li Class="JobGiver_WanderNearDutyLocation">
          <wanderRadius>8</wanderRadius>
        </li--></subNodes>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.IncidentWorker_VisitorGroup

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.InteractionWorker_GuestDiplomacy

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.InteractionWorker_CharmGuestAttempt

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.JobDriver_CharmGuest

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.JobDriver_GuestImproveRelationship

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.JobDriver_BuyItem

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.JobDriver_BrowseItems

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.JoyGiver_BuyFood

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.JoyGiver_BuyStuff

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Found no usable data when trying to get defs from file ModHelperDef.xml

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.RoomRoleWorker_GuestRoom

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.StatWorker_PleaseGuestChance

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.StatWorker_RelationshipDamage

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.StatWorker_RecruitEffectivity

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.VisitorFlag

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.Building_GuestBed

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.ThoughtWorker_Expectations

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.WorkGiver_Recruiter

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find a type named Hospitality.WorkGiver_Diplomat

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Non platform assembly: data-1936F010 (this message is har[/quote]mless)


Also, unrelated:
QuoteVerification:
The primary colors are red, green, and ______:
This is a trick question.
Title: Re: [A14] Hospitality (v1.14g - updated 15.08.2016)
Post by: Orion on August 16, 2016, 02:58:20 AM
Thanks for the detailed report! Seems something slipped through the cracks somewhere (yikes).

The primary colors are cyan, magenta, yellow and black... every kid knows this.
Title: Re: [A14] Hospitality (v1.14g - updated 15.08.2016)
Post by: Orion on August 16, 2016, 03:11:39 AM
@organtrader: Do you have CCL installed? If not, that's the problem.
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: harpo99999 on August 16, 2016, 05:55:59 AM
orion,
the primary LIGHT colours ARE red, green and blue,
the primary PIGMENT colours are cyan, magenta, YELLOW  and black (assuming a WHITE surface is what the pigments are placed upon)
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Orion on August 16, 2016, 10:41:54 AM
(http://brokeassstuart.com/wp-content/pictsnShit/2014/02/sarcasm_font.jpg)
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: organtrader on August 16, 2016, 01:12:55 PM
I had previously just been running with CorePanda, which worked fine. Then when it didn't I tried it with nothing loaded but CCL and Hospitality, but got the same errors.

Will try it again later.

Teddy Ruxpin taught me that the primary colors are red and yellow and blue (precisely!). But apparently that's no longer accurate... I was lied to by a bear I thought I could trust.
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: sharpshot4321 on August 16, 2016, 05:17:40 PM
I currently cannot rescue or capture anything.
This is my first time reporting anything for Rimworld and I am not sure if Hospitality is responsible for this at all.

If this is not Hospitality's issues, can you direct me to what might be causing this?

Initializing map from file Breinigsville with mods Core, 729577707, 704305425, 725576127, 725956940, Industrialisation, and 735106432

(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)

Exception filling window for Verse.FloatMenuMap: System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.RestUtility+<FindBedFor>c__AnonStorey23E.<>m__164 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.RestUtility+<FindBedFor>c__AnonStorey23E.<>m__165 (Verse.Thing b) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey440.<>m__7F8 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00000] in <filename unknown>:0
  at RimWorld.RestUtility.FindBedFor (Verse.Pawn sleeper, Verse.Pawn traveler, Boolean sleeperWillBePrisoner, Boolean checkSocialProperness, Boolean forceCheckMedBed) [0x00000] in <filename unknown>:0
  at RimWorld.FloatMenuMakerMap+<AddHumanlikeOrders>c__AnonStorey302.<>m__41F () [0x00000] in <filename unknown>:0
  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering) [0x00000] in <filename unknown>:0
  at Verse.FloatMenuOption.DoGUI (Rect rect, Boolean colonistOrdering) [0x00000] in <filename unknown>:0
  at Verse.FloatMenu.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.FloatMenuMap.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)


[attachment deleted by admin - too old]
Title: Re: [A14] Hospitality (v1.14g - updated 15.08.2016)
Post by: JT on August 17, 2016, 02:45:04 AM
Quote from: Orion on August 15, 2016, 05:47:01 PM
Changelog

1.14g - 15.08.2016
- tweak: Scoring points for visitors (made harder)
- fix: Bedroom impressiveness
- tweak: Visitors will not drop silver when leaving, only to buy stuff


Here we go... integrated. Also made relationship scoring and dropping stuff less powerful. Let's see who complains next ::) :P

Noooo!  That's horrible!  Now how am I going to make it through winter without all of my guests dropping half of their inventories?!  How am I going to give hospitality to traders if they no longer give back 80% of the traded things as gifts?!
[/font-sarcasm] =)

Haven't actually tested yet, but I love it!  The existing settings were swayed in the player's favour enough that you could do nothing more than build a shelter, clean the vomit and blood, and remove the boulders, and your guests would give rave reviews. ;-)

"My stay at the Sheraton Lepanto was definitely made better for the fact that there were no unsightly boulders in my room, and attention had been paid to cleaning off the patina of vomit and blood.  Although the faint aroma remained, it was of course completely understandable.  5 stars!" --Yelp.rim
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Orion on August 17, 2016, 03:07:17 AM
Quote from: sharpshot4321 on August 16, 2016, 05:17:40 PM
I currently cannot rescue or capture anything.
This is my first time reporting anything for Rimworld and I am not sure if Hospitality is responsible for this at all.

If this is not Hospitality's issues, can you direct me to what might be causing this?

Thanks for the proper report! Unfortunately the error is ridiculously vague. From the looks of it you'd think it's a vanilla problem. I'll see what I can do. If you get a different error at some point, please let me know.

@JT: ;D They still might accidentally bring their priced uranium spear because they failed at calculating the true market value before heading off.
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Topper on August 17, 2016, 04:21:04 AM
This mod is great but it seems recruiting people is too easy. My social 9 person never seems to fail to convince people to join on the first try. Perhaps in order to recruit you need to have a faction rep of at least +50?

edit I was just reading the front page and I learned about beds and guest rooms..Ive never use that stuff but unless I recruit someone from them the visitors/traders always leave me gifts and have an amazing time. Something must not be working right ?
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Adventurer on August 17, 2016, 04:25:13 AM
I have noticed it is pretty easy as well, yes.
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: chaotix14 on August 17, 2016, 04:43:17 AM
Could you also make it so that visitors bring actual food with them to eat? Having a visitor eating your food because he brought kibble for himself to eat, is mildy annoying(especially when you don't exactly have a surplus of food).
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Topper on August 17, 2016, 05:04:53 AM
Quote from: Topper on August 17, 2016, 04:21:04 AM
This mod is great but it seems recruiting people is too easy. My social 9 person never seems to fail to convince people to join on the first try. Perhaps in order to recruit you need to have a faction rep of at least +50?

edit I was just reading the front page and I learned about beds and guest rooms..Ive never use that stuff but unless I recruit someone from them the visitors/traders always leave me gifts and have an amazing time. Something must not be working right ?

In previous alphas hospitalty recruitment was much harder..you still usually got the person but it took a bunch of failures that dmged the rep..I literally recruit almost always on the first try in this version.
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Orion on August 17, 2016, 06:01:25 AM
Quote from: Topper on August 17, 2016, 04:21:04 AM
This mod is great but it seems recruiting people is too easy. My social 9 person never seems to fail to convince people to join on the first try. Perhaps in order to recruit you need to have a faction rep of at least +50?

edit I was just reading the front page and I learned about beds and guest rooms..Ive never use that stuff but unless I recruit someone from them the visitors/traders always leave me gifts and have an amazing time. Something must not be working right ?
You have a bit of a grace period in the beginning (low expectations).
I also changed the system that it's much easier to recruit now. I didn't like how it was so much hit and miss before. Getting visitors to join does cost you reputation with them, which takes a while to build up. It has become harder in the latest update.
I don't think it's a bad thing to be able to recruit the person you want to. Maybe I will slightly increase the relationship damage for recruiting as well. But first I want to see what people think about the latest version.

Quote from: chaotix14 on August 17, 2016, 04:43:17 AM
Could you also make it so that visitors bring actual food with them to eat? Having a visitor eating your food because he brought kibble for himself to eat, is mildy annoying(especially when you don't exactly have a surplus of food).
They usually do, and they usually eat that first as well. That they bring kibble for themselves shouldn't happen too often.
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: biship on August 17, 2016, 03:05:32 PM
Just started getting the attached error today. Hospitality is the only mod in the error list. I don't have a mod that overwrites the spacer faction.

[attachment deleted by admin - too old]
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Orion on August 17, 2016, 03:45:07 PM
@biship: It must be a different mod that causes this. Hospitality isn't touching spacers either, and I haven't changed anything to how visitors are being spawned for several versions...

Can you share your mod list?
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: biship on August 17, 2016, 03:59:57 PM
Factions_Hidden.xml in core is the only XML touching spacer, I don't have a mod that does.
I don't know how to create the mod list, ModsConfig.xml has steam mod numbers, not names.
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Exende on August 17, 2016, 04:01:43 PM
Screenshot the mods screen?
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Orion on August 17, 2016, 04:53:41 PM
I've uploaded a new Hospitality build for you (1.14i), on startup it will generate a list of all mods with their full names. You can copy it from output_log.txt
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: DariusWolfe on August 17, 2016, 05:34:14 PM
You know what would be a really useful idea? A mod whose sole function is to output common debug data that isn't included in the normal error logs, such as a complete list of loaded mods, as well as the files they overwrite, more detailed bug descriptions, etc.
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Telarin on August 17, 2016, 06:18:50 PM
As of at least the last version (possibly earlier, but I first noticed the issue today) visitors will buy items from ANY stockpile, not just those in their room. This has resulted in visitors buying items that I really can't spare, such as components.
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: Deimos Rast on August 18, 2016, 12:53:35 AM
Quote from: Telarin on August 17, 2016, 06:18:50 PM
As of at least the last version (possibly earlier, but I first noticed the issue today) visitors will buy items from ANY stockpile, not just those in their room. This has resulted in visitors buying items that I really can't spare, such as components.

^^^this with the latest version is happening a lot and it's pretty bad. I've started killing everyone who enters my base because of it, because they rob me blind. Then I get messages saying "The visit went as expected" as the last body hits the floor and I'm suddenly worried.  :o
It was bad enough that they took my *locked* booze and berry soda every visit, but when my doctor has to make a mad dash to the med cabinet before the "guests" clean it out so he can perform the next operation...that seems a bit extreme.
:P
(first post, woo)
Title: Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
Post by: sharpshot4321 on August 18, 2016, 02:38:12 AM
Just a quick update.
It seems my issues were entirely related to the save itself, as I have started a new colony and have none of my previous issues.
Thanks for taking the time to look at it.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Orion on August 18, 2016, 04:10:11 AM
Thanks for reporting your issues, guys.

Changelog
1.14j - 18.08.2016
- fix: guests buying from storage outside guest rooms
- fix: dead enemies and infestation preventing visitors from coming

1.14i - 17.08.2016
- new: guests will respect forbidden tags
- new: guests will buy from containers

I haven't made so many updates within one alpha ever before...
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: JT on August 18, 2016, 12:49:19 PM
Quote from: Orion on August 18, 2016, 04:10:11 AM
I haven't made so many updates within one alpha ever before...

What happens when you reach "z"? =)
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Deimos Rast on August 18, 2016, 01:22:40 PM
Quote from: Orion on August 18, 2016, 04:10:11 AM
Thanks for reporting your issues, guys.

Changelog
1.14j - 18.08.2016
- fix: guests buying from storage outside guest rooms
- fix: dead enemies and infestation preventing visitors from coming

1.14i - 17.08.2016
- new: guests will respect forbidden tags
- new: guests will buy from containers

I haven't made so many updates within one alpha ever before...

Thanks!
Much appreciated.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Orion on August 18, 2016, 03:32:41 PM
Quote from: JT on August 18, 2016, 12:49:19 PM
Quote from: Orion on August 18, 2016, 04:10:11 AM
I haven't made so many updates within one alpha ever before...

What happens when you reach "z"? =)
Then I'll take a vacation until the next alpha.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: nuschler22 on August 19, 2016, 06:29:02 AM
Can someone explain how to sell things to visitors and recommend what to leave in rooms?

On my phone so if this information was provided I didn't see it.

Thanks
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Grogfeld on August 19, 2016, 08:27:27 AM
Quote from: nuschler22 on August 19, 2016, 06:29:02 AM
Can someone explain how to sell things to visitors and recommend what to leave in rooms?

On my phone so if this information was provided I didn't see it.

Thanks

Just leave stuff on ground in rooms where are guest beds, now you can leave also in rack or other storage units. Guest will pick what they want, just remember to leave something that is cheap because they don't have to much silver. I sell them mostly leather because its cheap per unit and stack quite good, and isn't needed most of the time. I don't know to much what kind of stuff they will pick, but you can experiment by stockpiling stuff that are worth less then 100.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Devecseri on August 19, 2016, 08:40:34 AM
Not sure whether to post this here or in the Glitter Tech thread, but I guess I'll start here.

So Glitter Tech adds a faction that have tank units. This has the funny...side effect of them actually visiting your base as guests, with all the benefits that's included. They will sleep, eat and watch TV.

https://i.gyazo.com/f496560c7ea635d38ab1faafb5b2f2b6.png

Would it be possible to make us able to ignore certain factions and/or units? I guess I could piss them off, but I don't really want to do that...
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Orion on August 19, 2016, 10:16:39 AM
@Devecseri: That is pretty hilarious, and I can see that you don't want it. Maybe I can check for vehicles and exclude them specifically. I'll put it on the list for the next alpha.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Grogfeld on August 19, 2016, 10:28:28 AM
Quote from: Devecseri on August 19, 2016, 08:40:34 AM
Not sure whether to post this here or in the Glitter Tech thread, but I guess I'll start here.

So Glitter Tech adds a faction that have tank units. This has the funny...side effect of them actually visiting your base as guests, with all the benefits that's included. They will sleep, eat and watch TV.

https://i.gyazo.com/f496560c7ea635d38ab1faafb5b2f2b6.png

C'mon even a tank needs some joy. In Poland there is an old TV show: "4 tank soldiers and a dog", and there is a tank called "Rudy" legendary one, so yours watch probably this show and dream to be that tank.

EDIT: But with a poor gun like this he can only dream ;)
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: 5umito on August 27, 2016, 12:57:10 PM
I just have this mod and i cant prioritize things please fix it.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: 123nick on August 27, 2016, 02:56:36 PM
hey i have a suggestion, i think there should be an option, or a way of convincing travellers passing by to stay at the colony for a while. it should incur a very small relations penalty- 1 or 2 relations impact per person convinced at staying. and when they are convinced to stay, they work just like normal visitors- they eat food, rest in beds, can be recruited and etc.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Orion on August 27, 2016, 04:41:37 PM
Quote from: 5umito on August 27, 2016, 12:57:10 PM
I just have this mod and i cant prioritize things please fix it.
Have you read and followed all the instructions for using this mod?

Quote from: 123nick on August 27, 2016, 02:56:36 PM
hey i have a suggestion, i think there should be an option, or a way of convincing travellers passing by to stay at the colony for a while. it should incur a very small relations penalty- 1 or 2 relations impact per person convinced at staying. and when they are convinced to stay, they work just like normal visitors- they eat food, rest in beds, can be recruited and etc.
Interesting idea, although sounds like a lot of trouble to do and I wonder if people would ever use it. I'll think about it.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Dingo on August 28, 2016, 01:00:19 AM
When I issue "improve faction relations" to a pawn, my colonists will do that and I get the message about success/failure on the top left but it has no immediate impact on faction relations in the Factions tab. Am I missing something? Does improving relations directly only impact the ultimate relations change when they leave?
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Orion on August 28, 2016, 03:22:20 AM
Yes. It used to be different, but that was too powerful. The sentences are still the same, so maybe it's a bit misleading.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: 123nick on August 28, 2016, 10:32:33 AM
i think there is a slight bug. when i sold a visitor a thousand unfertilized chicken eggs, when he was leaving, he said he enjoyed his stay, and then said he is given back x32 eggs, but then he gave me back ALL the eggs.
Title: Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
Post by: Orion on August 28, 2016, 11:15:13 AM
That is a bug. Thanks.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Orion on August 29, 2016, 08:58:41 AM
Changelog
1.15a - 29.08.2016
- New: Visitors will not leave bought items anymore
- New: More thoughts supported
- New: Guests will be unhappy if there are no guest beds, and more happy if there are enough
- New: instructions
- Fix: visitors not coming while having prisoners (yikes!)
- Fix: drug policy error
- Fix: error when browsing wares with too many visitors
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Deimos Rast on August 29, 2016, 02:41:03 PM
thanks for the update!
fyi: the filename say A14 still (but the version is correct).
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Diana Winters on August 29, 2016, 03:12:08 PM
Quote from: Orion on August 29, 2016, 08:58:41 AM
Changelog
1.15a - 29.08.2016
- New: Visitors will not leave bought items anymore
- New: More thoughts supported
- New: Guests will be unhappy if there are no guest beds, and more happy if there are enough
- New: instructions
- Fix: visitors not coming while having prisoners (yikes!)
- Fix: drug policy error
- Fix: error when browsing wares with too many visitors

If CCL is a requirement, and CCL hasn't updated to A15, how did you update? Did you "borrow" some code?
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Orion on August 29, 2016, 04:03:49 PM
Yes. Detours are borrowed.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: s22190 on August 29, 2016, 04:22:02 PM
Quote from: Orion on August 29, 2016, 04:03:49 PM
Yes. Detours are borrowed.

so is CCL still a requirement ?
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Dingo on August 29, 2016, 05:16:35 PM
I believe he said in the Workshop thread that CCL will be required when it is up to date (it is not required right NOW). Presumably the detours will be removed and the dependency restored.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Orion on August 30, 2016, 02:10:39 AM
That's correct.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: 1000101 on August 30, 2016, 06:01:42 PM
Can you clarify this:

Quote- Fix: visitors not coming while having prisoners (yikes!)

Does that mean if your colony has any prisoners you won't get visitors or just prisoners of that faction?

If it's the former then I may have to stop using the mod, if it's the latter then it makes some (if not perfect) sense.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Monzer on August 31, 2016, 01:38:08 AM
so I don't need to use CCL for now ?
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Orion on August 31, 2016, 02:52:22 AM
Quote from: Monzer on August 31, 2016, 01:38:08 AM
so I don't need to use CCL for now ?
You don't.

Quote from: 1000101 on August 30, 2016, 06:01:42 PM
Can you clarify this:

Quote- Fix: visitors not coming while having prisoners (yikes!)

Does that mean if your colony has any prisoners you won't get visitors or just prisoners of that faction?

If it's the former then I may have to stop using the mod, if it's the latter then it makes some (if not perfect) sense.
There was a bug in the previous version that caused visitors to not come, while you had prisoners from any hostile faction. This caused some people to not have visitors for several years. This is fixed now and visitors won't give a damn about prisoners. It would indeed make sense that they'd care about their own. But it's a rare scenario.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: magik20 on August 31, 2016, 01:59:57 PM
I cannot seem to the recruit (or any other option) to work

the social screen only has the relationships on it...

Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: harpo99999 on August 31, 2016, 06:38:51 PM
magik20, have you looked at the guest tab for visitors (not not for traders)?
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Zakhad on September 01, 2016, 08:36:19 AM
This pawn is so useless he just falls over and his faction blames me,

Not only that they decided it'd be a good idea to blow through my base in order to "escape" when theres a perfectly usable door

[attachment deleted by admin - too old]
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Orion on September 01, 2016, 11:10:19 AM
@Zakhad: Ancient pawns dying on your turf is bad luck. Pawns blowing their way out is a mod conflict. Good luck finding the other one...
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Zakhad on September 01, 2016, 11:37:32 AM
Quote from: Orion on September 01, 2016, 11:10:19 AM
@Zakhad: Ancient pawns dying on your turf is bad luck. Pawns blowing their way out is a mod conflict. Good luck finding the other one...

I hope it didn't come across as if i were complaining :P, It's hardcore SK's new doors system, they're not considering it pathable when panicking/retreating and therefor assume they're trapped and will dig there way out.

Suggestion/Question - Would you ever conciser adding a migrant wave of colonists if your faction has like 100 favor or some equivalent?
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Orion on September 01, 2016, 02:11:55 PM
Quote from: Zakhad on September 01, 2016, 11:37:32 AM
I hope it didn't come across as if i were complaining :P, It's hardcore SK's new doors system, they're not considering it pathable when panicking/retreating and therefor assume they're trapped and will dig there way out.

Suggestion/Question - Would you ever conciser adding a migrant wave of colonists if your faction has like 100 favor or some equivalent?

It kinda did. Good that you found what caused it.

That is a pretty funny idea for a mayor incident. Something along the lines of "Camp X got destroyed by raiders. All survivors are coming to you for help." I love it. It will also cause RimWorld to massively try to knock the player down a few pegs.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Dingo on September 01, 2016, 04:09:09 PM
I actually had pawns "escaping" this way as well and I never used the SK mod. It might have to do with the CCL workarounds or some popular mod, I'll see if it keeps happening once my modlist is updated to A15.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Serenity on September 01, 2016, 10:04:39 PM
Sorry if this has already been brought up and I'm not sure if this is even within the scope of this mod, but how much control is there over visiting trade caravans? They have a nasty habit of parking themselves right at my defense line. And then get into the crossfire of raids or man hunters. Now sometimes they help a bit, but the relationship hit with the faction when inevitably some of them die is not worth it. It would be nice to designate a trade spot around which they can gather.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: magik20 on September 01, 2016, 11:42:31 PM
Hello, I am still running into "no guest" tab or at least in some cases a guest tab that isnt working.



[attachment deleted by admin - too old]
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Dingo on September 01, 2016, 11:48:00 PM
Magik, isn't that a trader envoy? I'm pretty sure you can't recruit from traders, only legit visitors.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: deliveryservice on September 02, 2016, 01:04:21 AM
Quote from: magik20 on September 01, 2016, 11:42:31 PM
Hello, I am still running into "no guest" tab or at least in some cases a guest tab that isnt working.

same as mine! do you use CCL?
CCL isn't yet updated to A15, so I don't.
Title: Re: [A15] Hospitality (v1.15a - updated 29.08.2016)
Post by: Orion on September 02, 2016, 01:24:50 AM
@Serenity: I'm not touching caravan behaviour. Maybe someone else can make a mod to improve this.
@magik20: Caravans don't have the tab. Also crashed pods don't have it either (they get the simple one from RimWorld with only medical). Also new races might not have it, depending on how they are made.
Title: Re: [A15] Hospitality (v1.15b - updated 02.09.2016)
Post by: Orion on September 02, 2016, 01:55:55 AM
Changelog
1.15b - 02.09.2016
- Tweak: refugee and joining wanderer events slightly more likely
- New: refugee and joining wanderer are picked from pool of related characters
- New: joining wanderer can be declined
- Hotfix: GetRoom() error from A15.1280
Title: Re: [A15] Hospitality (v1.15b - updated 02.09.2016)
Post by: notfood on September 02, 2016, 12:00:20 PM
Quote from: Orion on September 02, 2016, 01:55:55 AM
- New: joining wanderer can be declined

YES!
Title: Re: [A15] Hospitality (v1.15b - updated 02.09.2016)
Post by: Serenity on September 02, 2016, 05:26:00 PM
Unfortunately that doesn't appear to work for me. Playing the rich explorer scenario (with quite a few mods, but nothing that should mess with this as far as I can tell). I click on "accept him/her", but nobody appears. Reloaded a few times, but the same thing happens.

EDIT:
Well, it appears to work after all. Sort of. Earlier I sold my yorkshire terrier because the thing was useless and only ate food I was short on. Then I just got the message that someone is wandering nearby and wants to join. I thought it's a human first, but it's my former pet! This time accepting worked.
Title: Re: [A15] Hospitality (v1.15b - updated 02.09.2016)
Post by: Orion on September 03, 2016, 01:56:23 AM
Haha, RimWorld still keeps surprising me. I'll have to run a few more fresh colonies to get the kinks out of the new features.
Thanks for reporting!
Title: Re: [A15] Hospitality (v1.15b - updated 02.09.2016)
Post by: Jdalt40 on September 03, 2016, 04:03:37 AM
Quote from: Orion on September 02, 2016, 01:55:55 AM
Changelog
1.15b - 02.09.2016
- New: joining wanderer can be declined
Finally I can live with one colonist without the storyteller forcing me to have a stupid wanderer :D
Title: Re: [A15] Hospitality (v1.15b - updated 02.09.2016)
Post by: str82azz on September 03, 2016, 07:06:18 AM
having the same problem as serenity..first wanderer never joins for me when i accept

Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 03, 2016, 07:08:15 AM
Changelog
1.15c - 03.09.2016
- Hotfix: Wanderer not spawning
- Fix: Guests complaining about lack of beds, while in bed
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Serenity on September 03, 2016, 07:31:39 AM
By the way the pet thing could be related to this:
Quote
- New: refugee and joining wanderer are picked from pool of related characters
The dog was bonded to a character and thus they had a social relationship. When it returned it even said that it has a bond connection to one colonist.

But this could be seen as a feature. It's like one of those stories about a pet being lost or forgotten somewhere and walking long distances to return to its owners :)
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: BlackSmokeDMax on September 03, 2016, 08:26:59 AM
Quote from: Serenity on September 03, 2016, 07:31:39 AM
By the way the pet thing could be related to this:
Quote
- New: refugee and joining wanderer are picked from pool of related characters
The dog was bonded to a character and thus they had a social relationship. When it returned it even said that it has a bond connection to one colonist.

But this could be seen as a feature. It's like one of those stories about a pet being lost or forgotten somewhere and walking long distances to return to its owners :)

Think of it as running a scam on the traders. You sell them an animal, which promptly escapes and returns to the colony to be sold again, profit!
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 03, 2016, 11:20:00 AM
Yeah, unless it involves buggy behaviour, I'm not going to fix that. It tells a funny story and is fine like that.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: jjcf89 on September 03, 2016, 08:59:21 PM
Both hospitality and misc. training updated today and now I can't save my game.  I was able to save in the morning but now its broken. Damn auto updates :).  Any idea if this is from your mod?

This part of the stack trace made me think it might be trader related... "RimWorld.Pawn_TraderTracker"

Copy of my output_log.txt
http://pastebin.com/Gd2c4uWN
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: jjcf89 on September 03, 2016, 09:06:12 PM
Disabled your mod and rebooted the game.  Manually removed the 3 guestbeds from my save file.  Afterwards the game loads and saving works again.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: mrofa on September 03, 2016, 09:37:29 PM
Seems like hash system is still broken ...

Orion can you make visitors not to eat your food :P ?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Zakhad on September 03, 2016, 10:15:19 PM
Quote from: mrofa on September 03, 2016, 09:37:29 PM
Seems like hash system is still broken ...

Orion can you make visitors not to eat your food :P ?

That's not very hospitable of you
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 04, 2016, 04:09:57 AM
Hm. It already goes wrong in line 188, failing to load some stuff. How removing the beds fixes it beats me.
My guess would have been that you disabled a mod you used before.

Let's see if more people run into this.

Guests eating the player's food is a vanilla thing. But I get do many complaints about it, maybe I'll enforce that they spawn with enough to eat.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: BlueWinds on September 04, 2016, 01:28:56 PM
I like guests eating my food. :) Or at least, I find it amusing and story-worthy. "Sorry, we ran into heavy storms and got delayed, our supplies are a little short. Pretty please?"

Relatedly, that gives me an idea for an add-on mod (not a request, just a thought that struck me, related to hospitality).

"Can we please buy two cows? Our entire herd died over the winter..."
"We were sent to buy some raw food. We had crop troubles, and need something to help our village until next fall..."
"We're experiencing heavy pirate raids. Can we buy some of your assault rifles / sniper rifles / greatbows?"
-- Yes! We are happy to help our neighbors. (faction goodwill)
-- I'm sure we can work something out! (sell at slightly above normal sale price)
-- Sorry, we need those. (minor relations hit)

Visitors would only ask for items that the player has plenty of, in order to avoid annoying players - only food if you have at least 500 (raw) stored, only animals if you have several un-bonded of the same species, only weaponry if you have 3+ sitting in storage.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Serenity on September 04, 2016, 01:39:37 PM
Quote from: BlueWinds on September 04, 2016, 01:28:56 PM
I like guests eating my food. :)
Try playing on an ice sheet

Why don't visitors just have their food need turned off? I don't mean this a suggestion for the mod necessarily. Just in general.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 04, 2016, 02:04:35 PM
Quote from: BlueWinds on September 04, 2016, 01:28:56 PM
I like guests eating my food. :) Or at least, I find it amusing and story-worthy. "Sorry, we ran into heavy storms and got delayed, our supplies are a little short. Pretty please?"
So do I!

Quote from: BlueWinds on September 04, 2016, 01:28:56 PM
Relatedly, that gives me an idea for an add-on mod (not a request, just a thought that struck me, related to hospitality).

"Can we please buy two cows? Our entire herd died over the winter..."
"We were sent to buy some raw food. We had crop troubles, and need something to help our village until next fall..."
"We're experiencing heavy pirate raids. Can we buy some of your assault rifles / sniper rifles / greatbows?"
-- Yes! We are happy to help our neighbors. (faction goodwill)
-- I'm sure we can work something out! (sell at slightly above normal sale price)
-- Sorry, we need those. (minor relations hit)
Sounds fun, although also a fair bit of work to make.

Quote from: Serenity on September 04, 2016, 01:39:37 PM
Quote from: BlueWinds on September 04, 2016, 01:28:56 PM
I like guests eating my food. :)
Try playing on an ice sheet

Why don't visitors just have their food need turned off? I don't mean this a suggestion for the mod necessarily. Just in general.
Because that's half the fun. It's odd enough that visitors don't have most needs / thoughts.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: gillsminnow on September 04, 2016, 02:09:01 PM
Think the whole point of being hospitable is providing food for guests :D
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Serenity on September 04, 2016, 02:13:16 PM
The problem is not having a choice about it. It'd be fine if had control over giving them food and not doing so makes them annoyed with you.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: mrofa on September 04, 2016, 03:38:22 PM
Quote from: Serenity on September 04, 2016, 02:13:16 PM
The problem is not having a choice about it. It'd be fine if had control over giving them food and not doing so makes them annoyed with you.

Did a small couter for that, lockable doors, uses float menu(same as comms consol).
Not the best solution but its better than visitors starving my colony :P

[attachment deleted by admin - too old]
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 04, 2016, 04:45:16 PM
Quote from: mrofa on September 04, 2016, 03:38:22 PM
Did a small couter for that, lockable doors, uses float menu(same as comms consol).
You crazy guy! That's pretty cool :)

My latest Steam update fixes that visitors have enough food now, btw. A14 broke it, by introducing that world pawns get reused (so the next time they come around, they don't get new food, duh).
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Serenity on September 04, 2016, 07:12:10 PM
Quote from: mrofa on September 04, 2016, 03:38:22 PM
Did a small couter for that, lockable doors, uses float menu(same as comms consol).
Looks interesting. But the lock texture doesn't seem to work for me (I assume that was is meant to be shown). It looks like it shows some dirt/rubble texture instead. 5 gray stones or something in a circle. Not sure what it is exactly.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: jjcf89 on September 04, 2016, 09:41:54 PM
Quote from: Orion on September 04, 2016, 04:09:57 AM
Hm. It already goes wrong in line 188, failing to load some stuff. How removing the beds fixes it beats me.
My guess would have been that you disabled a mod you used before.

Let's see if more people run into this.

I removed the beds so I could unload your mod. After unloading your mod the saves worked again. Figured I'd report it incase someone else runs into it.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 05, 2016, 08:26:00 AM
Quote from: jjcf89 on September 04, 2016, 09:41:54 PM
I removed the beds so I could unload your mod. After unloading your mod the saves worked again. Figured I'd report it incase someone else runs into it.
Odd. If you add it in again, will it break again as well?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: jjcf89 on September 05, 2016, 12:00:02 PM
Quote from: Orion on September 05, 2016, 08:26:00 AM
Quote from: jjcf89 on September 04, 2016, 09:41:54 PM
I removed the beds so I could unload your mod. After unloading your mod the saves worked again. Figured I'd report it incase someone else runs into it.
Odd. If you add it in again, will it break again as well?
Yes I tried that. It still refused to save.  Note I don't have CCL installed but considering its still only A14 and this is A15c i'm not sure what to do about that.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Eiktyrner on September 05, 2016, 01:30:58 PM
Also getting the Pawn_TraderTracker exception on autosave as someone mentioned before. I've got more mods but I'm guessing it's related?

http://paste.ee/p/euy98

Can I disable auto-update on everything? I'm fine not having the latest and "greatest"
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 05, 2016, 03:56:26 PM
Quote from: jjcf89 on September 05, 2016, 12:00:02 PM
Yes I tried that. It still refused to save.  Note I don't have CCL installed but considering its still only A14 and this is A15c i'm not sure what to do about that.
Yeah you shouldn't use CCL until it's updated. Hospitality works fine without it right now.

Quote from: Eiktyrner on September 05, 2016, 01:30:58 PM
Also getting the Pawn_TraderTracker exception on autosave as someone mentioned before. I've got more mods but I'm guessing it's related?

http://paste.ee/p/euy98

Can I disable auto-update on everything? I'm fine not having the latest and "greatest"
I really don't know how to help you here. And as before, the problem is already happening before saving, when it finds a shield and thinks it's a pawn (line 78).
I can't reproduce the problem myself, so I can only imagine either your savegame is already botched, but it only shows when Hospitality is enabled, or it's a combination with one of the other mods. Or you have old files in your Hospitality folder that got left behind from a previous version.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Eiktyrner on September 05, 2016, 06:33:28 PM
Seems like a id mismatch on the trader visitor a colonist. For some reason the shield he spawned with doesn't match the outfit he is using? The <outfits> part is the only reference to "Thing_Apparel_PersonalShield20896" in the save.

I'll try to edit the save, maybe I can still save this one.


<wornApparel>
  <li Class="PersonalShield">
    <def>Apparel_PersonalShield</def>
    <id>Apparel_PersonalShield20896</id>
    <pos>(143, 0, 70)</pos>
    <health>77</health>
    <stackCount>1</stackCount>
    <color>RGBA(0.330, 0.330, 0.330, 1.000)</color>
    <colorActive>True</colorActive>
    <quality>Normal</quality>
    <energy>1.1</energy>
    <lastKeepDisplayTick>3853618</lastKeepDisplayTick>
  </li>
</wornApparel>


<outfits>
  <curOutfit>Outfit_Worker2</curOutfit>
  <overrideHandler>
    <forcedAps>
      <li>Thing_Apparel_PersonalShield20896</li>
    </forcedAps>
  </overrideHandler>
</outfits>


EDIT: I don't think the shield has anything to do with this. It's loading in fine now but I still get that issue with TraderTracker on save. I thought the guy with the shield was a trader, but he is just a regular colonist. Why would he be affected by the Pawn_TraderTracker?

EDIT2: Looking back through saves, it could be a coincidence since I don't have that many saves, but the only one that loads and I can save from without the TraderTracker error is one where I hadn't gotten the shield yet. It's 3 days old and I have about 5 saves inbetween now and then, so it obviously could save before something updated.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 06, 2016, 01:17:49 AM
After removing the shield, so you get a different error where the shield error was?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Yautja on September 06, 2016, 12:37:27 PM
For some reason, my GUEST tab doesnt show to Visitors (I know it wont to caravans), I use some mods, but it doesnt make any sense, because the only other I use that affect Visitors is the one that make show up more trading ships and the trading spot  :(
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 06, 2016, 03:39:25 PM
Very odd. You could try moving hospitality to the end of your mod list. That'll make sure it gets the last say in overriding stuff. Don't forget to restart the game afterwards. If that doesn't help, my only guess would be that your guests aren't regular pawns... What are your mods?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Yautja on September 06, 2016, 06:09:58 PM
Moving it to last in mod list worked, thanks (:
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Kindyj on September 09, 2016, 07:10:06 AM
There is a nice exploit of setting up a Guest room with heaters cranked to 200 F and they wont bother leaving, they will just get Sick and stay in bed till their timer ticks and its time to Go Home.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: DariusWolfe on September 09, 2016, 12:24:06 PM
Quote from: Kindyj on September 09, 2016, 07:10:06 AMThere is a nice exploit of setting up a Guest room with heaters cranked to 200 F and they wont bother leaving, they will just get Sick and stay in bed till their timer ticks and its time to Go Home.

What benefit is there to this? While I'm sure it's not intended behavior either way, it's really only an exploit if there's a benefit, which I'm not seeing?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: junkfun2000 on September 16, 2016, 01:13:25 AM
Hi. I am new here. I am sorry if this has been asked, I didn't read through all the pages.

I understand that CCL mod is required for the Hospitality mod. The CCL mod has not been updated to Alpha 15 yet. Can I still use this mod without CCL?

The mods I am using don't require CCL, if I am not wrong.

Thank you.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 16, 2016, 01:31:58 AM
Are you for real!? I'm certain the answer to your question has been explained at length somewhere between pages 52 and 68!

Just kidding... Yeah you can use it without CCL for the time being.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: junkfun2000 on September 16, 2016, 02:26:45 AM
Quote from: Orion on September 16, 2016, 01:31:58 AM
Are you for real!? I'm certain the answer to your question has been explained at length somewhere between pages 52 and 68!

Just kidding... Yeah you can use it without CCL for the time being.
;D ;D ;D
Thank you for the swift response and most of all, thank you for this great mod, Orion. :)
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Adventurer on September 20, 2016, 10:02:10 AM
Hello Orion, I had a thought. Instead of having guest beds, why not just make it so guests use beds that are marked as Unowned?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Serenity on September 20, 2016, 10:04:54 AM
Then they could take beds away from your people. But marking beds the way you mark prisoner or medical beds could work.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Adventurer on September 20, 2016, 10:08:15 AM
Quote from: Serenity on September 20, 2016, 10:04:54 AM
Then they could take beds away from your people. But marking beds the way you mark prisoner or medical beds could work.
I don't think colonists even try to use unowned beds, do they?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Serenity on September 20, 2016, 10:18:33 AM
They do when they don't have specifically assigned beds. In that case they will just pick one.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 20, 2016, 12:03:28 PM
Quote from: Adventurer on September 20, 2016, 10:02:10 AM
Hello Orion, I had a thought. Instead of having guest beds, why not just make it so guests use beds that are marked as Unowned?
Unfortunately I wasn't able to make guests use normal beds at all. So I had to make a custom one. I didn't want to override default beds for compatibility reasons.
So yeah, it would be more elegant if you could set normal beds to be for guests. But RimWorld has hardcoded beds deep into colonist behavior.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Dingo on September 20, 2016, 12:25:26 PM
Is it impossible to inject with CCL when it's updated? I also found this very unintuitive when I started using Hospitality.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Adventurer on September 20, 2016, 06:45:28 PM
Quote from: Orion on September 20, 2016, 12:03:28 PM
Quote from: Adventurer on September 20, 2016, 10:02:10 AM
Hello Orion, I had a thought. Instead of having guest beds, why not just make it so guests use beds that are marked as Unowned?
Unfortunately I wasn't able to make guests use normal beds at all. So I had to make a custom one. I didn't want to override default beds for compatibility reasons.
So yeah, it would be more elegant if you could set normal beds to be for guests. But RimWorld has hardcoded beds deep into colonist behavior.
How about making it so colonists can use guest beds, then? As well as making it so guest beds can be turned into medical/prisoner beds in a pinch.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 21, 2016, 05:55:18 AM
CCL does not help here.

There may be ways to do it, but in the end it's not worth all the trouble. I'm not willing to spend my free time staring at my screen for the next 3 weeks, just so people can convert beds in one click instead of three.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: DariusWolfe on September 21, 2016, 02:42:21 PM
Quote from: Orion on September 21, 2016, 05:55:18 AM...just so people can convert beds in one click instead of three.

Wait, what?

There's a way to convert beds between normal and guest, or am I reading this wrong?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Serenity on September 21, 2016, 09:40:07 PM
It would be cool if you could give medical treatment to injured visitors. I just had a guy lose his stomach to a scyther and he'll bleed all the time.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 22, 2016, 01:21:17 AM
Quote from: DariusWolfe on September 21, 2016, 02:42:21 PM
Quote from: Orion on September 21, 2016, 05:55:18 AM...just so people can convert beds in one click instead of three.

Wait, what?

There's a way to convert beds between normal and guest, or am I reading this wrong?
There is: Deconstruct the guest bed and build a normal one. And vice-versa.

Quote from: Serenity on September 21, 2016, 09:40:07 PM
It would be cool if you could give medical treatment to injured visitors. I just had a guy lose his stomach to a scyther and he'll bleed all the time.
Yeah, but then a lot of things would be cool. In the end I always have to choose if it's worth the ridiculous amount of time adding new functionality to RimWorld costs, plus the even greater amount of time for keeping the new feature updated, compatible and bug free.
As much as I wish I could do this full-time, I don't see that happening any time soon, because people like free stuff.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Mackinz on September 22, 2016, 05:12:49 PM
Hey, this is Kave Johnson from Steam. Later on I hope to post my experiments to isolate the issue I described on the workshop page, but I decided to stop by today with a suggestion that would improve this feature:

Quote from: Orion on September 02, 2016, 01:55:55 AM
Changelog
1.15b - 02.09.2016
- Tweak: refugee and joining wanderer events slightly more likely
- New: refugee and joining wanderer are picked from pool of related characters
- New: joining wanderer can be declined
- Hotfix: GetRoom() error from A15.1280
When I tested Hospitality originally, a wanderer requested to join my colony near the start. The wanderer turned out to be a mostly useless Medieval Lord. Had I known that she would have such a background, I would have decided against accepting her. She was effectively useless at that point in my colonies life. The wanderer event lacks the useful feedback of the "person requests safety" event which tells you the potential colonists adult background, allowing the player to make a more informed decision on accepting or ignoring that colonist. Is it possible that this mod could further edit the event so that the player is informed of the potential colonists adult backstory?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: drakemasta on September 22, 2016, 05:24:43 PM
could you add a aspect where they dress appropriately for the weather their entering.

i like to play in ice sheets mountainous and it gets -60 - -90 pretty easily. anything over -40 the visators just enter the map and turn around and leave, it gets very anoying.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 23, 2016, 01:48:13 AM
@Kave: I can look into that. I don't think it would be difficult (for a change). I never thought the background was very informative, but I suppose it's better than nothing.
@drakemasta: I'm leaving dressing visitors to RimWorld. You have to understand that when most of RimWorld's code was written, ice sheets could not be played. They were enabled later. So the game is apparently ill fit to equip them right.  Now in early versions of hospitality they would march on and die in the snow, blaming the player.
I've added that they turn around instead of dying. But I'm not gonna mess with RimWorld's code for dressing pawns. Or maybe I am, but I definitely won't commit to it.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Simulacrum0 on September 24, 2016, 02:17:01 AM
you don't need to change the code to make pawns able to survive in -60 - -90, what they need is more clothing options and a much higher apparelMoney limet.
a normal cloth parka is worth 260, outlanders have a base of 300 to 900 tribals are 180 to 350.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 24, 2016, 09:15:05 AM
So... uh... why don't you use FashionRIMsta (https://ludeon.com/forums/index.php?topic=24432.msg250740#msg250740)? It adds a fur coat that costs 150 and insulated up to -47 (parka does -40). Would that solve your problem?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Serenity on September 24, 2016, 10:06:49 AM
The vanilla stuff is fine for the most part. It just needs to be made from wool instead of cloth and be of relatively good quality. Cloth is crap for cold protection. Fine for pants and shirts. But hats and parkas need to be made from wool to get anywhere. With a great hat, even a wool jacket is enough for all but the coldest environments.

Another cold weather cloth option is Ushanka! It adds those Russian fur hats and a winter coat.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: chumbaba on September 27, 2016, 09:34:07 AM
hi there,

@orion a little request
could you pls update your first post weather a ccl  is, or is not required? you edited 1st post on 24 sep but you explained somwhere between the 73 pages of posts thats its not required.
I know there s no ccl 15 already, but everyone new on this forum will be confused.

thats all
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 27, 2016, 09:50:31 AM
Good idea!

Done.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Simulacrum0 on September 29, 2016, 12:30:12 AM
so i had a visitor/trader show up, she had a very nice gun and i wanted it, it was 5600 silver so i traded 400 gold to cover the cost and after her stay she loved (she spent the night sleeping on the floor of my very impressive dining room) she then left me the 400 gold as a thank you.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 29, 2016, 01:16:57 AM
Hmm.... Interesting. That should not be possible. There is a cap on how much guests can leave.
But I have the feeling some other mod is messing with it.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Serenity on September 29, 2016, 04:52:02 AM
There is also the general matter that maybe visitors should not leave exactly what you just sold them. Had that happen a few times.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Dingo on September 29, 2016, 04:57:19 AM
Visitors have a lot of quirky interactions in general. Has the bug for them destroying doors/walls and/or digging through terrain sometimes when they leave been traced to its source yet? I'm out of the loop.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: red3dred on September 29, 2016, 01:15:21 PM
So, you requested a look at my Output, i'm red3dred from Steam.

I found these lines, whose pawns were not my colonists:

JobDriver threw exception in initAction. Pawn=Sammy, Job=BuyItem A=Thing_Silver538164, Exception: System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingContainer.TryDrop (Verse.Thing thing, IntVec3 dropLoc, ThingPlaceMode mode, Int32 count, Verse.Thing& resultingThing, System.Action`2 placedAction) [0x00000] in <filename unknown>:0
  at Hospitality.JobDriver_BuyItem.TakeThing (Verse.AI.Toil toil) [0x00000] in <filename unknown>:0
  at Hospitality.JobDriver_BuyItem+<>c__DisplayClass2.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Ryu started 10 jobs in 10 ticks. lastJobGiver=Hospitality.JobGiver_Relax, curJob.def=Skygaze, curDriver=RimWorld.JobDriver_Skygaze

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Ryu started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait

// Repeat the second error about 12 times...


Full log is attached, and i'll see if i can get a log of the visitors spawning error. Thanks for the time and work, great mod.

[attachment deleted by admin - too old]
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on September 30, 2016, 04:14:09 AM
Thanks for the log! I'll see if I can find something. Do you remember what the visitor was trying to buy?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: kcirdor on September 30, 2016, 03:55:53 PM
Is it possible that once you reject a Wanderer they are no longer available in the pool or significantly lower in choices. My current game, I had the same wanderer try to join my colony 4 times.  I just accepted him on the 4th try.  I rejected him because I didn't like the traits, but come to find out his stats suck too which makes him a  primary cleaner/hauler I guess.

For reference... Two of my colonist are Bro/Sis, their mother joined as a Spacer refugee. Spacer's never attacked(this is the second time I've noticed the Spacer's didn't attack), which seems like bug but I have no idea which mod would cause that, possibly Faction Discovery since I don't know the Spacers yet.  But anyway, he was the mothers husband and the father of the two other colonists.  When I first rejected him, they got divorced. Then he pops up again as the father of the bro, and then the father of the sis, and then the ex lover of the mother again. So I said to heck with it, Rimworld wants this dude in my colony.  He shall be the one that goes rescue people in a fire fight or the dumb one to go set the Hive on fire.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Etaglibash on September 30, 2016, 08:09:01 PM
Hello guys.
This mod is simpy amazing, so I have just made a translation of this mod to my language, Latin american Spanish.

Link:
https://github.com/Etaglibash/Hospitality-SpL
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Mackinz on October 01, 2016, 02:16:58 AM
I had a visitor leave me six Cassowary Eggs and, when they hatched, the Cassowaries were untamed. Given than they were left as a gift/token of appreciation, I thought that they would have hatched tamed like eggs bought from traders or eggs laid by egg-laying animals. I was able to tame one almost immediately since I have a 10% chance to do so with two level 20 handlers, but I don't like the odds of 3.00% manhunter baby Cassowaries in my barn...

Screenshots:
http://steamcommunity.com/sharedfiles/filedetails/?id=772732891 (the six green eggs in the stockpile)
http://steamcommunity.com/sharedfiles/filedetails/?id=772732902 (after they hatched)

Also, there may be a conflict with the Hot Coffee mod as I routinely get gifts of hundreds of coffee when it says "~~~ left you three *coffee type*". The first screenshot caught the strange behavior for Sweet decaf coffee, the pinkish cup. There's actually 41 Sweet decaf coffee on the ground in that screenshot - the exact amount I had just sold to the visitor after experimenting with it.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: callmewoof on October 01, 2016, 03:12:52 AM
Hi, is there a quick how-to guide for this mod? I've got it installed and I can tell it's "working", but I don't get it. For example, my guest bedrooms are never used, guest beds never slept in, I don't have any options to try and recruit visitors (is that even a thing?). Thank you!
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 01, 2016, 06:08:44 AM
@callmewoof: I've put detailed instructions HERE (http://steamcommunity.com/workshop/filedetails/discussion/753498552/350542683199135492/). But what you're experiencing does not sound like the intended behavior. More likely a mod conflict. The first thing you should try is place the mod at different spots in the mod order, restart the game, and see if you notice improvement. Sorry about this.
@Etaglibash: Thanks! I've added a link on the front page.
@Mackinz: I didn't know trader eggs would hatch tamed. I'll take a look at how it's done.
I don't know what's going on with the coffee mod. It sounds like it's doing something odd so the amounts don't match up.
@kcirdor: I'll see what I can do.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: BetaSpectre on October 02, 2016, 11:14:44 PM
When faction relationship is high, trying to increase it with this mod actually lowers it.

How much does it increase when you convince, vs how much does it go down when relationship lowers? Or is faction relationship reset each time I try to improve relationship?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 03, 2016, 02:33:08 AM
Hm. The naming of this is still a relic from a time when you could directly increase the relationship. What it does now is give visitors a mood buff and a social increase with the colonist doing the talking.
The first will increase the overall satisfaction when the visitors leave and the second increases the recruitment chance.

Maybe I should name it something that matches better to what it does.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: kcirdor on October 03, 2016, 01:47:06 PM
Quote from: kcirdor on September 30, 2016, 03:55:53 PM
a Spacer refugee. Spacer's never attacked(this is the second time I've noticed the Spacer's didn't attack), which seems like bug but I have no idea which mod would cause that, possibly Faction Discovery since I don't know the Spacers yet. 

Just want to note, in my current game I got two Spacer pod drop refugee's with no follow up attack.  I later got a pod drop refugee from a known faction.  The faction immediately followed up with an attack.  So the default failed attacks from a Spacer pod drop refugee has to be a bug or an unintended perk, rendering the the spacer refugee event nothing more than a joining wandering wanderer with a choice.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: red3dred on October 03, 2016, 03:14:17 PM
Quote from: Orion on September 30, 2016, 04:14:09 AM
Thanks for the log! I'll see if I can find something. Do you remember what the visitor was trying to buy?

At first it was some sort of shiv or dagger, after he bought it, the silver landed outside of the equipment rack, then he bought the item in the other slot, and the silver fell in the equipment rack. He then procceded to buy back his own silver.  While the next error seems to refer to the visitor that was trying to buy the hand grenades...
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 04, 2016, 01:23:23 AM
@kcirdor: Thanks for looking into this. I fixed it for the next version.
@red3dred: I can't reproduce it, and it's quite a special circumstance. Eventually I gave up. I noticed they really don't like buying grenades, though.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: 14m1337 on October 06, 2016, 08:43:52 PM
are visitors more rare when playing as a tribe ?
just got some .... seems I should complain more often, so randy will satisfy my needs and wishes

and although I'm sure I already HAD some visitors, there was no guest tab to open. do you know of any compatibility problems with some other mod ?
I changed the order of my mods when I just started my game. maybe this helped here ...
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 07, 2016, 01:28:17 AM
I'm glad I could help!
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: duduluu on October 08, 2016, 10:22:10 AM
Hello, Orion!
I'd translated you mods to Chinese.
Could you allow add the language data to your mods?
So that player those subscribe you steam workshop can use your mod in Chinese.
If it's ok, tell me your email by messege, I'd be grateful to you!
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: faltonico on October 08, 2016, 01:07:05 PM
Hello there!
This mod conflicts with one (or more) of the mods of this list:
EPOE
DE surgeries
Improved Surgeries
EPOE + IS Compatibility Patch
DESurgeries + ImprovdSrgry PatchMiscelaneous "CORE"
Misc. Incidents
Misc. MAI
Misc. Robots.
Misc. Training.
Allow Tool
Better Pathfinding
Bullk Meals
Caveworld Flora
Crafting Hysteresis
Dermal Regenerator
Efficient Light
Embrasures
Faction Discovery A15
Animals Tab
Less Rebuff
Mad Skills
Medical Training
MiningCo. MiningHelmet
MiningCo. MMS
More Vanilla Turrets
Modular Tables
More Trade Ships
Quality Builder
Reclaim Fabric
Roof Support A15
RT Fuse
RT Power Switch
RT Quantum Storage
RT Solar Flare
Facial Stuff A15
Tiled Soil
Turret Collection
Vegetable Garden
Core Driller
Core Driller - Stone Addon
Vein Miner
Trading Spot
No Mood Loss on Prisoner Sold or Died

I could not save my game with your Hospitality mod enabled, once i figured out your mod was the culprit, i got lazy and didn't try to test thoroughly with which other mod it was conflicting with, sorry, i only tested that it was not "Trading Spot".
The game was not saved, but my save file was somehow modified, in some extent, because it warned me that some mods where not enabled, if i wanted to open it again with other mods from the list disabled so i could test it.

I also tried loading Hospitality at the end of the list, it didn't work.

Just in case you might be interested to know, sorry for not providing you with more info.

I'm suspecting your other mod "Faction Discovery", but you might have already tested that, right?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 09, 2016, 08:18:37 AM
Quote from: duduluu on October 08, 2016, 10:22:10 AM
Hello, Orion!
I'd translated you mods to Chinese.
Hello, thanks for your work. Unfortunately I don't have time to take care of translations. If you upload your translations somewhere, I can add a link to the front page to them (see French and Spanish). For Steam you can make your own mod that adds translation.

The problem is that translations are not a one-time problem. Every time I make changes to my mod, translations have to be changed as well. This is not something I can do or want to do, so you will have to take care of it.


@faltonico:
This is not particularly helpful. Of course Faction Discovery is compatible. Further I suspect any of the Misc. mods. The following mods I have not tested myself and may not be compatible. The green ones are probably fine:

DE surgeries
Improved Surgeries
EPOE + IS Compatibility Patch
DESurgeries + ImprovdSrgry PatchMiscelaneous "CORE"
Misc. Incidents
Misc. MAI
Misc. Robots.
Misc. Training.
Better Pathfinding
Bullk Meals
Caveworld Flora
Crafting Hysteresis
Efficient Light
Mad Skills
Medical Training
MiningCo. MiningHelmet
MiningCo. MMS
Modular Tables
Roof Support A15
RT Quantum Storage
Turret Collection
Vegetable Garden
No Mood Loss on Prisoner Sold or Died

Of course there is the problem that if you remove any mods, most of the time you ALSO won't be able to save properly. So try and error will give you random false positives and false negatives. Chances are even, that Hospitality wasn't the problem to begin with. Good luck.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: conscience on October 09, 2016, 10:20:11 PM
I found a bug with hospitality, when I recruited a person the rest of the visitors could not leave.
(http://orig12.deviantart.net/7bf2/f/2016/283/8/3/rimworld_by_consci-daklfye.png)
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 10, 2016, 01:19:01 AM
Thanks for the report. I'll see if I can reproduce it... But I'm afraid I won't be able to.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: faltonico on October 10, 2016, 07:53:42 PM
Thank you for your reply Orion,
As you said, it wasn't very helpful at all, sorry xD
In the end, I just wanted to know if you knew of incompatibilities, and that list you provided me is indeed helpful.

Basically my save is a mess... Yesterday i realized that i couldn't add new bills to my tailoring station, so i went and started disabling the latest mods i installed, In the process I found out that "Reclaim Fabric" was messing with it, in the process of finding out what was the problem, i also found out that if i disable "Dermal Regenerator" the save loads but i cannot save anymore, even though i deconstructed the item the mod provided.
Now my save "saves" and even with Hospitality enabled! but i have to have "Dermal Regenerator" on, if not it is impossible to save, and i don't know how to fix that, because that dermal regenerator mod doesn't work.

Thanks again for your work, and for the attention you provided =)
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: jmababa on October 11, 2016, 12:22:38 AM
Do not recruit visitors it will lower your rep with them and if you have a lot to research cause of a lot of mods that won't be good your ships will be mid game and now you don't have place to sell crap cause you need lots of power to power the console and orbitals usually you have 2 orbitals. Like me I have to wait for advanced wind power to be researched which will be after I research the whole medical compilation and more beds and RT weapons
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 11, 2016, 01:22:11 AM
@conscience: Your bug has shown more often by now and chances are that it is a genuine hospitality bug.
@faltonico: I'm glad you found the issue! Generally speaking you should not save your game after you had an error. It can break the save game irreversibly. About removing the dermal regenerator you should ask in their thread.

@jmababa: You must be the first person to not complain that recruiting is too easy.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: jmababa on October 11, 2016, 11:20:32 PM
this mod is conflict to another must have mod medical compilation but that's ok I can reload anyway to deal with weird graphics bug plzzz fix this
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: ridjack on October 14, 2016, 03:23:35 PM
In the A14 version, recruitment failed more often than not. So far, in A15, I've had a 100% success rate, including this most recent attempt:

(http://i.imgur.com/r7tnOnR.jpg)

All indications are that the attempt SHOULD have failed, but Bear was successfully recruited.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: ReconCrow on October 15, 2016, 05:10:19 AM
When I install your Faction Discovery mod.
The Visitor if comes in groups (1 person doesn't have any error) they become dumb, they can't eat, and only joy one times when they first arrive, all they can do is sleep and wandering around which lower their mood and make me have like 90% to lower the faction is relation because they are starving despite I have every kind of food for them.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 15, 2016, 05:28:56 AM
@ReconCrow: Could you post your output_log.txt after you had broken visitors?

@ridjack: What were your indicators? Why do you think it should have failed?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: ReconCrow on October 15, 2016, 06:02:32 AM
There + picture
Your mod works well for month, even though many mods until I install the faction discovery to add more faction.
I notice that the faction I install in the middle of game don't appear at all so i install the faction discovery, but when I install it the old faction visitor gets affected and starting to be dumb
The guy in the picture also had food in his own inventory.

[attachment deleted by admin - too old]
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: ReconCrow on October 15, 2016, 06:04:30 AM
(http://i.imgur.com/X1rpIzb.png)
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 15, 2016, 09:11:15 AM
You're getting a lot of errors. So my guess is you're having a major mod conflict or a mod of the wrong version.
I can't tell what exactly triggers it and why you get it when you add Faction Discovery.

This is like me trying to fix your car's engine, after you send me a picture of your car and tell me it doesn't drive.
Sometimes I can see there's a wheel missing, but in this case I can only tell that there's a lot of smoke coming from the engine.

My rule of thumb to avoid problems is not to activate or deactivate mods while a group from another faction is on your map.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: ridjack on October 15, 2016, 04:11:23 PM
Quote from: Orion on October 15, 2016, 05:28:56 AM

@ridjack: What were your indicators? Why do you think it should have failed?

In this particular case, it succeeded with a 34% chance. Obviously meaningless on its own; but I've been seeing that sort of low-chance successes alot.

In the screenshot, Bear was annoyed by the attempt to recruit him. It gave a negative mood debuff and a negative social modifier with his recruiter.

I'll save scum with a visitor later and see what I come up with; is there anything in particular I should document?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: ReconCrow on October 16, 2016, 04:53:45 AM
Quote from: Orion on October 15, 2016, 09:11:15 AM
You're getting a lot of errors. So my guess is you're having a major mod conflict or a mod of the wrong version.
I can't tell what exactly triggers it and why you get it when you add Faction Discovery.

This is like me trying to fix your car's engine, after you send me a picture of your car and tell me it doesn't drive.
Sometimes I can see there's a wheel missing, but in this case I can only tell that there's a lot of smoke coming from the engine.

My rule of thumb to avoid problems is not to activate or deactivate mods while a group from another faction is on your map.
Well, I don't know what error, but it only happens when I start to install faction discovery, either way seem like I have to start a new game and deactivate faction discovery.
Edit: Also the reason you see many errors because I give you the output_log that show errors.
In the other output_log I don't find any errors at all.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 16, 2016, 07:02:38 AM
@ridjack: Generally im curious about what happened and how that was different from your expectations.
I did choose to make recruitment easier in the past -  but it still has to be possible early in the game or when you're in a pinch (3/4 of your colony got wiped and you really need that doctor).

@ReconCrow: I can't find any errors that directly relate to Faction Discovery. So my guess is that by it spawning the other factions, something breaks.
Unless Faction Discovery can't be added mid game anymore and I missed that when testing and the error does not look related.

Shooting in the dark.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: ReconCrow on October 16, 2016, 07:17:02 AM
Quote from: Orion on October 16, 2016, 07:02:38 AM
@ridjack: Generally im curious about what happened and how that was different from your expectations.
I did choose to make recruitment easier in the past -  but it still has to be possible early in the game or when you're in a pinch (3/4 of your colony got wiped and you really need that doctor).

@ReconCrow: I can't find any errors that directly relate to Faction Discovery. So my guess is that by it spawning the other factions, something breaks.
Unless Faction Discovery can't be added mid game anymore and I missed that when testing and the error does not look related.

Shooting in the dark.
Ok.
Great mod btw, Hospitality should be added to the core game.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: ridjack on October 16, 2016, 11:40:10 AM
Quote from: Orion on October 16, 2016, 07:02:38 AM
@ridjack: Generally im curious about what happened and how that was different from your expectations.
I did choose to make recruitment easier in the past -  but it still has to be possible early in the game or when you're in a pinch (3/4 of your colony got wiped and you really need that doctor).

It doesn't seem to make sense that someone is annoyed by a recruitment attempt, but then joins anyway, to my mind.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 17, 2016, 04:38:08 AM
You mean after one failed attempt it should be impossible?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Zakhad on October 20, 2016, 10:39:51 AM
Do you happen to have a github Orion? I was wondering what you did to fix:

GetRoom() error

Fix: visitors not coming while having prisoners (yikes!)

As I'm playing with a alpha 14 modpack and wondering if I could implement the changes myself.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: DariusWolfe on October 20, 2016, 11:34:16 AM
QuoteIt doesn't seem to make sense that someone is annoyed by a recruitment attempt, but then joins anyway, to my mind.

I think he's saying that the mood debuff for the recruitment attempt seems counterintuitive when the pawn joins the Colony. If the debuff is happening from the same recruitment attempt that succeeded, I would agree, but if the debuff is lingering from a prior failed attempt, then that's just Rimworld; It's the same exact thing as continuing to be upset over marriage proposal rejections after a successful marriage proposal.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Fireiy on October 22, 2016, 03:01:30 PM
Hello! First I have to say that this is truly a great mod that adds a lot more interactivity with other factions.
However, recently Rimworld started to receive errors whenever I attempted to save it.
EDIT: Some additional info, saving works perfectly fine if I create a new colony and the error only started occurring in the middle of the second year. There are also no people from other factions present on my colony. Several previous save files of the same colony also have the same error when trying to save, but even earlier files work. The only difference between the last save that worked and the first one that didn't work is that an insect hive spawned in a 1x1 area.

Here is a copy of the relevant section of the output log.
http://pastebin.com/AyBRLqMd

And attached is the full version of the output log.

[attachment deleted by admin due to age]
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 23, 2016, 05:57:47 AM
Hello Fireiy,

thanks for reporting this. I'm not sure my mod is causing it, though. If you look at the section where your savegame is loaded, you can see it's already getting several objects wrong. In 3 cases it tries to load apparel as pawns. Also you get like 20 id bank errors, which, if I recall correctly, can also cause issues when saving.
So that saving doesn't work is, from what I can tell, the result of a failed load.

I do have a hunch that where this is coming from is traders with slaves not cleaning up correctly.

It is possible that Hospitality has to do with it, though. It sometimes pulls map pawns, which could be slaves from traders. So what I would try is edit a copy of the save game and empty the traders list.

But then, this is just speculation. Are you using the Steam version or this one?


@Zakhad:
I'm not sure you can view it, but here's the link (https://bitbucket.org/fcgamedesign/hospitality). Just send me a PM if it's not working.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: FridayBiology on October 23, 2016, 12:05:44 PM
Hey, i'm compiling a list for quality of life mods that i love. do you mind if i list yours?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 23, 2016, 01:13:41 PM
It's your list, go ahead!
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Fireiy on October 24, 2016, 04:28:48 AM
Hmm, that's rather odd since my working saves report no errors at all.
I'm using the forum version of your mod.
Here's a download of the last save file that works: https://www.dropbox.com/s/4e50o274twje1b0/Autosave-5%20%28Works%29.rws?dl=0
And here's a download of the first save file that doesn't work: https://www.dropbox.com/s/1hbxt4gqezc7yfy/New%20Albion%203%20%28Broken%29.rws?dl=0

I've now played past the point that the game originally broke. It seems that the spawning of a insect hive and insects in a single tile might have been responsible.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Commander Blackwatch on October 24, 2016, 07:03:56 AM
Few Problems some of Tribe fighting each other and the one died and the chief angry at me im the one who responsible killed one of their member tribe
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 24, 2016, 08:59:45 AM
@Fireiy:
Sorry, I really don't know. I'll upload the Steam version when I have time. It has a couple of fixes this one doesn't.

@BlackWatch:
Yeah you should thank the guys who exploit this to get free stuff and free recruits.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: HurricaneHandy on October 24, 2016, 08:41:35 PM
I just finished a 650 day play through and I have to say this mod has come a long way.  It's fricken awesome.   No more visitors stealing my jerky then sleeping in my freezer.  I did have this one visitor show up, flip out, and start running around starting fires.  I had another one flip out and start destroying furniture.  The fire guy came back the next year and did it again haha.   Watch out for Leon.  I tried arresting him -- it seemed reasonable and I figured I should be allowed to.  I ended up having to kill all 8 of his buds.  I'd like to be able to arrest unruly guests without having to kill every single one of their friends. Those eight guys costed me - 40 faction,  the town of Newport became hostile and  ported in some days later. I don't even know how many there were, it was like 50 guys in police uniforms directly into the center of my base; it was like a friggen drug bust and they came for my go juice,  Lucky for my the dummy computer picked the worst point to port in, right in between two of my underground bunkers, caught 2 thirds of them in a cross fire.  Bodies were burning everywhere cause of those Giltter tech rifles and pistols.  One of my guys working the deep mine got a beat down Then buried underneath burning enemy bodies.  He lived somehow haha.   I took 15 prisoners; eight of them died to disease. Your mod antagonized another guys mod, giving me the best Rimworld  Battle Royale  I've  had to date.  I piled all the bodies in Leon's room and threw in a plasma grenade.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 25, 2016, 01:15:46 AM
Haha, thanks for the story!

The whole arresting system is a bit tricky to adapt for guests. I will eventually add a button to send guests home, though. But if one of them has snapped he won't care.

So yeah. No idea how to solve this one.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Simulacrum0 on October 25, 2016, 03:21:50 AM
the thing with visitors taking of there hat and punting it in inventory when they get to were there going can you make colonists do that with gear like parkas if they enter a room to hot and put it back on if its to cold?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Simulacrum0 on October 25, 2016, 05:51:05 PM
could you try to have the other visitor's in the broken paws group try stop the broken one?
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 26, 2016, 05:35:50 AM
Quote from: Simulacrum0 on October 25, 2016, 03:21:50 AM
the thing with visitors taking of there hat and punting it in inventory when they get to were there going can you make colonists do that with gear like parkas if they enter a room to hot and put it back on if its to cold?

In theory yes. It's somewhat more work, though, and a lot of checking which might be bad for performance. Not that I ever cared about that before, but hey. I do think this is actually something RimWorld should fix (with all pawns), not me.

Also, every new feature brings the risk of days of bugfixing and broken savegames. So unless I really think it's necessary or really fun, I try to not do border cases.

Quote from: Simulacrum0 on October 25, 2016, 05:51:05 PM
could you try to have the other visitor's in the broken paws group try stop the broken one?
Pretty much the same answer as above... but this one's a lot more work, and a lot more risky.
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Specter on October 26, 2016, 05:53:24 AM
Hey, just wanted to say, that your mod is definitely one of the best here and I'm really glad you took your time to made it. :) Though I want to ask about faction debuff when one of their colonists die on my territory. Like, they visit me few secs before raid, then got mowed down by bandits and the visiting colony gets hostile, because chief gots angered by it. Dunno if it comes from your mod or original game, but I think this should be brought to debate, since it can really ruin your game in certain aspects.

I also want to share funny story that happened to me with new version of this mod. I've started with 4 colonists made by Prepare carefully mod, after some time, it spawned mother of one of them. While he is 21, she is 19. Thought it was funny, untill her father spawned, being 22. Then her grandmother, 41 and her ex-lover, 20. No clue why it keeps spawning people from this family, but it's getting ridiculous. :D
Title: Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
Post by: Orion on October 26, 2016, 11:11:32 AM
Yeah. The -5 is from this mod. Because else you can completely exploit visitors without any penalty. A better solution would be to check what actually got them killed, but a) this makes it more exploitable again and b) it's very hard to implement.

The strange relatives are from the base game. This mod is just sending pawns that are more relevant instead of the random no-names the base game would send you.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 02, 2016, 11:36:28 AM
I've updated a lot on Steam. About time it's available here as well.

Update
1.15d - 02.11.2016
- Tweak: visitor leave message
- Tweak: joining after rescue is somewhat less likely now
- Fix: guests respect forbidden stuff in more situations
- Fix: visitor groups now spawn with enough food
- Fix: Refugees using droppods inappropriately
- New: Recruiting is only possible at a certain minimum relationship with the guest
- Tweak: Recruiting is slightly harder
- New: Speech bubbles and delay when interacting
- Tweak: Loot drop of guests slightly increased
- Fix: Guests are now "reserved" when interacted with
- Fix: missing guest tab
- Fix: interactions with guests slightly improved
- New: wanderer joining dialog now shows more information
- Fix: the wrong message was displayed when visitors left
- Tweak: visitors will take slightly more hypothermia before they leave
- Fix: When a wanderer is rejected he will not try to join again
- Fix: Trading should now correctly transfer eggs
- Fix: Minor bug with visitor stay location
- Fix: Bug in refugee chased incident
- Fix attempt: Rare error when wanderer joins
- New: Visitors will now dig out when they can't leave
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Adventurer on November 03, 2016, 01:06:49 PM
Thank god Orion finally gave us the d
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: faltonico on November 03, 2016, 08:48:35 PM
Hello there!
Having this mod together with "CK - Animal & Plant Pack" jungle biome, was a really bad, bad idea xD
At least one of the visitors never make it out of the map, and their chiefs always blames me for it.
Now, I almost don't have a "green" relationship with any faction besides the one i paid them to like me.

And as of late, all the visitors are killing each other or going berserk for no apparent reason when they are about to leave.
Even though this mods ads a really cool mechanic to the game, right now is absolutely inconvenient for me in this savegame Dx
I'll keep playing it for a while to see if i can work things out, but i wouldn't bet on it.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Seinne on November 03, 2016, 08:58:20 PM
Wow, I've had visitors die, but not to that extent, but I also tend to send out welcoming parties and escorts off the map for visitors.

I love and use both these mods, btw. The one I couldn't survive was the hostile forest one...wayyyy to many alpha animals and too many trees to run fast.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: faltonico on November 03, 2016, 09:36:33 PM
I have been using the biggest map possible... lots of chances to get killed xD ...and i have thought about escorting them, but i almost never notice them leaving -_-'
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 04, 2016, 02:16:29 AM
Thanks for the report. There is a chance a bug snuck into the latest version that causes this in some cases.
Could you show me your output_log.txt?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: faltonico on November 04, 2016, 11:00:21 AM
Sry man, I ended up removing it, no output_log  :'(
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Dingo on November 06, 2016, 02:01:41 PM
In Buildings_Furniture.xml you use the abstract class BuildingBaseX but your parent names are still BuildingBase.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 06, 2016, 02:45:58 PM
Interesting! Curiously it still works perfectly fine...
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Dingo on November 06, 2016, 03:41:04 PM
That's because it uses class defaults but you should never rely on that for XML bases.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: shadowstitch on November 06, 2016, 05:57:48 PM
Forgive me if this is already a thing and I just haven't noticed, but is there a way to disable visiting guests without removing the entire mod?
That is to say, putting out a "Sorry, the complimentary bed & breakfast free-for-all is closed" sign?

At first I didn't have any guest accommodations, but that didn't stop random groups of visitors from wandering into my settlement uninvited, eating all my food (even the stuff marked with a big red X, Do Not Eat), passing out on my kitchen floor, then leaving all pissed off, wrecking my faction yelp rating like I owed them something.

Eventually my settlers got up off the dirt floors and built some Guest Beds and a couple flowerpots, which seemed to make the visitors happy, but they still insist on barging in, decimating my food & drug stores like a bunch of locusts (starting with the smokeleaf and fine meals!) and generally being a nuisance for a day or three. At the very least, visitors should abide by your rules, and not eat food, open doors, or use facilities specifically marked as Off-Limits. Rude!

I love this mod, truly I do, but I sorely wish there was a way to designate whether you're accepting visitors or not; something like a flagpole that toggles accommodation and signals your willingness to accept guests, or something so visitors know to just keep on walking, no hard feelings. In times of emergency, when half the colony is laid up from an Infestation or plague, or food supplies are scarce, I feel like we're entitled to look out for number one!

What do you think? Is such a feature even remotely plausible? And regardless, thank you for all your hard work on this mod!
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Nanao-kun on November 06, 2016, 06:09:12 PM
Visitors are vanilla though, aren't they?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: jmababa on November 06, 2016, 09:13:58 PM
Quote from: shadowstitch on November 06, 2016, 05:57:48 PM
Forgive me if this is already a thing and I just haven't noticed, but is there a way to disable visiting guests without removing the entire mod?
That is to say, putting out a "Sorry, the complimentary bed & breakfast free-for-all is closed" sign?

At first I didn't have any guest accommodations, but that didn't stop random groups of visitors from wandering into my settlement uninvited, eating all my food (even the stuff marked with a big red X, Do Not Eat), passing out on my kitchen floor, then leaving all pissed off, wrecking my faction yelp rating like I owed them something.

Eventually my settlers got up off the dirt floors and built some Guest Beds and a couple flowerpots, which seemed to make the visitors happy, but they still insist on barging in, decimating my food & drug stores like a bunch of locusts (starting with the smokeleaf and fine meals!) and generally being a nuisance for a day or three. At the very least, visitors should abide by your rules, and not eat food, open doors, or use facilities specifically marked as Off-Limits. Rude!

I love this mod, truly I do, but I sorely wish there was a way to designate whether you're accepting visitors or not; something like a flagpole that toggles accommodation and signals your willingness to accept guests, or something so visitors know to just keep on walking, no hard feelings. In times of emergency, when half the colony is laid up from an Infestation or plague, or food supplies are scarce, I feel like we're entitled to look out for number one!

What do you think? Is such a feature even remotely plausible? And regardless, thank you for all your hard work on this mod!

A. without visitors as tribe you have no way of selling your crap
B. Visitors leave something if they like your stay something you might even need like medicine, weapons and beer which you can't produce early to mid stages of tribe
C. You gain lots of + points  on their faction in higher difficulties you need this in mid to late game even if your colony tribe or a single rich guy and especially if you don't have good weapons.
D. Don't buy all of their food leave some for em so they don't eat what you bought from them duh
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: shadowstitch on November 06, 2016, 11:05:39 PM
Quote from: Nanao-kun on November 06, 2016, 06:09:12 PM
Visitors are vanilla though, aren't they?
Quote from: jmababa on November 06, 2016, 09:13:58 PM
A. without visitors as tribe you have no way of selling your crap
B. Visitors leave something if they like your stay something you might even need like medicine, weapons and beer which you can't produce early to mid stages of tribe
C. You gain lots of + points  on their faction in higher difficulties you need this in mid to late game even if your colony tribe or a single rich guy and especially if you don't have good weapons.
D. Don't buy all of their food leave some for em so they don't eat what you bought from them duh
Okay, I feel like you might be misunderstanding my request here.
In Vanilla, visitors appear on the map and will linger outside your home for a bit. Occasionally they have things to trade.
With Hospitality active, they decide to pop in and stay a while instead, consuming resources and if not placated, docking you faction points.
I don't have any problem with them showing up and trading, and I normally don't have any problem with them coming inside, using the guest beds, etc, because that's the entire point of the mod. My concern is when I don't have the resources to adequately entertain guests, such as during early game or famine.
I'd like to be able to selectively suspend the hospitality feature and have the game run visitors as vanilla, where they simply loiter outside before leaving. Turn out the porch light and bring in the welcome mat, so to speak.
I have absolutely seen those freeloaders walk in and start eating food from my storage, specifically survival meals and fine meals, and they make a beeline for any drugs that might be laying around, regardless of my manual restriction settings. As much as I love the assorted random goodies they leave behind, a group of 6 visitors hanging around can easily break a budding colony. (Not to mention leave you with 5 factions worth of enemies if you're not careful)
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 07, 2016, 02:10:01 AM
I get your request and I think it's a good idea. It does sound reasonably doable as well (to a degree).
Making visitors respect your restrictions, on the other hand is surprisingly difficult.

Obviously if I put time into this it's going to be at the cost of anything else I could work on. So I'll have to see about priorities.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: shadowstitch on November 07, 2016, 09:35:10 AM
Thanks for considering it! It's just a friendly suggestion from someone who enjoys your work.

It's crazy, I'm on Phoebe Challenge, and seems like we have visitors every other day. Word must get around; the tribes and townsfolk, they all want to chill and get smoke trees at my little homestead. I swear we spend half our time stoned with our neighbors. They walk in, sit down, spark a joint, and my colonists can't help but join them. They leave some weird gifts, but I guess that's expected when you're that high. Three beers, an old tuque, and 60 pieces of Yorkshire Terrier meat? Well... okay! God bless my Hard-Working, Green Thumb colonist. ;)
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: diannetea on November 07, 2016, 10:06:25 AM
Quote from: Orion on November 07, 2016, 02:10:01 AM
I get your request and I think it's a good idea. It does sound reasonably doable as well (to a degree).
Making visitors respect your restrictions, on the other hand is surprisingly difficult.

Obviously if I put time into this it's going to be at the cost of anything else I could work on. So I'll have to see about priorities.

Could you just make them change behavior once a guest bed is built?  Vanilla until you have some sort of facility built?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Canute on November 07, 2016, 10:43:49 AM
Yep, i think too .
The visitors should only be allowed to take items from the guest room or outside home area.
Quote- Sell junk by placing it in their rooms!
Maybe that should replaced then, when visitors consume anything, that should give extra friendship infuence or maybe extra cash.
Maybe you can create an Casino/bar. Visitors come in use special joy items and pay for the use (slot mashine, billiard).

When they win you may have no income but increased relationship, when they allways loose they go berserk.


Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Rock5 on November 08, 2016, 09:52:46 PM
This has been a really good point. As a host to visitors you should have control of what they have access to. It's not like they are raiders, they are cooperative visitors. You should be able to guide them where to stay and they should abide by it. This is something that should be addressed in vanilla.

Maybe you could set up visitor zones. If you don't want to be a good host you don't let them in your base. If you want to improve your relationship you let them in to areas where they can rest eat and admire your beautiful things. That way you wouldn't even need a dedicated visitor room. You could just let them into your rec room, dining room and food room. I guess you would still need a dedicated barracks room with visitor beds but that's all you would need in there.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 09, 2016, 04:15:25 AM
Visitor zones have been on my plan for a long time. It will be the solution for a lot of issues. But it's a big change and I don't think it will come before A16. Word is that A16 will bring huge changes, so it's likely a lot will have to change anyway.

About the casino idea. Might be possible. But right now I'm not too keen on going for extreme changes.

About different visitor behavior when the player is not ready - this can be done, but it's quite some work.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: L1fe on November 09, 2016, 01:12:48 PM
Are there changes in the A15 version, where I cannot simply try to recruit or improve relations with visitors, or is there a problem with my installation? I'm not getting any errors, but when visitors and traders come and go, I have the Hospitality tab, but no options on how to interact with the specific pawn.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 10, 2016, 10:34:20 AM
This seems like a recurring new problem. My guess is that it's conflicting with another mod (that I don't have).

Which mods are you using? Do you get errors? Can I have your output_log.txt?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: L1fe on November 11, 2016, 12:33:37 AM
Absolutely, have a look. I've got a long list of mods... are there any trouble mods you know of? I can get you the full list if you think it'll help tho, just let me know :)

[attachment deleted by admin due to age]
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 11, 2016, 04:30:07 AM
The log has a list with your mods ;)
Try putting hospitality last on your mod list.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: L1fe on November 11, 2016, 12:34:34 PM
Sadly that had no effect on my current save. I'll create a new one in a bit and let you know how that goes, ok? Thanks for your help!

Update: I'm an idiot, and forgot to restart RW. it's all better now, thank you so much!
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 12, 2016, 09:25:56 AM
You're welcome  ;D
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Dougiebabe on November 13, 2016, 12:25:56 PM
I also had issues with the Guest tab not appearing and having no extra options to interact with visitors, they would stay and buy/leave things but couldn't do anything else.

Moving the mod to the bottom of the load list fixed this although it did not fix it with the visitors I currently had staying with me, I had to wait until the next visitors arrived.

Edit: Thanks for the mod btw!
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: lllMWNlll on November 14, 2016, 08:32:26 PM
[PROBLEM]
My guests can't find the bed guests, their flag mostly set up on the Dinning Room and they can't find the beds, but, when they have the need to sleep they find those beds and the "no guest beds buff" goes away, but when they wake up, the buff comes again, i lose too many relationship because of  this.

I didn't build one Massive Structure with separated rooms, i build independent "houses" and Slate Roads which connect the houses, a small village, but the walls don't have contact with another building. It could have something to do with it?

[Suggestion] It would be nice if the player to set where the flag is.
Because once guests came in and putted the flag on the "Long House" which is where Guest beds are, and i didn't have any problem like this.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 15, 2016, 12:15:30 PM
Yeah, but that won't happen before A16.

Could you show a screenshot of how you set it up? Then I can tell you why it doesn't work.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: lllMWNlll on November 15, 2016, 02:29:33 PM
Quote from: Orion on November 15, 2016, 12:15:30 PM
Yeah, but that won't happen before A16.

Could you show a screenshot of how you set it up? Then I can tell you why it doesn't work.

Sure here:
"South of JamesTown"
(https://lh3.googleusercontent.com/105lCiiER-gq9xEv-WVYzsH3FcrZxzWAq6OUGak54dM8w34FkrXj343LQx36we69dLjqcg=s136)

I putted the image in Attachment, Preview is "previewing" it will come small.

Also i list the mods i currently using on this savegame:

ADogSaid-1.4
CK_AnimalPlant_Pack
Efficient Light
Expanded Prosthetics & Organ Engineering
Faction Discovery
GlitterTech
Hospitality
Medieval Times (v. 1.33.A15c)
Miscellaneous_Core
Miscellaneous_MAI
Miscellaneous_Robots
More Vanilla Turrets
Robots_PlusPlus_Misc_Robots_Xtension

[attachment deleted by admin due to age]
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 16, 2016, 04:07:29 AM
From what I can tell it should work correctly - unless there's a roof or door missing from your guest room.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Wishmaster on November 16, 2016, 03:32:32 PM
Guests eat my raw food instead of using my paste dispenser... not cool.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: 14m1337 on November 17, 2016, 05:15:14 AM
Quote from: Wishmaster on November 16, 2016, 03:32:32 PM
Guests eat my raw food instead of using my paste dispenser... not cool.

afaik this is vanilla behavior and will be handled with a16
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: lllMWNlll on November 17, 2016, 07:53:39 PM
Quote from: Orion on November 16, 2016, 04:07:29 AM
From what I can tell it should work correctly - unless there's a roof or door missing from your guest room.

I did connected the Guest room to the Dinning room and now it's working correctly. I just connected those two rooms on a single building and it's working perfectly.

Thanks for the help, Orion.

[QUESTION]
I can offer my food for the guests somehow? They eat their own food. I didn't try yet this. This mechanic works?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 18, 2016, 03:44:17 AM
You can. They will buy it if it's in their room. If they run out of what they have and are still hungry they will go for your storage, though. This is a vanilla issue I couldn't prevent yet.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: ActionCow on November 18, 2016, 10:10:19 PM
Love this mod, my favorite method of recruiting people since you can actually pick and choose by stats.
However I had some really weird behavior earlier, it's probably vanilla mostly but it was really dumb.
A group of 6 people was visiting from a friendly town, while they were staying in the guest room one went berserk and killed another of his town. I had someone come in with a shotgun to put him down, but as soon as I did the remaining 4 all went hostile and nearly wiped out my colony since they were inside my defenses. Went from about +5 to -78 and hostile from this and somehow didn't lose anyone.
Is there any way you can set something that berserk visitors don't make their whole faction flip if you fight back?
Slightly related note, I've had a bunch of incidents where someone dies to no fault of my own and I lose relation. I get that it probably just checks for them dying while on my map, but when someone dies of a heart attack leaving and I lose relation it's pretty silly.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: shadowstitch on November 18, 2016, 10:46:34 PM
I feel ya, Actioncow. The more I play with this mod, the more weirdness I notice. I hate to use the term "immersion-breaking," but there's very little logic or sense to some of the things that occur. Most of it seems to be just the unavoidable nature of the beast, due to the way the mod works.

If visitors arrive, and they're in a crappy mood or they're chronic depressive, you're gonna have a bad time.
Sometimes visitors enter the map unhappy, with a bunch of negative moodlets in tow. They can sleep in my luxury beds, smoke and drink and have a good time, but their abysmal moodlet debuffs still cause a net loss of mood and they dislike their stay automatically. At first, I couldn't tell what I was doing wrong to get such frequent negative reactions, but it turns out when a sourpuss shows up, there's nothing you can do except wait for them to leave angry and dock you points. The best food, the finest lodgings, and the most charismatic small talk will do nothing to convince them.
The more people show up, the more pronounced the effect: I've had 3 visitors out of a group of 5 rate their stay as fantastic and leave me gifts, while the 2 others just hated it, and so as a group they somehow still left "disappointed."
From my uninformed observations, I think this may have something to do with the way visitor Joy is tallied in order to determine how much they "enjoyed" their stay? I don't know.

Also, as others have commented, you're blamed for everything that happens to the visitors while they are on the map. I've seen slowpoke convoys get attacked by manhunters, an event I had no control over, and the faction relationship went through the floor. I've even had a pair of visitors get into a social fight amongst themselves, which caused me to lose something like 30 reputation with that faction and receive a nasty note from their chief, even though I had absolutely no control over any part of it and actively avoided interceding. It's a little frustrating, and I end up having to spend way more money on bribes than I'd like.

I had one group of traders trigger some sort of fight outside my walls, and my automated turrets tore half of them to pieces. Okay, maybe that's partially my bad. They got pissy and left, dropping my faction rating well into the red. The game SAID they were taking their wounded with them, but SOMEONE left behind a shocked visitor, so I dragged him to my medbay and patched him up. When he was able to walk, he decided to leave the settlement like the Kool-aid man, ignoring open doors and spending a day tunneling directly through all my walls in the shortest route to the edge of the map.

I even had one instance where a trade caravan was passing through, and stumbled across an infestation on the far side of the map that I never even noticed. They went on the offensive, getting thoroughly murdered by the bugs, and every time one of them died their faction blamed my settlement for it. We went from +40 to -70 in the span of minutes, before any of my settlers could even think about hiking over there to burn the nest. I'm pretty sure that wouldn't have been blamed on us in Vanilla, but I don't know how it could be avoided otherwise.

I love the spirit of this mod, but I think I'd almost settle for a simple mod that allows for a chance to attempt recruiting rescued drop pod survivors, passersby, or visiting traders without having to worry about losing faction points for no good reason. It's fun to play airBNB, but there's so much chance of everything going pear-shaped due to unforeseen circumstances.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Canute on November 19, 2016, 03:18:43 AM
QuoteWent from about +5 to -78 and hostile from this and somehow didn't lose anyone.
Is there any way you can set something that berserk visitors don't make their whole faction flip if you fight back?
Sounds like the faction just was minimal neutral.
Then the berserk die, and the chief got angered and lower the friendship and the whole faction went hostile. shit happens.
This is nothing the mod can prevent. Next time try to mellee the berserk one with fists, and hope he survive.
A whole cat/orassans group die on heart stoke on a heatwave at their guest room because i didn't got a climacontrol at the guestroom (cats only like +25 on default). That was a heavy drop on the friendship too.


Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 19, 2016, 03:46:51 AM
Thanks for the thorough feedback, guys!

Firstly it might help to explain how satisfaction is determined. It looks at a guest's mood when they enter the guestroom when they arrive and again when they leave. The difference is how much they liked it.
So actually visitors that are already happy have a higher chance of not liking it.

When the group leaves their average satisfaction is compared with their expectation (as a group) which is based on your relationship with them.
Without this system you quickly max out if you're doing well, but it takes ages to recover from bad rep.


It is pretty impossible to determine the cause of death, especially in a way that it can't be exploited (e.g. by turning up the heat). So I have to punish every case.

Visitors turning angry when attacked is vanilla and I don't think I can easily ignore it when the visitor is going mental. But this is not a no. It may be possible.


Caravans don't cause rep damage when they die, unless you shoot them yourself.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Canute on November 19, 2016, 04:50:55 AM
QuoteIt is pretty impossible to determine the cause of death, especially in a way that it can't be exploited (e.g. by turning up the heat). So I have to punish every case.
Yep i can understand this, but
whats about attacked by wildlife animals and/or by enemys of the visitors ?
Ok, special the case with 2 enemy faction can be exploided, i just need to call caravans from 2 diff. factions at once and gather the remains if thei chiefs wouldn't blame me for that.
But do i need realy need to assign escorts or kill all possible aggresive animal on a map ?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 19, 2016, 06:04:50 AM
I can't track who killed a character. It doesn't matter if it was wildlife or not. I'd have to check all injuries and deduce from the type of injury if it was wildlife. In theory possible, but a lot of effort. Also tricky if there is a combination of wounds.

Chances are that the next alpha will change a lot how caravans and visitors work anyway, so I'm not going to change these things before A16 is out.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: FoxXeL on November 27, 2016, 06:19:11 AM
Hi, I have a problem. Guests keep eating my food! Is there any way to forbid them to enter a room? Or at least to use the room's doors or to forbid the meals for them.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 27, 2016, 06:59:40 AM
Not by default. There's a mod that allows you to forbid / lock doors.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: FoxXeL on November 27, 2016, 08:24:15 AM
Can you, please give me a link?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Canute on November 27, 2016, 10:43:38 AM
I think he means Do Not Disturb, https://ludeon.com/forums/index.php?topic=16098.0
But this is a A14 mod, and it just prevent other pawns from entering.
Since visitor move through forbiden doors i think that don't help.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on November 27, 2016, 11:09:37 AM
Ah yeah. It wasn't updated. That's a shame... guess you'll have to make more food ;)
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Simulacrum0 on November 27, 2016, 03:59:45 PM
if guess are eating your food its 1 of 2 things. 1 they sold you it, 2 they swan with no meals.
if its 2 you need to add some meals to the pawns in pawnkinds defs.
<invNutrition>2.55</invNutrition> does not work most of the time so just use
<thingDef>MealSimple</thingDef>
   <countRange>
      <min>3</min>
      <max>3</max>
</countRange>
under invenotoryoptions.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Hydromancerx on December 01, 2016, 09:21:00 PM
Recently no one has been staying at my base. I have had them stay before in other games but in my new game no one seems to stay even though I have guests beds. I have merchants visit and even random people walking by. But no one seems to stay anymore. Is there some mod order i need to swap around?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on December 02, 2016, 02:00:48 AM
This can have to do with a whole range of reasons, including mod order.

If you could upload your output_log.txt after it happens, that would help a lot to find the issue.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Smexy_Vampire on December 12, 2016, 07:48:58 PM
do we load this befor or after moded factions ?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on December 14, 2016, 01:35:56 PM
As a rule of thumb: The later, the better.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Smexy_Vampire on December 14, 2016, 06:18:52 PM
Quote from: Orion on December 14, 2016, 01:35:56 PM
As a rule of thumb: The later, the better.
ya i got it fixed something inbetween was blocking the tab from working
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: faltonico on December 15, 2016, 07:49:10 AM
Quote from: FoxXeL on November 27, 2016, 06:19:11 AM
Hi, I have a problem. Guests keep eating my food! Is there any way to forbid them to enter a room? Or at least to use the room's doors or to forbid the meals for them.
There is a mod by which you can lock doors, it can prevent a dazing pawn to exit the room and wander around, I haven't tested it with visitors yet though, but it cannot stop a prison break for from happening, so it would probably not work, if you want to try:
Clutter Structure v1.2.4(A15) (https://ludeon.com/forums/index.php?topic=17610.msg192038#msg192038)
Only the new doors you build while the mod is enabled are able to be locked.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: diabLEEca on December 16, 2016, 09:01:10 PM
Hi there Orion, first I wanted to say I honestly admire your dedication to helping people fix their problems with your mod. Especially given that most of the problems are a result of conflicts with some other mods (as it probably is in my case as well - I installed a ton of them for A15 after playing A13 without any mods; they seemed to be working fine for quite some time but they obviously weren't...). Having said that, I feel a little bad about asking for your advice but I've been struggling with the Hospitality mod and I can't figure out what to do. I do love the possibility to recruit visitors and I really try to make them feel at home but it seems something's broken for me. I didn't notice it at first as I thought that was how the mod was supposed to work, only when it suddenly got very hard to please the guests, I took a closer look, did some research and it turned out something's very wrong there. I've gone through this whole topic searching for the issues I'm experiencing and I've found several people mentioning the same thing(s) but none of them provided you with screenshots and output logs so their problems never got fixed. :( So I'll try to get it right,  I've turned on the debugging mode, done some testing and made some screenshots that could perhaps be useful - it still seems too much to ask you for help but it sure would be great if you (or anybody else who's had these problems perhaps) could at least point me in the right direction.


The problems:

1. Some of the visitors don't have the space and beauty bars, and thus they don't get any appropriate buffs for the nice room I've made for them. The beauty and space bars appear only AFTER they've decided to leave. In such cases, I believe I am not able to recruit them at all as it keeps saying "the relation is too low to recruit". The message disappears immediately after they start leaving, with no relation change in the meantime.

2. Sometimes they don't have the "Enough beds/Lots of beds" buff either - but not always (just to be clear - within the same visiting group, some of them have a buff and others don't).

3. The visitors go straight to the rec room when they arrive but once they get to their beds, they only go out of these if they need to eat (with one guy almost starving to death as he just kept wandering outside of the room instead, even though there was plenty of food in their guest fridge and lying around all over the base - I didn't know they had to BUY the food from their fridge so the problem could have been that he didn't take meals with him and didn't have any money left after I'd traded with him, though). They go to the dining room and go back to bed with the status "resting", even though there's a beautiful and well equipped rec room right next to the dining room and not far from their guest room. They don't even want to view the art that's in their room then, even though they sometimes do it upon arrival. I've tried putting a chess table and a horseshoe pin directly in their room but it doesn't work either. Once they lie down, they just stay there until they leave.

Here's a link to my Google doc with many screenshots describing it better than words (and the full output log copied at the end of the file):
Hospitaly Mod - the Sad Story of a Bug (https://docs.google.com/document/d/1rtcqscTpP12s_GG82qQUInvGTekvi20fUHcWUH0D2l4/edit?usp=sharing)

Below is just one of the screenshots that shows both the missing needs bars (space/beauty) and the neverending resting thing (you may notice I've tweaked the point values they get for enough/lots of beds and for being charmed by a colonist a little just to avoid getting everyone hostile, given the situation :/ - I literally jump around them all the time, cleaning every bit of dust and using EVERY opportunity to engage them in a conversation by ONLY my best social pawn and still most of the time they are awfully disappointed, not to mention it is purely impossible to recruit the guys without space and beauty bars as it always says "relationship too low")...

(http://image.prntscr.com/image/859e29d1f2084590b6f69fa1bd334465.png)

Steps taken:
1. I've disabled a couple of mods I wasn't using thinking they might be causing the problem. Didn't help, although I did end up with slightly fewer errors in the debug log (or at least with fewer kinds of errors). I started suspecting Powerless and Hand Me That Brick of being the culprits as they were both giving me errors. I've disabled Hand Me That Brick but it didn't change anything regarding Hospitality. Removing Powerless seems impossible mid-game at the moment. :/
2. I've tried installing a chess table and a horseshoe pin directly inside their room but they won't even look at it after they go to bed for the first time.
3. I've moved the guest room closer to the dining room and rec room but it didn't change anything at all. Both the rooms and the corridors are fully roofed and enclosed by walls and counted as "Inside".
4. I've put Hospitality mod at the end of the list (it was close to the top at first as it was one of the first ones I'd installed - it's quite famous by now ;) ). Didn't help.


The errors from the debug log:

1. Config error in POW_LogFenceGate_Blueprint: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
- this one is clearly related to CuproPanda's "Powerless!" mod that I actually am using a little - it seems to be impossible to disable it without breaking the map as it introduces coldstone which has already been generated somewhere around the map. It shouldn't mess with the pawns' behaviour, though, as it's purely about materials and additional stuff to build.

2. Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.
- no idea what this is about so I guess this might be the culprit.

3. Tried to release Thing_Cigarillos2195966 that wasn't reserved by Chimpanzee.
- that happened when Chimpanzee (one of the visitors) was buying some cigarillos stacked in the guest room. The same error happened before at least once when someone else was buying something.


All the mods I've got enabled (in order):

Core
CorePanda
AMC(1) DE Surgeries
AMC(1) Exp Prosthetics & Organ Engineering
Crash Landing
AMC(2) A Dog Said...
AMC(2) Chemicals & Neutroamine
AMC(2) Emergency Treatment
AMC(2) Improved Surgery
AMC(2) Medical Training
AMC(2) Realistic Medical System EPOE
AMC(3) Patch ADog & ISurgery
AMC(3) Patch DESurgery & ISurgery
AMC(3) Patch EPOE & ISurgery
Vegetable Garden
Powerless!
Better Traders
Make it Harder, Better, Faster, Stronger
Additional Joy Objects
Ancient Amulets
Cupro's Alloys
Cupro's Drinks
Dwarven Crafts
Expanded Power
Quarry
Extra Floors
Random Additions
AMC(4) Patch RMS EPOE & ISurgery
Modular Tables
QualityBuilder
RimFridge
ED-ReverseCycleCooler
Zen Garden
Improved Increased Stack
JTExtendedPowerArmor
JTHomemadeBionics
JTOrbital
Wildlife Tab
OSHA Compliance
MuffaloOverhaul
Animal Feed Trough V1.1 [V.G.]
CK - Animal and Plant Pack
Medical Training
Mamuffalo V1.02
RTGs
and Hospitality A15


EDIT: Oh, and I just remembered Chimpanzee was also trying to give me some Cigarillos (the ones she was just buying) so that was probably what caused the error.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on December 17, 2016, 07:50:44 AM
Hello diabLEEca,

thanks for going all the way with your bug report! You obviously put a lot of work into it!

First of all, I can confirm the bug you found, with the missing space and beauty bars. I hadn't noticed it before, but I can clearly reproduce it in my own game. The same for the "Lots of beds" thought disappearing when they sleep.
I can also confirm that if you are a guest in Poland, you are treated like a king during dinner (I gained 10kg in weight in one week)!

Now about the relationship being too low. It's not dependent on mood. It's a total amount of relationship the visitor has to have with your colonists in order to become recruitable. The required amount is dependent on the number of colonists you already have. This does make it harder over time to recruit new visitors. If a guest has a negative relationship with some of your colonists, this will lower the relationship total.
So if one of your pawns can't raise it high enough, let another one socialize to get it even higher (especially if they are pretty / beautiful).

The warnings you are getting in the console are unrelated and no reason to worry. I get the second one too.

The error you have received could possibly happen when a guest was buying something during / after his group left. These kind of errors are a lot of work to fix, don't happen often and if they don't have game breaking consequences, I rather leave them alone than accidentally introduce even more bugs by trying to fix them.

I should make it clearer in-game how the "chance to recruit" value is raised.

I wasn't planning on fixing any more bugs before the A16 version and both bugs you pointed out don't seem game breaking enough to warrant the effort (this could easily be 1 or 2 days of work). Again, they are not the reason why you can't recruit the person you want to recruit.
As a general idea, try and make sure not to isolate guests from your colonists (unless you're colonists are ugly or abrasive). By having them around each other you will automatically raise their relationship total. If you need to quickly buff the relationship value, you could set some colonists in combat mode and have them follow the guest around. That should cause them to talk.

If you need more help, don't be afraid to let me know.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: diabLEEca on December 17, 2016, 08:57:35 AM
Wow, that was a fast reply, thanks a lot for taking the time to look at this!

Quote from: Orion on December 17, 2016, 07:50:44 AMFirst of all, I can confirm the bug you found, with the missing space and beauty bars. I hadn't noticed it before, but I can clearly reproduce it in my own game.
I've done some more testing with two other visitor groups as well (2 x 3 people) and looking at the other screenshots (yeah, there were even more...) it seems only the visitor who's set as a trader has the space and beauty bars and buffs, whereas the rest don't. This makes the trader much easier to please (and it seemed it has something to do with the recruitment chance as well but I need to do some more testing on that). At the very least, maybe the feedback will help you eliminate this issue for A16 as I'm definitely going to continue using your mod even if it's not absolutely perfect. ;)

Quote from: OrionNow about the relationship being too low. It's not dependent on mood. It's a total amount of relationship the visitor has to have with your colonists in order to become recruitable. The required amount is dependent on the number of colonists you already have. This does make it harder over time to recruit new visitors. If a guest has a negative relationship with some of your colonists, this will lower the relationship total.
So if one of your pawns can't raise it high enough, let another one socialize to get it even higher (especially if they are pretty / beautiful).
I do believe both of these visitors were only interacting with my main negotiator following them around and it didn't show any other relationships with the rest of the colonists but Bidueiro did seem to like the negotiator more which could be why his "relationship too low" message disappeared right away, whereas Chimpanzee's message stayed there until they left. Maybe the faction relation boost that I got when they left (their expectations were pretty low this time so I managed to exceed them) made the message disappear then without any actual increase of that particular relationship with the negotiator - it was at 24 right before and right after they started leaving; the message disappeared the moment they put their hats on. Again, I'll do some more testing there. Unfortunately my other colonists suck at social skills and none of them are pretty but I'll try surrounding these guys a bit more to let them have more chit-chat at least. What I want to check is whether or not you're actually able to recruit anyone other than the trader as it would be at least good to know in advance if you can't.

Quote from: OrionI wasn't planning on fixing any more bugs before the A16 version and both bugs you pointed out don't seem game breaking enough to warrant the effort (this could easily be 1 or 2 days of work). Again, they are not the reason why you can't recruit the person you want to recruit.

Yeah, I do know how much time-consuming bug fixing can be. ;) At least I know now that it's not the other mods I should worry about as I'd probably end up disabling them one by one to find the one that's breaking things (my perfectionism can sometimes get a little out of hand with things like that...). And I can be a tiny bit proud of myself for finding some real bugs and possibly helping to make this brilliant mod even better in the future.  8)

One more question, though: is the constant resting normal? Shouldn't they be using the joy objects instead when they're already well-rested? They seem to only go for these when their joy bar actually is very low, like the slaves colonists - the slaves colonists always have something more important to do than resting, though, so maybe they would also rather stay in bed all day if their joy bar was filled and they didn't have any actual work to do. :/ I don't know, I would at least take a book to bed with me but I guess they haven't invented reading in bed yet.

Anyway, thanks for your help, I'll try surrounding these guys with my guys to brainwash them more efficiently and see if that works. ;)
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on December 17, 2016, 09:14:21 AM
The thing about the trader is definitely a good lead! That might speed up finding the issue a lot.

The "relationship too low" message will automatically disappear together with the hospitality bar, as soon as visitors "check out". Maybe I should hide the "chance to recruit" bar as well, to be more consistent.

The constant resting is normal, since they will only leave bed (once they're in) when another need gets important. I never did anything about it, since I figured it'd feel okay, with them having walked around half the globe to reach the player.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: diabLEEca on December 17, 2016, 05:30:56 PM
Ok, I've done some more testing when the next group of visitors arrived - this time I got three ladies and none of them was marked as a trader so none of them had the space and beauty bars.

This time I surrounded them with people, hiding only the two lazybones I've got in the colony as one of the ladies was a hardworker. Followed them to the dining room to eat together, followed them to the rec room on their initial visit to try and get some casual chat. Made my people drink a lot of beer and smoke a lot of weed to stay nearby, and then drink some coffee to stay awake. They must love it when the guests come around. Would have followed them to the bathroom if there actually was any (now that I think of it, it's kind of weird that the guests stay in bed ALL day and only go out to the dining room for a moment...) Still, using only your best negotiator to build relationships (if you manage their sleep time carefully) seems to be working best as you don't get any more "real" chances to improve relations anyway with more people as negotiators, yet you risk it will go back down if someone else tries to do the job and screws it up. The chitchat didn't seem to add almost anything to the pool as they didn't seem too eager to talk, I only got a couple of extra points for that even though everyone was around so they could pick and choose. I didn't get any deep talks but I did get one last time with Bidueiro, which boosted the relationship quite a bit - guess he met his soulmate there (well too bad, he wasn't good enough to be allowed in our perfect colony - AND his soulmate is already married).
Now the ladies weren't actually good enough for our perfect colony either so I didn't have the recruitment checkbox ticked but I was able to observe it took 25 total relationship points to get that "relationship too low to recruit" message off... That's a bar set very, VERY high if you don't have any pretty face around to show off. :( I got the message turned off just a few hours before they left and still someone managed to insult that lady afterwards and bring the total back to 23 relationship points which was again too low to recruit... In theory, though, there would be a SINGLE chance to recruit this one person - which is still better than nothing. If there was by any chance a family relation there, it would have been a lot easier as there would be about 20 relationship points for a start - which makes a lot of sense. And if we weren't so average-looking, we would have had a good chance to recruit all of the ladies - which kind of makes sense as well. ;)

Regarding the points - my relations with this faction were at 59 points before they arrived and their expectations were high. I did manage to get them amazed but it took 25 points to get the "relationship too low" message off.
In my last sample, the tribe that came to visit had relations with us at 20 points and their expectations were low, yet the message was still on at 24 relationship points - which could either mean that the 25 points are a fixed value, or that the faction relations also need to be higher to make it possible to recruit someone. Still, it's good to have some kind of an estimated goal that needs to be reached. Now I need to get some pretty face to show off to the visitors. ;) I can imagine how easy it will go then...

"Hey girls, have you met Albert, the Model? Well here he is, he was just coincidentally cleaning the floor under your feet..."
"Did Cervexa insult you again? Oh, don't mind him, he's usually locked in the basement making pretty sculptures. Talking about pretty... hey, here's Albert, the Model, just casually drinking beer at your table. Why don't you talk to him?"
"Heeey, what a coincidence! You're going to eat something? Albert's also pretty hungry, aren't you, Albert? Oh yes you are, don't fool around and walk the girls to the table, off you go!"
"You're tired? Oh, what a shame... Well, Albert will make sure no mad animal walks into your room while you're resting, it doesn't matter he can't really fight, he'll just... well he'll just be standing there over your heads, just in case..."

Yeah... That would definitely work. ;)

Thanks again for your help and good luck with the A16 version, I hope the feedback will come useful. I think I know a lot more about how the mod actually works now so I should be fine. :)
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: faltonico on December 17, 2016, 08:47:10 PM
Hi there!
Question:
What can i do to be able to link your guest beds with the furniture from "more furniture" (https://ludeon.com/forums/index.php?topic=16977.0) mod?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on December 18, 2016, 02:53:40 PM
@diabLEEca, that is indeed the kind of feedback I need to better finetune the mod. Obviously A16 is going to change a lot, so it'll be getting the broad strokes right first.

About the expectations - they're actually not related to the recruitment threshold. This number (25 in your case) is based on the amount of colonists you already have.

The expectations say how much the group must like their stay for your relationship with the faction to increase. The same experience has a different impact for a faction that doesn't expect anything and a faction that has a high relationship with you.
I find it hard to make it feel logical in terms of story, but it is needed for balancing. Keeping a high relationship must be hard, while creating a positive relationship should be fairly easy.

Now that you understand how it works, maybe you have ideas how I could explain it better through the interface? I don't want people to have to read a manual to get it, as you can imagine...

@faltonico: You'll have to modify the xml file from more furniture and make it use the same class as the beds from Hospitality. That should work. So just compare the two xml definitions and see what's different.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: faltonico on December 18, 2016, 10:25:15 PM
I ended up slapping:
          <li>Dresser</li>
          <li>EndTable</li>
          <li>EndTableLight</li>
into <li Class="CompProperties_AffectedByFacilities"> and it seems to be working, at least there is no "inactive" present in the table.

Thanks for your reply!
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Hydromancerx on December 20, 2016, 11:23:07 PM
Will this be updated to Alpha 16? Or is there too many changes in the base game for this still to work?
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on December 21, 2016, 05:33:40 AM
I will update it, but due to the many changes at once (yay huge alphas) it will take some significant time.
To make things worse my computer broke and I can't even get started.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: LycanBlackpaw on December 23, 2016, 09:23:37 AM
Okay...I have no idea why or how, but for some reason, my mods decided to break on me. I keep getting an error that's preventing my pawns from having random interactions, and the only thing I can see in the console is from Hospitality. This is A15

(http://i.imgur.com/lPWQvYs.jpg)

Modlist is as follows:
HugsLib
RD-Floor Beauty Rebalance
H.P. Lovecraft Storyteller (normal and double pop)
Growing Plots
Medical Tab
Animals Tab
Allow Tool
FishIndustry
[sd] bridges, chicken nest, conduit wall, goodnight, medicaddons, pillows, advanced power gen, Preapre For Fishing, round table, and spaceship (in order)
Vein Miner
Don't Drop When Psychotic
Wildlife Tab
Realistic Darkness
GHXX Tech Advancing
Stonecutting Tweak
Step Away From The Medicine
RimFridge
Refactored Work Priorities
RedistHeat
Recycle
Reasonable Lamps
Quality Builder
PetFollow
Modular Tables
Medieval Times
Mad Skills - Tiered
Animal Hoods
Improved Increased Stack
I'm The Worker Now
I Can Fix It
Hauling Hysteresis
Hand Me That Brick
Guns and Grenades Tech Removal
Grenade Fix: Rearmed
Colony Manager
Blueprints
Feed The Colonists
Crafting Hysteresis
Cooks Can Refuel
Chemicals & Neutroamine
Call of Cthulhu - Neutral Factions, Industrial Age Object Pack, Cults, Cosmic Horrors (in order)
Mad Rabbits of Caerbannog
Misc. Bees'n'Honey
Autoclose Event Notifications
EPOE
A Dog Said NoCrafting
A Dog Said EPOE patch
Realistic Medical System (EPOE)
Better Pathfinding
OSHA Compliance
Better Pawn Control
Faction Discovery
Less Incident Trolling
Less Rebuff
Hospitality
Psychology
Prepare Carefully

Yeah...I use a lot of mods >.>

The only thing I could think of causing the issue was an interaction between Less Rebuff, Hospitality, and Psychology, but I haven't been able to get it to work in any load order. If it's a world problem, this colony is only a day old, so it's not that big a loss...
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on December 23, 2016, 01:36:01 PM
Yeah it could be psychology. Hospitality injects some code so colonists will talk with guests. This is the same part of the code responsible for anyone talking with anyone else. So if another mod does something there, it'll break.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Delmain on December 23, 2016, 02:12:41 PM
Quote from: Orion on December 21, 2016, 05:33:40 AM
I will update it, but due to the many changes at once (yay huge alphas) it will take some significant time.
To make things worse my computer broke and I can't even get started.

Awesome, thanks dude! I love Hospitality.

I see how it could be a ridiculous amount of work with all the changes to factions with the new world map stuff.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: LycanBlackpaw on December 23, 2016, 02:33:19 PM
Yeah, disabling Psychology worked. It's weird-I know they worked together before without this issue...I wonder what changed. It sucks since some of the Psychology traits are really nice.

EDIT: WOOHOO, I got it to work! I think the file I had for Psychology was broken (probably because of Steam auto-updates), but I went to the thread and got a new version of the A15 file-loaded it up, no problems! This post (https://ludeon.com/forums/index.php?topic=24648.msg286450#msg286450) is where I got it from, for anyone who ends up with the same problem.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on December 24, 2016, 07:44:13 AM
Nice! I'm glad you got it sorted out!
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Ironlion on December 24, 2016, 07:51:58 PM
https://gist.github.com/888c334ea0c4bb42c60bd797d052d1c2

So I loaded it up in alpha 16, For the sole purpose of seeing just how bad it would be.  There's the log file, if you're curious. 

Most of the stuff there seems to be the..many mods I have installed.  Specifically, the Taiga Animals and Medieval times mods. 

For Hospitality? An error with one reference with guest beds and healing time that must have changed, and a problem with a reference about getting joy from consumables.   

and of course the part where it failed to inject, I'd have been surprised if it didn't.  But surprisingly not a lot of angry red entries. 

But, all I'm saying is that maybe it won't be as bad as you are expecting to update :) 
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on December 25, 2016, 03:53:41 AM
That's not how it usually works in my experience... Fixing code is like scraping off an iceberg.
You only ever see the next bit of what doesn't work without much indication how much is buried.
Sometimes it's just a few minutes of work, sometimes it's weeks and every minute of it you thought the end is just around the corner.

Not sure if that makes me a bad programmer or if it's just the nature of the beast ;)
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Ironlion on December 25, 2016, 05:13:09 AM
Quote from: Orion on December 25, 2016, 03:53:41 AM
Not sure if that makes me a bad programmer or if it's just the nature of the beast ;)

Well, if you do have a lot of "layers" of code to fix, this time it's not your fault!  :p   It worked before  Tynan had to change stuff.   ::)

I was just trying to be optimistic lol
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: harpo99999 on December 25, 2016, 06:47:11 AM
as a utility programmer (ie I have written utilities for various tasks), it is more the nature of the beast, and at times the ability to look outside the hyper-cube where most people/programmers can only get to the square, can allow you to see the actual cause of the problem and fix the cause, but it does not happen that often, but when it does, boy does it feel GOOOOOOOOOOOOD
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: MaximuselDVu on January 02, 2017, 06:49:41 AM
How to have update A16 AD?  :-*
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: System.Linq on January 02, 2017, 06:55:26 AM
I love Hospitality so much I'd be happy to volunteer my time updating it to A16, even to adapt it to use HugsLib. I just wouldn't want to waste any work Orion has already done.
Title: Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
Post by: Orion on January 02, 2017, 07:26:35 AM
Hello Psychology,

this is possible now. I've moved this mod to GitHub (https://github.com/OrionFive/Hospitality).
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: Orion on January 02, 2017, 07:32:05 AM
Against all odds, it's finally here. Sorry for the delay guys. My PC is still broken, so it had to be done on my work laptop. Please let me know about any bugs you find. I couldn't test every possible situation, particularly with multiple colonies.

Alpha 16 Update

Changelog

1.16a - 02.01.2017
- Fix: Updated to A16
- Tweak: Minor text changes
- Tweak: Made guest tab not show confusing information until guests have arrived
- New: Guest tab now shows message for trading caravans
- Tweak: Trust can be built slightly faster now
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: System.Linq on January 02, 2017, 07:53:28 AM
Oh snap!! I'll definitely be testing it soon.
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: Seinne on January 02, 2017, 09:18:01 AM
Thank you so much! Testing now!
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: CyberFox on January 02, 2017, 09:47:58 AM
Thank you so much - been waiting for this update.
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: Canute on January 02, 2017, 11:59:54 AM
Ok, be warned.
When you activate this mod on a current colony, all the work orders/priorities get mixed up.
Or at last this happen to me. A new work row "bed rest" appear and all settings right from it didn't match anymore.

Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: joaonunes on January 02, 2017, 12:17:15 PM
Quote from: Canute on January 02, 2017, 11:59:54 AM
Ok, be warned.
When you activate this mod on a current colony, all the work orders/priorities get mixed up.
Or at last this happen to me. A new work row "bed rest" appear and all settings right from it didn't match anymore.

I think you are either confusing something or it's another mod's fault because "bed rest" exists in the vanilla game since I can remember
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: Grishnerf on January 02, 2017, 12:40:00 PM
bed rest was in before, nothing new.

but i can confirm this, when activating Hospitality on a running save the work order priorities get mixed up.
it seems to switch everything 1 row to the right.


Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: Orion on January 02, 2017, 01:19:06 PM
Oh yeah. That thing. Really gotta sort it out.
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: IHateRegistering on January 02, 2017, 02:22:59 PM
Dunno which mod exactly causes that, but I haven't had it happen before I activated Hospitality - A raider and a colonist were in a fight and had a nice chat at the same time. Nothing gamebreaking I imagine and more funny than anything else, but still.
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: Pichu0102 on January 02, 2017, 02:28:32 PM
Only problem I can see with this mod down the road is long colonies starting to fill up the social tab on colonists leading to lag whenever you check it since they like talking to guests. Maybe some sort of slow purge of guests they haven't seen in a while or something could work here...
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: asquirrel on January 02, 2017, 03:42:51 PM
It's back.  Woohoo!!! :)
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: Orion on January 02, 2017, 04:55:51 PM
@IHateRegistering: There's a good chance it's caused by Hospitality, since it's changing the code for interactions and that may now deviate from vanilla in a way that causes this. Will investigate.
@Pichu: That may or not become a problem. I'll look into it when it does.
Title: Re: [A16] Hospitality (v1.16a - updated 02.01.2017)
Post by: DariusWolfe on January 02, 2017, 05:04:33 PM
Really happy to hear this. I've been missing Hospitality.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Orion on January 03, 2017, 11:28:22 AM
And here's already the first hotfix. This will solve the problem of work priorities shifting, when adding Hospitality midgame. Unfortunately, if you're already using Hospitality, they will shift back now. Also the mod is not compatible with the Outfitter mod, at the moment.

Changelog

1.16b - 03.01.2017
- Fix: Work priorities won't shif when adding Hospitality mid game
- New: Added new job for diplomats, separate from warden
- Fix: Colonists won't chat with enemy
- Tweak: Visitor sleep priorities when not tired
- Fix: Error when guests browse wares
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: joaonunes on January 03, 2017, 11:47:24 AM
Quote from: Orion on January 03, 2017, 11:28:22 AM
...
- New: Added new job for diplomats, separate from warden
...

That single line of text made me so happy :D Less micromanaging the wardens to let only the high level ones try to improve the relation with a faction or even having only the high social skill level wardens actually be wardens...
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Pichu0102 on January 03, 2017, 12:04:13 PM
Quote from: Orion on January 03, 2017, 11:28:22 AM
And here's already the first hotfix. This will solve the problem of work priorities shifting, when adding Hospitality midgame. Unfortunately, if you're already using Hospitality, they will shift back now. Also the mod is not compatible with the Outfitter mod, at the moment.

Changelog

1.16b - 03.01.2017
- Fix: Work priorities won't shif when adding Hospitality mid game
- New: Added new job for diplomats, separate from warden
- Fix: Colonists won't chat with enemy
- Tweak: Visitor sleep priorities when not tired
- Fix: Error when guests browse wares


Uh-oh. Now I'm worried because Outfitter and Hospitality both seem like they're working (minus Outfitter's new problem with personal shield loops that can be fixed by disallowing them). What breaks if both are enabled that I haven't noticed yet?
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Orion on January 03, 2017, 12:07:59 PM
If it's not erroring out for you when someone is performing the new job, you got lucky, I guess!
With me the issue was that it doesn't recognize the new job and keeps spamming errors into the console as soon as someone is taking care of guests.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: WoodyDaOcas on January 03, 2017, 12:12:23 PM
Thank you very much for the update :)
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: System.Linq on January 03, 2017, 02:23:23 PM
The work priorities getting messed up is not a bug. It happens whenever you install a mod that adds new WorkGivers mid-playthrough.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: DariusWolfe on January 03, 2017, 02:46:51 PM
If it's unintended, then it's a bug.

Not having the work priorities shift to stay with their original categories with the addition is obviously not intended, because Orion fixed it. Hence, a bug.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Grishnerf on January 03, 2017, 02:48:10 PM
i wrote this already on steam:

no visitors at all on a running save after a season(15 days)
Need to test more today.


i have plenty of extra factions. maybe this is an issue. (cthulhu, orrassans, rimsenal)
i have paid every faction some silver to get them above 50 rep. (except the hostile ones ofcourse)
no one is visiting as if they knew it's a deathtrap.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Orion on January 03, 2017, 04:53:57 PM
Quote from: Psychology on January 03, 2017, 02:23:23 PM
The work priorities getting messed up is not a bug. It happens whenever you install a mod that adds new WorkGivers mid-playthrough.
It's a vanilla bug that Tynan refuses to fix. The problem was not actually adding a new one but renaming an existing one. Adding a new one doesn't work out of the box either, though. But I fixed that now. Now I can add new work types mid game.

@Grishnerf: Try playing a bit longer. I've had even longer times without visitors. It is true, though, that A16 has greatly reduced the frequency of visitors but ALSO reduced the ability to increase the frequency via the incident. Now it has to be done via the storyteller. I am very reluctant to make Hospitality override all storytellers, though. It feels like something it shouldn't do.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: System.Linq on January 03, 2017, 04:57:19 PM
How'd you fix that, then? I'd like to add new work types mid-game.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Tinkerer on January 03, 2017, 06:07:05 PM
Thank you for the update to A16!
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Thorbane on January 03, 2017, 09:13:29 PM
Is there an option to reject rescuees that want to join, or did that get removed with the A16 update?
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Orion on January 04, 2017, 03:22:34 AM
@psychology: The source code is included. The the file about work settings or so. I tried to write it in a way it will work for others without having to make any changes. You will need to use detours, though.

@Thorbane: It's still there, but Tynan added that rescuees join you before the dialog shows. If people really mind, I could disable it and replace it with mine.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Canute on January 04, 2017, 03:43:56 AM
Yes, please.
I realy hate it when someone joins without asking.
Special i am currently running an Orassan colony and don't want join any human i rescue for kindness.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: ChrisEMahler on January 04, 2017, 12:31:55 PM
Has anyone else experienced this? Using Hospitality makes me unable to open up the 'work' tab. That means I can't use the mod which sucks cause it's a must have in my opinion.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Orion on January 04, 2017, 04:55:31 PM
Sounds like a conflict. I've tested it pretty thorough with my mod list. But different order and different mods can make a difference.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Canute on January 04, 2017, 06:08:05 PM
No conflict here, and i use the Work tab mod.

And these extra diplo work was a great addition, finaly the wannabe diplo's don't ruin the standing but still pratice at the prisoner !!
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: kcirdor on January 04, 2017, 06:16:49 PM
Quote from: Canute on January 04, 2017, 03:43:56 AM
Yes, please.
I realy hate it when someone joins without asking.
Special i am currently running an Orassan colony and don't want join any human i rescue for kindness.

Yea, I don't like the auto join or the wanderer joins so I disabled the wanderer and I only capture refugees and release them.   The only problem remaining is rescuing an ally faction's pawn, they have a chance to join you automatically instead of just healing up and leaving.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Utterbob on January 05, 2017, 04:36:34 AM
Been running this for quite a few in-game days now and all seems to be working except I can't sell the guest bed item to any trader type. Also appears that guests are never leaving silver (every guest has left on max hospitality rating so far), nor buying anything from the room but these last 2 need more testing on my part.

P.S. Great mod, great idea, thanks!
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Canute on January 05, 2017, 05:06:13 AM
What kind of things the guest left is random, my guest leave serveral things they got for sale before, but never silver so far.

But i can't say if they buy things or not, i got smokeleafe in their room, but didn't watch it, nor i didn't notice any silver from buying it.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Yoso on January 05, 2017, 01:56:13 PM
A wanderer offered to join my colony, problem was he already joined and was on a caravan mission. When I rejected him the character disappeared. I'm totally modded up so I'm not sure if it's just a hospitality bug.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: DariusWolfe on January 05, 2017, 03:23:20 PM
That sounds like it might potentially be a Vanilla bug, made more visible by Hospitality? You shouldn't be getting people adding who are already members of the colony, but since it removes them from the colony list when they leave the map, it seems likely that whatever algorithm checks for existing pawns hasn't been updated to look for those pawns outside of the colony map.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Orion on January 05, 2017, 03:53:21 PM
I couldn't test much with caravans. There's a good chance you found a legit bug in Hospitality. I'll check the code that picks the joining wanderer.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: 123nick on January 05, 2017, 07:10:11 PM
a question, is there a bonus too having a guest room that is labeled as a "guest room"? so by not putting other stuff in it, making it NOT a guest room, will visitors get a penalty too hospitality?
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Hikurac on January 06, 2017, 01:15:01 AM
The mod seems a bit broke currently. The visitation rate is really high, in which I've had three groups come at once and all get pissed when I can't entertain them all. Nothing like getting multiple groups of visitors at once, during a raid, and then getting screwed over for not entertaining them while my colony is being slaughtered. We need a "no visitors currently allowed" option.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: System.Linq on January 06, 2017, 01:18:26 AM
I've also seen it suggested that visitors not come unless there's a guest room.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Orion on January 06, 2017, 02:44:24 AM
The guest room is their preferred staying location. Also, they will only buy stuff from guest rooms right now. There is no penalty for not having a guest room.

@Hikurac: The mod is open source at GitHub (https://github.com/OrionFive/Hospitality). So if the mod is not to your liking, feel free to submit a patch.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: System.Linq on January 06, 2017, 06:06:57 AM
The problem is that the guest room is the best way to make them happy. No guest room, they are probably going to leave pissed. So when they come before a guest room is built, the player is probably unprepared to host them and doesn't want them yet, which can lead to all the other factions getting pissed off at them early on.

I don't think it HAS to be added, of course. It adds a bit of difficulty. But that's the complaint.
Title: Re: [A16] Hospitality (v1.16b - updated 03.01.2017)
Post by: Orion on January 06, 2017, 07:31:12 AM
Well, their expectations at the start of the game are so low, they'll throw their stuff at you just because you had ... rooms. I can't make it easier than that.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 06, 2017, 07:35:22 AM
Changelog
1.16c - 06.01.2017
- Fix: Pod crash rescuee leaving error
- Tweak: Slightly increased minimum stay duration
- Fix: Combined vanilla and Hospitality checks when rescuee leaves
- Fix: Refugee chased event will now always find a pawn
- New: Added recurring visits to counter less frequent visitor groups
- Fix: Problem with drug policy (please test again)
- Fix: Guest Beds become unusable when in contact with prison
- Fix: Guests sleeping to much
- New: When visitors couldn't come, they will now try a few days later again
- New: Visitors will now not come with a hostile faction is present
- Fix: Wanderers or refugees are not picked from caravan anymore
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Canute on January 06, 2017, 09:08:37 AM
Quote- New: When visitors couldn't come, they will now try a few days later again
- New: Visitors will now not come with a hostile faction is present

Great idea, alot less bad standing because visitors run into some manhund packs.
Could you expand this for caravans too ?
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 06, 2017, 09:57:17 AM
I don't really want to mess with caravans, or it'll conflict with caravan mods...
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: System.Linq on January 06, 2017, 11:39:40 PM
Why do the weapons pawns leave you have such low durability? They're worthless.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: faltonico on January 07, 2017, 02:38:51 AM
Quote from: Orion on January 06, 2017, 07:35:22 AM

- Fix: Guests sleeping to much

This was one of the biggest gripes i had with the mod.
I had one guest in A15 that the only thing it did when it got to the base was to sleep. Obviously, it woke up urgently hungry and very joy deprived, spiced with a lot of dead relatives (that i recently slaughtered). The guy got into a berserker rage and its companions tried to flee sapping my walls.
Thanks for fixing it ^^
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 07, 2017, 03:26:47 AM
Please try it and see if it's better now.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: System.Linq on January 07, 2017, 08:54:20 AM
I think my visitors are stealing my hard drugs out of the fridge and overdosing on them. I keep getting blamed for it!
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Nomsayinbrah on January 07, 2017, 09:34:11 AM
Goddamnit, all these awesome modder are making this too difficult again!! I spend more time downloading mods than playing the game!!

Grrrr >=(

kidding!! love it ty!
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Canute on January 08, 2017, 04:40:43 AM
Ok, i got a little trouble with my visitors at moment.
Playing on a tundra map with permafrost.
And all the visitors comes with "summer" appearals and get frozen to dead.
Not sure if this from the mod or vanilia.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 08, 2017, 06:52:30 AM
I think neither... I play on tundra as well and visitors are clothed just fine. Maybe it's a specific faction or another mod conflicting? Do you get errors when they spawn?
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Canute on January 08, 2017, 01:47:09 PM
Nope, no error msg (dev. mode).
Just some visitors came, map -17 deg. celsius(winter).
Visitors got clothes, one for -37, -16,-11, -2,-1,0  Celsius.
Lucky i got now a temperate guestroom, they didn't need to stay outside like at the beginning. And the map isn't that big i usually like to play.
But they are from "The agency" a Call of Cthulhu mod faction, maybe i blame these author :-)
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 08, 2017, 02:05:03 PM
Yeah, let's blame the author :P
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: 123nick on January 08, 2017, 09:07:57 PM
now, most visitors have the red text saying they dont know my colonists enough to want to join, like, almost all of them. is this intended? only time i managed to recruit was a family member of a colony, but if the visitor isnt like, having a relation with the colony members, then it seems impossible to recruit them, which may be intended. maybe allow bribes to be administered to guests, too increase there chance of joining, or gifts of items with high market values.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: System.Linq on January 09, 2017, 12:03:27 AM
I saw the recruitment chance go up when visitors were entertained, but they don't stay long enough for that to get to any reasonable level.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 09, 2017, 01:23:26 AM
Yeah it needs tweaking again. It used to be easier to build relationship in A15, for whatever reason.
I've noticed this too but blamed it on my guy's low social skills.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Grishnerf on January 09, 2017, 02:50:21 AM
yeah but make it not that easy again like in a15.
it was too easy for my taste.

for Balance you should require a good-to-perfect "recruiter" that is only improving relationship in the guestroom IF you wanna recruit them at the first visit-cycle.
if you just let them stay in the guestroom and do nothing "Special", you will be able to recruit them at the second to third visit. (they visit again with improved relationship)
feels kinda right. but just my opinion.

Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 09, 2017, 05:41:17 AM
So like it is right now?
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Grishnerf on January 09, 2017, 05:51:59 AM
yup, for me it's okey at the moment.
but i have a masochistic trait so i cant speak for everyone else :p

maybe let the visitors stay a little bit longer if that is possible to give some more time to boost relationship.
but otherwise this mod is perfect for me.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Canute on January 09, 2017, 06:13:46 AM
When they keep the relationship, it is ok for me.
It is no need to hurry for the recruiting because you can choose the target and get it soon or later when they visit again.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: FadingFog on January 09, 2017, 09:52:05 AM
Hello, I Russified your mod. You can add my translation to your mod. Link -> https://www.mediafire.com/?jc6fbl2vdcuw1c0
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: 123nick on January 09, 2017, 06:05:43 PM
tbh, if you just made the stays longer, giving chance too further increase entertainment or something, then that might be all the balancing needed.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Smexy_Vampire on January 09, 2017, 09:19:46 PM
how do i patch the more furature beds to guest beds ?
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 10, 2017, 01:35:12 AM
@AlexDeluxe: Thanks. It would be best, though, if you could fork the repository on GitHub and make a pull request, like it's done for the Chinese translation now: https://github.com/OrionFive/Hospitality

Then you can update your translation when necessary and also see when I made changes to the language files.

@Smexy_Vampire: I've answered this before somewhere in this thread, I believe (or on Steam). Also you can better ask at "More Furnature", since I'm not really sure how it works exactly.


I can make visitors stay a bit longer. Although they might run out of food then and be more grumpy in the end.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Smexy_Vampire on January 10, 2017, 02:50:00 AM
no prob i found it :D
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: WoodyDaOcas on January 10, 2017, 11:20:21 AM
Hi :) Any idea what causes guests to always gift me coal, even since I installed it ? First had the coal mod, now Hospitality. C'mon, christmas holidays are long gone :D
http://prntscr.com/dtvhx0
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 10, 2017, 01:53:50 PM
It's an old tradition: "If you have coal to give, bring some!"
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Kulverstukass on January 13, 2017, 02:25:30 AM
Thieves, thieves everywhere.
Not just regular visitors, who sleep in a guest beds, but also caravan guards blatantly takes any clothes they want to wear from my stockpiles, and I'm not even living on some icesheet, so there is no urgent need or anything. On the other hand visitors (not caravans) often doesn't take bought items with them, leaving them on the floor in the guest room. It may be related to Combat Realism as it adds weight and limited inventory space.
Also, visitors prefer same table with "gathering spot" on it as colonists, mostly ignoring table with "g.s." in guest room, and as soon as they see some fancy clothing on their way through my base, guess what happens and even being watched by armed guard doesn't adds a second thought in that cleptofagget head.
With "colonist only" doors mod being dead after A6, it's least to say that such a behaviour is infuriating.
Something like colonist-only area designator or guest-prioritized area would be welcome addition.
After all, hospitality isn't only about treating guests, but also how to behave being guest.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Kyna Tiona on January 13, 2017, 02:34:20 AM
I haven't had any problems with thieves (...well, any more than vanilla), but I'm not surprised. I was a little baffled when there wasn't zone tools for designating areas guests couldn't visit, places to leave their animals, etc. It seemed kinda weird to be building special one-off "guest" furniture, rather than having something akin to the prisoner bed system.

Which is to say that it's 9/10 of an excellent mod, it's just that the last 1/10 is the one that makes the rest of it not frustrating~
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Calahan on January 13, 2017, 08:36:11 AM
Cross-linking a bug from the mod bugs forum as been told it's possibly/probably related to the hospitality mod (although it might be a known bug): https://ludeon.com/forums/index.php?topic=29499.0
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 13, 2017, 08:59:06 AM
@Kulverstukass: Combat Realism is most likely causing problems. Have you checked for errors when loading your mods or game? Players stuffing their games with hundreds of mods and them expecting everything to just work are infuriating too.

@Caraise: Guest areas are coming (with all the problems that solution entails). But it's not gonna replace the guest bed. If you feel like you can make the hard coded normal bed work for visitors, be my guest. The mod is open source.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Kyna Tiona on January 13, 2017, 10:56:11 PM
Quote from: Orion on January 13, 2017, 08:59:06 AM
@Caraise: Guest areas are coming (with all the problems that solution entails). But it's not gonna replace the guest bed. If you feel like you can make the hard coded normal bed work for visitors, be my guest. The mod is open source.

Hm. That sounds like a challenge. I'd have to look at the code before accepting, although I hadn't really intended the original post to be as offensive as it's looking to me now. I was wanting a break from the mod I was working on anyway, so I'll poke around a bit and get back to you.

EDIT: Am I correct in thinking that this is the meat of the guest bed's functionality?


                var list = Map.thingGrid.ThingsListAt(Position);
                return list.OfType<Pawn>()
                    .Where(pawn => pawn.jobs.curJob != null)
                    .FirstOrDefault(pawn => pawn.jobs.curJob.def == JobDefOf.LayDown && pawn.jobs.curJob.targetA.Thing == this);


Because if so, yeah, I think I could figure something out with a static class that runs something like this code for each Building_Bed it finds within the specified guest zones. Not sure how best to get a list of all buildings located within a given area, but I'm dealing with a similar problem in my current mod's UI, so I'll probably have it figured out by the time you get the zones working.

Get back to me then, we can team up?
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Orion on January 14, 2017, 05:47:16 AM
The problem is that beds are entangled in the medical, prisoners and sleeping system. The way Hospitality does it is fake sleeping with a custom bed and a custom sleeping job.

Also for switching between a normal bed and a guest bed the normal bed has to be heavily modified, which makes it very prone to breaking during updates.

Actually finding the beds is very easy. Btw the code for finding beds will soon be different (see github) because of the guest area feature.

So from what I can tell the work now and in the future (updating) is not worth the functionality of having shared beds.

What could work, though, is injecting a button to the normal bed that will swap the bed with a guest bed (and vice versa). Might be the simplest solution.
Title: Re: [A16] Hospitality (v1.16c - updated 06.01.2017)
Post by: Kyna Tiona on January 14, 2017, 06:03:06 AM
Hm. Yeah, that does sound like it could be a serious pain. I'll probably end up fiddling with your mod after the next update anyway, but my smugness has been knocked down at least two notches. Which is honestly for the better, thanks~
Title: Re: [A16] Hospitality (v1.16d - updated 14.01.2017)
Post by: Orion on January 14, 2017, 01:45:53 PM
Update
1.16d - 14.01.2017
- Fix: Visitors digging through walls when taking wounded guest
- New: Guests now need an area in which they will stay
- New: Guests can now be sent away
- Tweak: The message when guests leave is now different to make it clearer
- Tweak: Minor difficulty tweaking

Instead of guest rooms visitors will now only do stuff within their given area. Note that the default area is including all your stuff (which they will buy!). So make sure you create an area for guests.
Title: Re: [A16] Hospitality (v1.16d - updated 14.01.2017)
Post by: Kyna Tiona on January 14, 2017, 02:02:47 PM
Fun fun! I'll take a look at this later~
Title: Re: [A16] Hospitality (v1.16d - updated 14.01.2017)
Post by: Canute on January 14, 2017, 03:28:20 PM
Quote from: Orion on January 14, 2017, 01:45:53 PM
Update
Instead of guest rooms visitors will now only do stuff within their given area. Note that the default area is including all your stuff (which they will buy!). So make sure you create an area for guests.
How ? Do you see any new area designators only at new games ?
With the current colony i don't see any ability to set up guest areas.
Ok lets wait until the next visitors comes.

Edit: i also notice more lag now, on fast gamespeed.
Title: Re: [A16] Hospitality (v1.16d - updated 14.01.2017)
Post by: System.Linq on January 14, 2017, 03:51:25 PM
I appreciate the guest areas! And guests buying things from my colonists, makes the fridge I built for them much more useful. It'd be cool if you could disable colonists from using things in guest rooms, too.
Title: Re: [A16] Hospitality (v1.16d - updated 14.01.2017)
Post by: Seeker89 on January 14, 2017, 04:09:11 PM
I have a problem that refugee stats didn't work with this mod on. Has anybody else noticed that?
Title: Re: [A16] Hospitality (v1.16d - updated 14.01.2017)
Post by: Orion on January 14, 2017, 04:19:52 PM
This mod overrides the stats dialog. So the refugee stats mod is going to conflict.
Title: Re: [A16] Hospitality (v1.16d - updated 14.01.2017)
Post by: Orion on January 14, 2017, 04:21:58 PM
Hotfix
For those who have already updated - there is a hotfix now.
- Fix: Visitors getting sent away "randomly"
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 15, 2017, 11:54:17 AM
Update
1.16e - 15.01.2017
- Fix: DrugPolicy error with Catnip
- Fix: When a visitor group fails to spawn, they will try again later
- Fix: When recruiting a guest, his area will be set to unrestricted
- Fix: Visitors stopped trading when they arrive
- New: Per guest setting if they may buy anything
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: gendalf on January 17, 2017, 07:10:54 AM
Will the guests buy the items like traders? considering the worn by a dead man, selling multiplier and other factors?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Fafn1r on January 17, 2017, 07:37:21 AM
Thanks for the trading fix. It was annoying when starting a colony without any guns and medicine.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 17, 2017, 08:30:32 AM
@gendalf: Yes, they use roughly the prices of traders (a little more)
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: admacjones on January 17, 2017, 01:54:19 PM
A couple questions. When I get the message that a colonist noticed I need help and wants to join "for a while" what does that mean? Will they eventually leave? Based on what factors? Also, I have only had one guest, at the very beginning, he went berserk because I didn't have a bed and I killed him. Since then I haven't gotten any guests and it has been about a year and a half. I abandoned the settlement that he had shown up on, am I ever going to get more guests?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 17, 2017, 02:53:03 PM
Good questions. The colonist will probably not leave. Although I should maybe add that... with the factor... random ;)

You only get guests if you actually have any factions that like you. RimWorld doesn't send you guests very often. Hospitality does, but only after they leave satisfied.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: BlackGyver on January 18, 2017, 01:18:19 PM
I have a peculiar bug report to make: any fertilized animal eggs the guests leave as presents after a good stay will *NOT* hatch tamed. A pawn of mine made that discovery when the 67 cobras turned manhunter in the kitchen after a dog went to hunt one of them.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Komyets on January 18, 2017, 03:00:05 PM
Hey Orion, you should totally apply Hospitality to this, take a look bro!
Want to see YOUR mod in RimWorld? (https://ludeon.com/forums/index.php?topic=29505.0)
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 18, 2017, 03:12:26 PM
@BlackGyver: With me they do. I'll check again some time, though, just to be sure.
@Komyets: Check the requirements closely.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: deathstar on January 18, 2017, 04:36:07 PM
Quick question regarding the recent addition "Guests will now need an area in which they can stay" - I understood this like that if you do not have a guest room, guests will not try to stay. This doesn't seem to be right, thought, as I'm frequently getting visitors without any guest setup, who get very upset when they realise they're sleeping outside, on the ground, in the rain...
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 19, 2017, 02:38:25 AM
That is correct, you misunderstood. What it means is that you have to assign an area to them where they will stay.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: AzharNoordin on January 19, 2017, 10:27:12 AM
Can you make that your colonist only need to talk to the visitors like once or twice only? my pawns just keep doing it like alot....
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 19, 2017, 10:45:05 AM
When your friends comes to visit you, do you just talk to then once or the whole visit with them ?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: AzharNoordin on January 19, 2017, 10:47:44 AM
Quote from: Canute on January 19, 2017, 10:45:05 AM
When your friends comes to visit you, do you just talk to then once or the whole visit with them ?

Fine.....you have a point there......
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 20, 2017, 02:32:34 AM
I was actually trying to make the diplomats stay with the guests the whole time (or as much as possible), but this has turned out to be too difficult.

But no, that does not feel like how it should work. I think it's fine as it is. You don't HAVE to entertain them. You can turn diplomats off or turn entertaining them off entirely. It's up to you!
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 20, 2017, 02:40:23 AM
And when you assign more people to nego. they share the entertain job.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: DariusWolfe on January 20, 2017, 01:25:17 PM
I dunno if it's been fixed since then since I'm all "once bitten, twice shy" about it, but I only let my top social talk to guests, because when I was a bit more open about it, I'd be frequently damaging relations with visitors.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Hydromancerx on January 20, 2017, 10:14:56 PM
Has anyone encountered Trade caravans starving to death when they visit your city since they never leave?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 21, 2017, 02:45:48 AM
Not me so far.
Currently the tradecaravans barely leave the map, because of tiberum poisoning.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Techgenius on January 21, 2017, 08:42:37 AM
Quote from: Canute on January 21, 2017, 02:45:48 AM
Not me so far.
Currently the tradecaravans barely leave the map, because of tiberum poisoning.

Oh my, I thought it was only I who created a cthulhu occult religion on Tiberium as it poisoned the land, while surviving a rimworld zombie apocalipse. Sometimes its awesome to go crazy with mods.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Smexy_Vampire on January 21, 2017, 10:28:53 AM
is there a way to set them to buy things on defult outside the set room as i see a tick box you have to manual do on the gust tab
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 21, 2017, 01:36:21 PM
No,
when you want that they randomly buy your stuff.
Put the guest beds into your storage room. Mosttimes they just buy cheaper stuff like like resources,textiles.
Never saw them buy any expensive, so your thrumbo horns or AI chips are safe.
But at this way you can earn a few hundert extra silver each visit.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Icefrenzy on January 21, 2017, 02:25:55 PM
Quote from: Hydromancerx on January 20, 2017, 10:14:56 PM
Has anyone encountered Trade caravans starving to death when they visit your city since they never leave?

I only got that bug after I installed the "Children and Pregnancy" mod. Besides that it shouldn't have that issue
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: LordMunchkin on January 22, 2017, 08:22:10 PM
Can you do a compatibility patch for Hospitality and Dubs Bad Hygiene?  :D
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 23, 2017, 01:27:13 AM
@lordmunchkin: I'm using that mod (loaded after hospitality) and it works mostly. Guests don't use the facilities, though and get upset about it.
@hydromancer: I guess there is your answer.
@canute: The beds don't have to be in the same room anymore.
@vampire: when you make the area for your guests, just include the stockpile with what you want to sell. The tick box is if you don't want them to buy anything at all.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 23, 2017, 11:22:14 AM
Call me dump, but i still don't see/find the way to set an area for visitors.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: deathstar on January 23, 2017, 11:49:51 AM
Quote from: Canute on January 23, 2017, 11:22:14 AM
Call me dump, but i still don't see/find the way to set an area for visitors.

Just like you would when assigning areas your colonists or animals are/aren't allowed in. Manage Areas.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: kcirdor on January 23, 2017, 12:45:23 PM
Quote from: deathstar on January 23, 2017, 11:49:51 AM
Quote from: Canute on January 23, 2017, 11:22:14 AM
Call me dump, but i still don't see/find the way to set an area for visitors.

Just like you would when assigning areas your colonists or animals are/aren't allowed in. Manage Areas.

Right, Manage Areas, create one just for guests.  Go to Guests Tab on the visitor and assign your guests to the guest area you just created.  You can keep them our of your storage this way, and they will only buy items found in the guest area.  I prefer they purchase dead mans clothes and or any drugs I leave in the guest room later in the game.  Early on I prefer they give me all the silver they can because I start out with nothing but my one pawn on tribal.  So the guest area comes in handy after I have settled in.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 23, 2017, 12:52:12 PM
Grrr damn, after i moved the mod around at the mod list i just did the last step and delete and recopied it. A fresh download showed me i allready downloaded it, but it looks like i forget to copy it over.
Now i think i need a new keyboard.  :-[
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: BlackSmokeDMax on January 23, 2017, 01:34:00 PM
Quote from: Canute on January 23, 2017, 12:52:12 PM
Grrr damn, after i moved the mod around at the mod list i just did the last step and delete and recopied it. A fresh download showed me i allready downloaded it, but it looks like i forget to copy it over.
Now i think i need a new keyboard.  :-[

Testing aerodynamics? Or possibly compressive strength tests? ;)
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: faltonico on January 23, 2017, 02:54:20 PM
Hi!
I'm getting this uneventful error:
Could not reserve (168, 0, 110) for Bob doing job BrowseItems A=(168, 0, 110) B=Thing_Penoxycyline39690(curToil=0) for maxPawns 1.Existing reserver: Minnie doing job BrowseItems A=(168, 0, 110) B=Thing_Penoxycyline39690(curToil=1)
I thinkTM it is related to Hospitality because both pawns "Minnie" and "Bob" were guest and the Penoxycyline was inside the guest room.

I liked the changes you made, i'm liking it very much so far. Thanks a lot!

Edit: Disregard this issue, lurking into the log i found out that the error can happen in a lot of different situations, not only involving guests, they all have to do with reserving something to do a job.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Wishmaster on January 23, 2017, 03:20:41 PM
Hello.

I have a mod "Smarter Food Selection" and someone reported compatibility issues with Hospitality.
The mod overrides the food selection behavior of prisoners, pets and colonists but NOT wild animals.

I knew I already had a minor issue back in A15 where it seems that recruited prisoners where still tagged as "IsPrisoner = true" even thu they were colonists. That seemed not to be an issue but with my mod.

But I've never tested with A16 and I'm not playing RimWorld anymore.
(I am just supporting the mod, somehow).

Here is his post.

Quote
Heyo, got a bunch of mods installed along with this one and it doesn't seem to work for my pets at all (dogs would rather starve, than hunt a hare). Not sure what can it conflict with, could it be Hospitality (I don't really run any other mods that fiddle with pawns' behavior, not to my knowledge anyway)? On a side note - animals (wild predators to be exact) been acting weird, attacking guests (and only guests) as soon as they arrive to my camp (hence why I suspect Hospitality). I'll figure out soon enough what causes it by simply eliminating mods one by one, but there might be other people with the same issue, so I figured it wouldn't hurt to ask first.

I could not check if some detours were conflicting and I'm using HugsLib.

Does hospitality overrides the vanilla fields of Pawn objects ?

Here is a list of the detours by Smarter Food Selection

FoodUtility.BestFoodSourceOnMap
FoodUtility.FoodSourceOptimality
FoodUtility.TryFindBestFoodSourceFor
FoodUtility.BestPawnToHuntForPredator
FoodUtility.SpawnedFoodSearchInnerScan
WorkGiver_InteractAnimal.TakeFoodForAnimalInteractJob
CaravanPawnsNeedsUtility.GetFoodScore

Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 24, 2017, 01:16:22 AM
Hm. I should start using HugsLib too.

As far as I remember hospitality does not override pawn fields, but it does detour in various trackers, including needs.
It's quite a list of detours, actually. Nothing of what you mentioned above, though.

The source is included with the mod (and its on GitHub). Every detour is inside the detours folder.

I can't help you more right now. Let me know if you have more specific questions.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Smexy_Vampire on January 24, 2017, 01:45:16 PM
haveing the same ishue as above thay not buying food form there room rather then stealing chcolate form my fridge. not rilyl a bother but it was nice when i could have them buy stuff form the bed room XD
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 25, 2017, 03:32:48 AM
Are you using areas correctly? They don't specifically have rooms anymore.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Deathawaits4 on January 25, 2017, 08:27:05 PM
hei, so i get this error when a asari, from the asari mod tries to join me via refugee request. I dont know if this is linked to your mod, but the errorlog t ells me that it has. Can you somehow help me? because when ever a refugee tries to join me, he just comes down via pod, is neutral and just walks away and i dont get a raid or anything. That means that the event doesnt get fired correctly am i right? Well would appreciate your help :) ty for the great mod!

Exception filling window for Verse.Dialog_NodeTree: System.NullReferenceException: Object reference not set to an instance of an object
  at AlienRace.AlienPawn.SetFaction (RimWorld.Faction newFaction, Verse.Pawn recruiter) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_RefugeeChased+<>c__DisplayClass5.<TryExecute>b__2 () [0x00000] in <filename unknown>:0
  at Verse.DiaOption.Activate () [0x00000] in <filename unknown>:0
  at Verse.DiaOption.OptOnGUI (Rect rect, Boolean active) [0x00000] in <filename unknown>:0
  at Verse.Dialog_NodeTree.DrawNode (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Dialog_NodeTree.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at HugsLib.GuiInject.WindowDetour+<>c__DisplayClass1.<_WindowOnGUI>b__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 26, 2017, 12:34:22 PM
Hm. Hard to tell. The problem could also be with the AlienRace mod.
Although chances are the pawn passed to it is null. But where does the pawn come from? The AlienRace mod.

I'll try and see if I can reproduce the problem. I'm using the Asari mod myself.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 26, 2017, 01:20:16 PM
I currently play with the crystaloid's and don't got problems with joining pawns from event's.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Deathawaits4 on January 26, 2017, 05:47:05 PM
i only get it from asari that come with a pod.. i think asari only come with pods tho
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: faltonico on January 26, 2017, 09:08:06 PM
There might be an incompatibility with rumours and deception,
"Getting random element from empty collection"
That is just a warning though, but it can be very very VERY spammy.
Getting random element from empty collection.
Verse.Log:Warning(String)
Verse.GenCollection:RandomElement(IEnumerable`1)
RumoursAndDeception.InteractionWorker_ChattedAboutSomeone:ChooseChattedAbout(Pawn, Pawn)
RumoursAndDeception.InteractionWorker_ChattedAboutSomeone:RandomSelectionWeight(Pawn, Pawn)
Hospitality.Detouring.<>c__DisplayClass4:<TryInteractRandomly>b__0(InteractionDef)
Verse.GenCollection:TryRandomElementByWeight(IEnumerable`1, Func`2, InteractionDef&)
Hospitality.Detouring.Pawn_InteractionsTracker:TryInteractRandomly(Pawn_InteractionsTracker)
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 27, 2017, 03:12:45 AM
Could be. Although I'm using that mod too and I haven't encountered that issue. Could be a recent change, though.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Grabarz on January 27, 2017, 06:46:46 AM
Is there anyway to limit area where quests can move ? well i created some of food stockpiles where temperature is around -100 celsius and even when i installed mod with refrigerators placed there best quality food i can produce, mosts guests wandering with hypothermia and dying in my super cold stockpiles, then factions are becoming angry and then i got even more enemies ....
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Lord_Orion on January 27, 2017, 08:35:04 AM
I'm not sure why but for some reason every visitor I heal up asks to join my colony. It is normally quite rare that you would rescue some one in a given game so no a big deal. Except I play on extremely cold ice sheets were people freeze just walking to my colony. A hole caravan could fall over leaving a 1/4 of there number downed.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 27, 2017, 05:33:40 PM
@Grabarz: Yes, make an area and assign it to the guests when they visit.
@Lord_Orion: That's exactly the reason. If the region is too dangerous, they have 100% chance to join. Vanilla added this. I just added the dialog to send them away anyway.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: System.Linq on January 28, 2017, 01:12:38 AM
Any way we could get an option to disable the improved/worsened relationship messages? They're a bit spammy.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 28, 2017, 02:17:14 AM
That's quite true. What / when would you rather like to be notified?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: System.Linq on January 28, 2017, 02:18:20 AM
I don't really want to be notified at all. Maybe if they fail a low percentage change, so that I know they shouldn't be assigned to entertaining visitors.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 28, 2017, 02:36:12 AM
Can't you just made a checkbox at the option, about the messages ?
Get message for succesful entertainment X
Get message for failed entertainment X

Sure you could made it, when an guest got 2-3 times a failed entertainment he will be a buzzkillflag and noone try to improve faction with him anymore.
But i think a player need to have a bit attention to that and shouldn't let the mod do all things.

Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: skyarkhangel on January 28, 2017, 04:16:05 AM
Quote from: faltonico on January 26, 2017, 09:08:06 PM
There might be an incompatibility with rumours and deception,
"Getting random element from empty collection"
That is just a warning though, but it can be very very VERY spammy.
Getting random element from empty collection.
Verse.Log:Warning(String)
Verse.GenCollection:RandomElement(IEnumerable`1)
RumoursAndDeception.InteractionWorker_ChattedAboutSomeone:ChooseChattedAbout(Pawn, Pawn)
RumoursAndDeception.InteractionWorker_ChattedAboutSomeone:RandomSelectionWeight(Pawn, Pawn)
Hospitality.Detouring.<>c__DisplayClass4:<TryInteractRandomly>b__0(InteractionDef)
Verse.GenCollection:TryRandomElementByWeight(IEnumerable`1, Func`2, InteractionDef&)
Hospitality.Detouring.Pawn_InteractionsTracker:TryInteractRandomly(Pawn_InteractionsTracker)
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


This bug i suppose related to RumoursAndDeception that seems have compatibility problems with Alien_Race
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 28, 2017, 08:42:59 AM
I'm not too happy with these messages either. But at some point the player needs to be warned that things are going wrong.

The percentage thing sounds like an idea that could work.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: skyarkhangel on January 28, 2017, 10:08:01 AM
Quote from: Orion on January 28, 2017, 08:42:59 AM
I'm not too happy with these messages either. But at some point the player needs to be warned that things are going wrong.

The percentage thing sounds like an idea that could work.

Its only use InteractionTracker, that Hospitality detours. The same errors without using hospitality and error goes through vanilla InteractionTracker. I'll check that.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Napple on January 28, 2017, 01:49:01 PM
Not sure if bug or exploit but you order guests to drop what's in their inventory.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Lord_Orion on January 29, 2017, 03:43:15 AM
Quote from: Orion on January 27, 2017, 05:33:40 PM
@Lord_Orion: That's exactly the reason. If the region is too dangerous, they have 100% chance to join. Vanilla added this. I just added the dialog to send them away anyway.

Thanks for the improvement.  :)

Quote from: Grabarz on January 27, 2017, 06:46:46 AM
Is there anyway to limit area where quests can move ? well i created some of food stockpiles where temperature is around -100 celsius and even when i installed mod with refrigerators placed there best quality food i can produce, mosts guests wandering with hypothermia and dying in my super cold stockpiles, then factions are becoming angry and then i got even more enemies ....
I'm having the same problem some visitors are still freezing and blaming me for their incompetence.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 29, 2017, 03:47:25 AM
@Napple: It'll be fixed in the next update.
@Lord_Orion: Then the same answer applies to you.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: System.Linq on January 29, 2017, 03:59:44 AM
Thanks for the good work. This is a great mod that massively improves the vanilla game. Would you consider, on the note of choosing whether or not to accept rescued pawns, adding an option to send away caravans? They kind of get in the way during fights as it is, which makes them more harm than help, and it's less exploitable than a caravan spot.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 29, 2017, 06:45:30 AM
To make that possible I have to make quite an incision into their vanilla code. I'd rather leave that to a dedicated caravan mod.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Grabarz on January 29, 2017, 07:06:47 AM
Quote from: Orion on January 27, 2017, 05:33:40 PM
@Grabarz: Yes, make an area and assign it to the guests when they visit.
@Lord_Orion: That's exactly the reason. If the region is too dangerous, they have 100% chance to join. Vanilla added this. I just added the dialog to send them away anyway.

problem lies i don't know how ?

when i creating areas i can choose just 2 options
New Area and New animal Area
i can't see anything else there
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: System.Linq on January 29, 2017, 07:15:46 AM
You have to assign it to them when they visit in the Guest tab. Then make it the default.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 29, 2017, 08:45:19 AM
Quote from: Grabarz on January 29, 2017, 07:06:47 AM
Quote from: Orion on January 27, 2017, 05:33:40 PM
@Grabarz: Yes, make an area and assign it to the guests when they visit.
@Lord_Orion: That's exactly the reason. If the region is too dangerous, they have 100% chance to join. Vanilla added this. I just added the dialog to send them away anyway.

problem lies i don't know how ?

when i creating areas i can choose just 2 options
New Area and New animal Area
i can't see anything else there
You did the same wrong think path like me.
You can't create a guest zone.
You can assign guest to a special zone (single use or by default).
Select a guest, open the guest Tab, then you should see on the top your zones you can choose.
And the button, make or set default (can't remember without game).
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Grabarz on January 29, 2017, 08:57:34 AM
Quote from: Psychology on January 29, 2017, 07:15:46 AM
You have to assign it to them when they visit in the Guest tab. Then make it the default.

Can you post a screenshot how to do it properly ? me or my mods are confused and i can't get it work
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Grabarz on January 29, 2017, 09:11:55 AM
Quote from: Canute on January 29, 2017, 08:45:19 AM
Quote from: Grabarz on January 29, 2017, 07:06:47 AM
Quote from: Orion on January 27, 2017, 05:33:40 PM
@Grabarz: Yes, make an area and assign it to the guests when they visit.
@Lord_Orion: That's exactly the reason. If the region is too dangerous, they have 100% chance to join. Vanilla added this. I just added the dialog to send them away anyway.

problem lies i don't know how ?

when i creating areas i can choose just 2 options
New Area and New animal Area
i can't see anything else there
You did the same wrong think path like me.
You can't create a guest zone.
You can assign guest to a special zone (single use or by default).
Select a guest, open the guest Tab, then you should see on the top your zones you can choose.
And the button, make or set default (can't remember without game).

please post a screenshot - i can't find a guest tab ?!

EDIT: nevermind me some of my mods just blocked the Hospitality full operational power so i couldn't see a and use guest tab
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Angius on January 29, 2017, 04:24:53 PM
I'm currently experiencing a weird bug, that completely prevents me from continuing to play on my current save. There's one spot on the map, where visitors constantly spawn. And I mean constantly. 15-20 per second or so. It makes the framerate absolutely unplayable if the game isn't paused. Here's what it looks like:
http://i.imgur.com/u9eBDiJ.jpg

Why am I posting it here? Well, I turned the dev mode on to delete all these pawns. It didn't help, they began spawning anew.
I used the 21x21 rock tool in hopes, that the game won't spawn pawns on impassable terrain. I was wrong.
I deleted the rock, and took a look at the debug log. Here's what greeted me:
http://i.imgur.com/0a9BnT2.jpg

Edit: Changed pictures to links, since they were being displayed as much too big.

Edit2: (0, 0, 169) coordinates is a walkable tile, by the by.

Edit3: It happened again, on another save, much earlier. (http://i.imgur.com/GPrvUON.jpg)

Edit 4: Fixed it. Here's what I did:
1. Uninstalled Hospitality in-game
2. Restarted the game, closed it again
3. Deleted Hospitality folder
4. Turned the game on and off for a good measure
5. Installed Hospitality again
6. Enabled it in-game, put it at the last position in load order

When I loaded my save again, all 50-something people left, leaving just the standard party of 3 visitors
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on January 30, 2017, 03:55:03 AM
If you update the mod, make sure to not overwrite the previous version. That's the road to madness.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: FadingFog on January 30, 2017, 11:08:47 AM
I fixed some mistakes in russian translation --> http://www.mediafire.com/file/rbifh6cs41sc026/Russian_hospitability.rar
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Dirty Foot on January 30, 2017, 07:39:36 PM
Quote from: Angius on January 29, 2017, 04:24:53 PM
I'm currently experiencing a weird bug, that completely prevents me from continuing to play on my current save. There's one spot on the map, where visitors constantly spawn. And I mean constantly. 15-20 per second or so. It makes the framerate absolutely unplayable if the game isn't paused. Here's what it looks like:
http://i.imgur.com/u9eBDiJ.jpg

Why am I posting it here? Well, I turned the dev mode on to delete all these pawns. It didn't help, they began spawning anew.
I used the 21x21 rock tool in hopes, that the game won't spawn pawns on impassable terrain. I was wrong.
I deleted the rock, and took a look at the debug log. Here's what greeted me:
http://i.imgur.com/0a9BnT2.jpg

Edit: Changed pictures to links, since they were being displayed as much too big.

Edit2: (0, 0, 169) coordinates is a walkable tile, by the by.

Edit3: It happened again, on another save, much earlier. (http://i.imgur.com/GPrvUON.jpg)

Edit 4: Fixed it. Here's what I did:
1. Uninstalled Hospitality in-game
2. Restarted the game, closed it again
3. Deleted Hospitality folder
4. Turned the game on and off for a good measure
5. Installed Hospitality again
6. Enabled it in-game, put it at the last position in load order

When I loaded my save again, all 50-something people left, leaving just the standard party of 3 visitors

Are you me? I just went through THIS exact order trying to fix the solution, even down to the detail of trying to block their spawning with terrain. I only popped in here to see if it was Hospitality causing the problem before I went through the trouble of removing and re-adding it.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: BlackGyver on January 31, 2017, 01:54:30 AM
Hello!

I have a small QoL feature request; I'd like to be able to prevent people from visiting some of my colonies (that are really just depots, with no colonists in them most of the time), this could take the form of a "no visitors" signpost!

I'd like to hear your thoughts on this!
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on January 31, 2017, 02:17:10 AM
If you don't want visitors or raids, maybe you should try the Setcamp mod.
You can made a (temporary) camp with smaller map, without the most events.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Mst on January 31, 2017, 01:53:05 PM
Quote from: Deathawaits4 on January 25, 2017, 08:27:05 PM
hei, so i get this error when a asari, from the asari mod tries to join me via refugee request. I dont know if this is linked to your mod, but the errorlog t ells me that it has. Can you somehow help me? because when ever a refugee tries to join me, he just comes down via pod, is neutral and just walks away and i dont get a raid or anything. That means that the event doesnt get fired correctly am i right? Well would appreciate your help :) ty for the great mod!

Exception filling window for Verse.Dialog_NodeTree: System.NullReferenceException: Object reference not set to an instance of an object
  at AlienRace.AlienPawn.SetFaction (RimWorld.Faction newFaction, Verse.Pawn recruiter) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_RefugeeChased+<>c__DisplayClass5.<TryExecute>b__2 () [0x00000] in <filename unknown>:0
  at Verse.DiaOption.Activate () [0x00000] in <filename unknown>:0
  at Verse.DiaOption.OptOnGUI (Rect rect, Boolean active) [0x00000] in <filename unknown>:0
  at Verse.Dialog_NodeTree.DrawNode (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Dialog_NodeTree.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at HugsLib.GuiInject.WindowDetour+<>c__DisplayClass1.<_WindowOnGUI>b__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Same kind of problem.
I load Hospitality after Alien Races and Asari near the bottom of the list. Am I doing it wrong? I'm not really good at it. Would much appreciate any help. Anyway huge thanks for the awesome work!
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: BlackGyver on January 31, 2017, 05:01:15 PM
Quote from: Canute on January 31, 2017, 02:17:10 AM
If you don't want visitors or raids, maybe you should try the Setcamp mod.
You can made a (temporary) camp with smaller map, without the most events.

I do have the mod, but the generated map is really small, and also disappears as soon as your last colonist leaves it, so in this particular instance it wasn't quite the right choice for me!
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: faltonico on February 01, 2017, 12:12:37 PM
I don't know if i should blame your mod, fluffy's or haplo's for this error:
tried to enable work Hauling for HaulingBot, who is incapable of said work.
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkGiverDef, Int32, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkTypeDef, Int32, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:InitPriorityCache()
Fluffy_Tabs.PawnPrioritiesTracker:.ctor(Pawn)
Fluffy_Tabs.WorldObject_Priorities:WorkgiverTracker(Pawn)
Fluffy_Tabs.Widgets:Priorities(Pawn)
Fluffy_Tabs.Detours_WorkSettings:_SetPriority(WorkTypeDef, Int32)
RimWorld.Pawn_WorkSettings:Disable(WorkTypeDef)
Hospitality.Detouring.Pawn_WorkSettings:CheckForDisabledTypes(Pawn_WorkSettings, Pawn)
Hospitality.Detouring.Pawn_WorkSettings:ExposeData(Pawn_WorkSettings)
Verse.PostLoadInitter:DoAllPostLoadInits()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: rogerbacon on February 01, 2017, 07:33:02 PM
How can I place things in the guests' room so they will buy it? I can't figure a way to tell my colonists to pick up something (other than equiping it) and carry it around.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Rei-No on February 01, 2017, 08:39:11 PM
I have no Guest tab?  I've tried loading the mod in several orders and even only loaded it basically alone, I have HugsLib loaded also.  I  can select the neo opition in the work, list but absolutely no guest tab. I get rated -43 to -100 when they visit, my colonist interacts with them, but I have no guest tab anywhere. I can't build beds or set anything aside for them.Edit I've only loaded your mod.  when they  come to visit there is a quest tag in their menu, however I still have none any place else and I can't set rooms aside for them nor give them a bed?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: gendalf on February 01, 2017, 09:21:33 PM
Guests often leave more things but the message at the top only lists one stack of some one thing..
imo it would've been better if it were instead a clickable message in the bottom-left, with a list of everything that they've purchased from the stockpiles in their area throughout their stay and what they've left as gifts.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: faltonico on February 01, 2017, 09:33:16 PM
Quote from: rogerbacon on February 01, 2017, 07:33:02 PM
How can I place things in the guests' room so they will buy it? I can't figure a way to tell my colonists to pick up something (other than equiping it) and carry it around.
Make a stockpile in the guest room with higher priority than the stockpile the item is currently on, if they don't haul regardless of that, delete a single square of the stockpile where the item is laying on after that.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 02, 2017, 03:51:00 AM
@faltonico: Maybe then it's time to reflect about why you need to put blame with someone. You could try and realise where the responsibility really lies. Let me know when it helps.
@rogerbacon: What he said.
@Rei-No: Try deleting the mod folder and downloading it fresh.
@gandalf: The mod is open source. Feel free to add this yourself.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Mst on February 02, 2017, 06:19:16 AM
Quote from: Rei-No on February 01, 2017, 08:39:11 PM
I have no Guest tab?  I've tried loading the mod in several orders and even only loaded it basically alone, I have HugsLib loaded also.  I  can select the neo opition in the work, list but absolutely no guest tab. I get rated -43 to -100 when they visit, my colonist interacts with them, but I have no guest tab anywhere. I can't build beds or set anything aside for them.Edit I've only loaded your mod.  when they  come to visit there is a quest tag in their menu, however I still have none any place else and I can't set rooms aside for them nor give them a bed?

In my experience tab appears sometimes only when you select the leader, just try to click on every one and see if it comes up. Then you can select an area as you do it normally in zone menu.

Realized it only after some visitors' leader froze to death sleepeng right beside my door and his friend went berserk in my kitchen attacking my dog. Luckly before that he also experienced a severe frostbite so the dog took him down. After that their faction sent me two notes of bitter disappointment and relations went negative.
Laughed so hard :)) best mod ever
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: faltonico on February 02, 2017, 12:41:42 PM
Quote from: Orion on February 02, 2017, 03:51:00 AM
@faltonico: Maybe then it's time to reflect about why you need to put blame with someone. You could try and realise where the responsibility really lies. Let me know when it helps.
Blame wasn't the right choice of word xD
I have no idea which one of the 3 might be responsible, or if it happens only when the 3 are combined, I don't know even if it is harmless. I couldn't test any further either, had to abandon that colony.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 02, 2017, 12:55:45 PM
From what I can tell it's a combined effort. Hospitality does some unexpected stuff that vanilla wouldn't do, so the other mods error out.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Rei-No on February 02, 2017, 01:05:21 PM
Ok I finely got a guest tab. where its placement is very unatural. You really need to add a tab into one of the menu's, the fact that I can only use it when I actually have a quest is incorrect, I should be able to build their room and beds at any time. And set thier settings at that time. I should also be able to select a basic area for them.  that  way i could properly prepare for the guest and not run around like some chicken minus a head that always leads to mistakes, for me anyway.  it was so funny  I put you mod first after the HugsLib mod and then I placed  the pathing mods I'm using last with Eb right above it, thats when it started working, in the first game I get a tab that opened the menu but no bed, when I loaded the second game it all started working, I would like to see the changes I asked for implemented, simply because, I always end up moving things,  now if I have beds built for them, I can't assign them as guest beds, when they show up, I have to tear them out and replace them, really.

@ Kurt Russel   that would have been great to see!,  I don't know why but it started working, I don't think its because of the placements but its working, I have some issues with it but its still a keeper

Oh I have a story already,  the first guest it worked with, was from a colony that actually hates me, I never got him a bed built because it never showed up. But, I decided to give him full run of the colony area's to see what would happen,  when he got to my storage are, he bought all the wood I had, since I had spawned in on the ocean ice, it totally ruined my game, but he did pay for it but that payment was underwhelming for 300 wood! oh well ouch i wont do that again, my bad.  when he left he gave me a score of 100. 
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Mst on February 02, 2017, 01:21:34 PM
@Rei-No If I remember correctly you can place guest beds anytime, they are not set like prisoners or medics and act like a separate furniture in construction meny. Only the ability to zone the area appears with actual guests on the map and disabled when there are none.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on February 02, 2017, 01:44:42 PM
QuoteOk I finely got a guest tab. where its placement is very unatural. You really need to add a tab into one of the menu's, the fact that I can only use it when I actually have a quest is incorrect,
Sorry, but it is similar to the prisoner tab.
Do you can adjust prisoner relations without having a prisoner beside to set bed's to prisoners ?

But you can build bed's without guests.
You can made and set up a zone for guests without having a guest.
And when the 1. guest arrive you even get an event notification, you can jump to the guest.
And then setup zone and behaviour to the guest as default.
Yes, at the first time you need to look, but didn't happen this to all things at Rimworld you encounter first ?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Sarelth on February 03, 2017, 09:18:06 AM
I have been having a lot of traders getting attacked while in my base by wild animals. Almost every visitor I have had in my last 3 maps have been mauled or killed by at least 3 animals at a time. And the animals go out of their way to cross the map to get to the visitors. Is there something in Hospitality that might cause this?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: metky on February 03, 2017, 11:40:06 AM
Quote from: Sarelth on February 03, 2017, 09:18:06 AM
I have been having a lot of traders getting attacked while in my base by wild animals. Almost every visitor I have had in my last 3 maps have been mauled or killed by at least 3 animals at a time. And the animals go out of their way to cross the map to get to the visitors. Is there something in Hospitality that might cause this?

1) are there other prey animals on the map?
2) are the visitors who are being killed already sickly/injured?
3) there are some mods that intentionally make animals more dangerous, did you happen to install an animal pack that might have included this?

Sorry if you've already considered these! I haven't had any issues with Hospitality and animals so it might just be a weird interaction amongst your mods.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on February 03, 2017, 12:16:59 PM
You need to take care of caravan's and visitors, that means you can't just ignore all the predators on the map.
You should form a hunting party every few days to kill them.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: faltonico on February 03, 2017, 01:05:54 PM
Quote from: Sarelth on February 03, 2017, 09:18:06 AM
I have been having a lot of traders getting attacked while in my base by wild animals. Almost every visitor I have had in my last 3 maps have been mauled or killed by at least 3 animals at a time. And the animals go out of their way to cross the map to get to the visitors. Is there something in Hospitality that might cause this?
Something like that happened to me, but as it was not accompanied with anything weird in the output_log i simply could not report that behavior anywhere, the situation in my playthrough happened with a guest, the thing is, he was not near the predators, the predators had plenty of prey and they all attacked at the same time:
(https://www.mediafire.com/convkey/37a5/7aswlwgv6cbo6na4g.jpg) (http://www.mediafire.com/view/7aswlwgv6cbo6na/james5.png)

(https://www.mediafire.com/convkey/84c0/iw4jyysnawdj1vz4g.jpg) (http://www.mediafire.com/view/iw4jyysnawdj1vz/james4.png)

Does this has to do with Hospitality? I have a shitton of other mods, I simply can't tell.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 03, 2017, 01:25:39 PM
I don't have the problem and most others don't have it either. But I have had people who encountered this before. I have no idea what causes it. Must be another mod.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: spaceland on February 04, 2017, 02:41:29 AM
i have like an problem with the letters...

its sooo bugged bro, letters like: éááááééééuúúú (not like this, more bugged)
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 04, 2017, 04:29:22 AM
Which language do you use? Did you delete the mod folder before you updated it?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Mst on February 04, 2017, 01:01:50 PM
I completele reinstalled and updated all mods to fix as many erros as I could. Did it one by one to test.
But this one keeps popping up Config error in RawCHFood_Meat: RawCHFood_Meat has destroyOnDrop but not menuHidden.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

And followed by Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.
Verse.Log:Warning(String)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__6F8()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()


At first I thought it was due to the Vegetable Garden, but now it seems to me that it's somehow connected to Hospitality. It appears from the start in the menu no need to load save game or do anything else. Strangly enough it pops up only when the dev tool is turned on from the start. When I turn it off and reload the game everything is clear.
Here is the load order Core: (no assemblies)
HugsLib[2.4.0]: HugsLib(0.16.0.0)
EdB Prepare Carefully: EdBPrepareCarefully(0.16.1.4)
Vegetable Garden : VGDrinks(1.0.0.0)
EPOE Hardcore Version: (no assemblies)
A Dog Said...NoCrafting: (no assemblies)
A Dog Said-EPOE Hardcore Compatibility patch: (no assemblies)
Humanoid Alien Races: AlienRace(1.0.0.0)
Rimsenal: (no assemblies)
Rimsenal - Federation: (no assemblies)
Rimsenal - Feral: (no assemblies)
Rimsenal - Rimhair: (no assemblies)
Rimsenal - Security pack: (no assemblies)
Rimsenal - Storyteller pack: (no assemblies)
Rimsenal - Enhanced Vanilla Pack: (no assemblies)
RimEffect - Asari of the Rims: (no assemblies)
RimEffect - Weapons and Armor: (no assemblies)
RimGate - Jaffa, Kree! 4.0: (no assemblies)
EPOE Hardcore Combined Asari and Jaffa patch: (no assemblies)
Orassans: Orassan(1.0.0.0)
Orassans EPOE Hardcore Patch: (no assemblies)
Crystalloid (Xenohuman Race): (no assemblies)
Crystalloid EPOE Hardcore Patch: (no assemblies)
Infinity Rim: Ariadna: (no assemblies)
Rimfire 2.2: AntiMateriel(1.0.6210.28476), GunModHugsLib(1.0.6214.37097), SmokeTrails(1.0.6210.28505)
FashionRIMsta: (no assemblies)
Animal Hoods: (no assemblies)
Caridion Arsenal A16: (no assemblies)
Infused: Infused(34.0.0.0)
RimBeast: (no assemblies)
Taiga Creatures: (no assemblies)
Taiga Creatures / A Dog Said compatch: (no assemblies)
Call of Cthulhu - Cosmic Horrors V1.5 A16: CosmicHorror(1.5.0.0)
ED-Embrasures: (no assemblies)
Clutter Furniture Module: ClutterFurniture(1.0.0.0)
Floor Lights: (no assemblies)
Glass+Lights: (no assemblies)
[sd] goodnight: (no assemblies)
[T] MoreFloors: (no assemblies)
LT-DoorMat: RimWorld-DoorMat(1.0.0.0)
[sd] advanced powergeneration: sd_adv_powergen(1.0.6199.21755)
RedistHeat: RedistHeat(45.0.0.0)
More Vanilla Turrets: (no assemblies)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Misc. Robots: AIRobot(1.10.0.0)
Misc. MAI: AIPawn(1.9.0.0)
RIMkea: (no assemblies)
RT Fuse: RT_Fuse(1.0.0.0)
Core Driller: (no assemblies)
Core Driller - Stone Addon: (no assemblies)
Mending: Mending(1.0.6212.39460)
Miniaturisation: Miniaturisation(1.0.6190.37907)
Cheaper Components: (no assemblies)
Mad Skills: MadSkills(0.0.0.0)
Hospitality A16: Hospitality(0.6.0.0)
Better Pawn Control: $HugsLibChecker(0.2.0.0), BetterPawnControl(1.0.0.0)
Moody: Moody(0.1.3.0)
QualityBuilder: QualityBuilder(1.0.5.0)
AC-Enhanced Crafting: AcEnhancedCrafting(1.0.0.0)
Wildlife Tab: OmniLocator(1.0.0.0)
Medical Tab: MedicalInfo(1.0.0.0)
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: FadingFog on February 04, 2017, 02:46:04 PM
I update russian translation --> https://www.mediafire.com/?q2xd9nomthohl6i
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 04, 2017, 02:57:51 PM
@Kurt: Sorry, I don't see how the error is connected to Hospitality. The second error can be neglected. It's just a warning.
@Alex: I'll try and remember to include it when I'm using my computer next time. Thanks!
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Der Failer on February 04, 2017, 07:21:55 PM
There seems to be a small problem regarding drugs policies. I saw the following warnings quite often, so I decided to find the cause and it led me here.
Code (When saving the game.) Select
Object with load ID AssignedDrugsSet_0 is referenced (xml node name: curAssignedDrugs) but is not deep-saved. This will cause errors during loading.
Code (When loaded that save.) Select
Could not resolve reference to object with loadID AssignedDrugsSet_0 of type RimWorld.DrugPolicy. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?

After a bit of testing I found that the source are visitors. The warning fires when the game is saved/loaded while visitors are on the map. From a look at the save file (example provided), the actual cause seems to be that visitors have the drug policy "AssignedDrugsSet_0" assigned to them, but this policy doesn't exist in the save file, so we get this warning.

I would love to provide a solution, but i don't even know where this policy comes form...

[attachment deleted by admin due to age]
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: wdpk42 on February 05, 2017, 07:26:56 AM
There's this strange interaction where any guests seem to attract all the predators on the map. First guest I had was instantly mobbed by 7 wolves upon showing up, and the second guests were attacked by two bears. Why do the guests draw the predators from so far away? The predators completely ignore my colonists.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Mst on February 05, 2017, 09:03:23 AM
Sorry, my bad. Hope it's nothing serious.
Thanks for looking into it.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: spaceland on February 05, 2017, 07:32:41 PM
Quote from: Kurt Russel on February 05, 2017, 09:03:23 AM
Sorry, my bad. Hope it's nothing serious.
Thanks for looking into it.
sry bro im using spanishlatin translation, it bugged this mod and preparecarefully too
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 06, 2017, 11:23:39 AM
Quote from: wdpk42 on February 05, 2017, 07:26:56 AM
There's this strange interaction where any guests seem to attract all the predators on the map. First guest I had was instantly mobbed by 7 wolves upon showing up, and the second guests were attacked by two bears. Why do the guests draw the predators from so far away? The predators completely ignore my colonists.
This is a mod conflict, but I don't know with which mod.

Quote from: Der Failer on February 04, 2017, 07:21:55 PM
There seems to be a small problem regarding drugs policies
Code (When saving the game.) Select
Object with load ID AssignedDrugsSet_0 is referenced (xml node name: curAssignedDrugs) but is not deep-saved. This will cause errors during loading.
Code (When loaded that save.) Select
Could not resolve reference to object with loadID AssignedDrugsSet_0 of type RimWorld.DrugPolicy. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?
I would love to provide a solution, but i don't even know where this policy comes form...
Thanks. I'm aware of this problem but haven't found a way to fix it yet. It's harmless but annoying. I'm kinda waiting for an angel programmer to descend and fix it for me.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: faltonico on February 07, 2017, 02:53:40 PM
I released a pirate (a very maimed one) and i instantly got good will with her faction... That never happened to me in vanilla.
Is that a new thing in A16 or is it some sort of bug?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 07, 2017, 04:15:08 PM
How instantly are we speaking? You get goodwill when they leave the map...
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: faltonico on February 07, 2017, 07:23:06 PM
I got it when she left the map yes, I only released one gal and got good will (+15), that is why i said instantly, usually it takes more do go from -100 to good will. The stranger thing is that she was a pirate o.O
Recently, one of their caravans attacked another caravan from another faction already in my map. There were dead muffalos everywhere.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: BlackGyver on February 08, 2017, 01:25:54 AM
"Good will" just means you did a good gesture, it's not a relation threshold. It would just add +15 to the -100, bringing it to -85 (or in the case of pirates, no effect, since they'll always be super hostile no matter what). Meaning that with 7 released captives from a faction (that actually reach the map border), you could bring your relations from -100 all the way to +5.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: faltonico on February 08, 2017, 12:12:18 PM
Quote from: faltonico on February 07, 2017, 02:53:40 PM
I released a pirate (a very maimed one) and i instantly got good will with her faction... That never happened to me in vanilla.
Is that a new thing in A16 or is it some sort of bug?

Don't mind my useless report... -_-'
It turns out that they were not actually pirates, they were another faction introduced by a mod, "mercenaries", they are hated by everyone but they are not pirates, so you can befriend them the usual way through goodwill. The only strange thing is releasing only one person to get to friendly, but that might as well be the faction mechanic.
Sry for the false alarm =S
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Pichu0102 on February 10, 2017, 07:32:09 PM
This is the mod that causes you to get the temporary join offers, right? How long does that last before they leave?
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 11, 2017, 03:11:47 AM
Until they die, which can be quite soon. Also it doesn't cause the offer. It just changes a bit how it works.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Pichu0102 on February 12, 2017, 04:06:11 PM
Problem: When guests visit and drop their flag down while Infused is installed, some of their tuques become infused and give the notification that your x tuque has been infused, and it drops from their worn apparel into their inventory. When you buy them off the trader pawn, the tuques start out as forbidden, which is easily cleared with the unforbid command, but the entire thing is very strange.

https://gist.github.com/d8907c76e26f0b2f2f2c6acf81b87fe7
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 13, 2017, 07:54:11 AM
That's quite odd indeed. But I think you'll have to notify the infused creator.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: arscis on February 13, 2017, 06:41:09 PM
I'm having a few issues with the mod.

I have walls protecting my colony with scattered doors everywhere to allow entry and exiting but visitors immediately start digging out a straight path to the guest beds.

They also frequently go berserk or overdose on drugs and die, giving me faction penalties.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Jstank on February 13, 2017, 06:52:52 PM
There is a small exploit that I learned concerning this mod. If there is something that one of the colonists has and you want, get a grenade and throw it 'around the area' of one of the guests. the person will not respond to the grenade and get incapacitated. After that you can rescue the person and when they are out of the hospital you get a +10 rep from the faction... and you get to keep the stuff.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Trigon on February 13, 2017, 07:14:11 PM
Quote from: Jstank on February 13, 2017, 06:52:52 PM
There is a small exploit that I learned concerning this mod. If there is something that one of the colonists has and you want, get a grenade and throw it 'around the area' of one of the guests. the person will not respond to the grenade and get incapacitated. After that you can rescue the person and when they are out of the hospital you get a +10 rep from the faction... and you get to keep the stuff.
Well unless they die. You still get to keep their stuff, but the boss man probably won't be too happy.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: amp on February 14, 2017, 01:07:08 AM
I've been enjoying hospitality for a while now but I suddenly ran into a problem.

I have a game I've been playing for a while and suddenly (like one frame to the next, no warning) the game became unplayably slow. Something like 1-2 seconds per frame. However the issue is in the tick I think since the framerate is fine when the game is paused. Saving and loading changed nothing, so I reloaded from a previous autosave and played for a bit and then it happened again. The log shows this exception repeatly (every tick?):

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [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: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


I looked around online and I could not find any other issues that seem to be the same. Since the issue seems to be repeatable when loading the save I have attached the save game. I am using a fairly long mod list (sorry) but I have no idea how to reproduce the problem in a new save game so I'm just sending this to you as is.

The save game is too large to attach. You can download it from: http://www.singingwizard.org/stuff/rimworld_slow_save.zip

Any help would be appreciated in terms of ripping things out of the save game to fix it. And I'd be happy to run more tests if that would be useful for debugging.

-Arthur

[attachment deleted by admin due to age]
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Flimflamshabam on February 14, 2017, 02:29:49 AM
Why is it predators become super fixated on hunting visitors? They don't pick on my colonists unless they go manhunter. It makes guests more trouble than their worth in tribal starts since I'm too poor and undermanned to build a whole wall to keep the critters out, half of the time the animals get to the guests before they even slap down their flag.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 15, 2017, 04:10:41 AM
Quote from: arscis on February 13, 2017, 06:41:09 PM
I have walls protecting my colony with scattered doors everywhere to allow entry and exiting but visitors immediately start digging out a straight path to the guest beds.
This should not happen. You probably have another mod that causes it.

Quote from: arscis on February 13, 2017, 06:41:09 PM
They also frequently go berserk or overdose on drugs and die, giving me faction penalties.
That's life in the wastelands...

Quote from: Jstank on February 13, 2017, 06:52:52 PM
[..]get a grenade and throw it 'around the area' of one of the guests. [..] get a +10 rep from the faction... and you get to keep the stuff.
I could make them become hostile if someone gets downed, but I don't think that's better. Any ideas how this could be fixed?

Quote from: amp on February 14, 2017, 01:07:08 AM
I have a game I've been playing for a while and suddenly (like one frame to the next, no warning) the game became unplayably slow. Something like 1-2 seconds per frame.
Does it by any chance spawn tons of people at the edge of the map?
What the error means is that something fails when trying to spawn visitors. The slowdown is often caused by the error message itself.
Most likely you have a mod that causes visitor spawning to fail. Like some strange custom faction that can't spawn normally.

Quote from: Flimflamshabam on February 14, 2017, 02:29:49 AM
Why is it predators become super fixated on hunting visitors?
This is caused by another mod, but I couldn't find out which one yet.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 15, 2017, 04:15:28 AM
Quote from: amp on February 14, 2017, 01:07:08 AM
Any help would be appreciated in terms of ripping things out of the save game to fix it. And I'd be happy to run more tests if that would be useful for debugging.
There is an error message from a "Harmony" file. Any idea which mod that could be? It doesn't load correctly, so you could try kicking it out or moving it somewhere else in your load order.
Same with Hospitality. Try moving it around (and restarting of course) and see if it still happens then.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Flimflamshabam on February 15, 2017, 12:05:37 PM
Not sure if this mod is responsible but wounded people from escape pods capable of walking find their way to one of my medical beds but then I can't heal them because I didn't "rescue" them.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Canute on February 15, 2017, 12:27:47 PM
Thats vanila behavior. It become a regular guest if the pawn manage it to move at it own.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Flimflamshabam on February 15, 2017, 01:58:00 PM
Except they aren't counted as a guest because I can't give them treatment, they just make themselves all comfy in one of my medical beds without asking and slowly bleed to death.
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: crusader2010 on February 15, 2017, 04:31:27 PM
Hello. I'm getting some strange errors and I would like to know if they are related to Hospitality or not. Attaching the modsConfig.xml too :)  thanks!

[attachment deleted by admin due to age]
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Orion on February 16, 2017, 05:34:10 PM
I don't think the errors have to do with this mod. More likely Psychology and StepAway, whatever that is, in combination.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Orion on February 17, 2017, 08:49:17 AM
Update
- New: Recruitment system overhaul: Guests now need a minimum amount of "friends" to recruit (min relationship). Recruiting then works immediately (no rng). Recruiters will "endorse" other colonists (they like) to the guests to raise their relationship. Amount of required friends is relative to amount of colonists.
- New: Russian translation (probably already out of date)
- Fix: Removed CCL reference in about page
- New: Success / failure messages removed. Will only show when a colonist failed 3x in a row on the same guest.
- New: Success / failure effect when zoomed in on pawns
- Fix: Drug policy warning
- Tweak: Stay duration is much longer now (1 - 2.5 days)
- Fix: Flag is now placed when in range of base (and not at the other end of it)
- Tweak: Slightly less relationship damage when recruiting


Since the recruitment system has changed a lot, I need your feedback to see if it works as intended and if it's not too easy or too hard. Let me know!
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: AngleWyrm on February 17, 2017, 09:08:08 PM
OK, downloading; I like this mod and enjoy the opportunity to do reviews of incoming personnel for possible hire.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: faltonico on February 18, 2017, 05:00:08 AM
I seriously believed we would end up burning you out with so many bug reports (many even unrelated... like mine -_-') and selfish requests, but i am absolutely amazed even moved that you still expend your time to improve your mod, AND you still want feedback from this selfish community (me among those  ::) ).
I thank you for your work! And all the other modders who get to see this.

I don't think i can give you any feedback regarding this update, because my colony became unplayable very early (a "hege" warning is the suspect this time). But i will allow myself, and i hope that is not too much of a bother, to give you some thoughts regarding this mod of yours:
- Pawn interaction with guests seems to be a bit too frequent.
Pawns take a lot of their work time entertaining guests, i really haven't counted exactly how many times a day, but it seem to be a whole lot. The matter becomes more evident when there are a lot of guests in a big colony, pawns running back and forth leaving stuff unfinished all around. ¿Would you consider reducing the amount of times pawns talk to guest and increase the significance of each one of the interactions?. If the visits are longer with this version, it would be impactful to do the change.
- Visitor event is a tad too frequent.
One time I had departing visitors crossing paths with new visitors at the door!, it can become very very frequent when your colony is running well at later game. I'm not really complaining so much about the frequency but the result of that increased frequency, I think you already explained this somewhere in the thread, but i still believe the visitor event reduces the overall chances of getting other events, i have had very prolonged uneventful periods between raids or other major events even with cassandra extreme. ¿Any chances that these visits are somehow scheduled and do not depend of a drawing lot from the pool of possible events?.
- ?.
I'm a complete noob at modding, my only skills is that i can push buttons to input copy pasted words. But, ¿wouldn't using a mod tool facilitate your work and improve the compatibility with other mods? have you considered using some of those in the future? I personally would be burnt by the past situation with the other modding tool, i wouldn't blame you if you don't want to use them.

As i said somewhere in this thread before, you managed to improve this mod and take away all the stuff that was bothering me with the A15 version. You even managed to include other stuff that i'm simply amazed that you could pull off. I really thankful for that.
Keep up the good work!
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Orion on February 18, 2017, 07:57:16 AM
Thanks about your thoughts, you clearly put some time into them!

I haven't had the time to try this mod with a "real" large colony. But usually once my colony gets larger, I have more idle colonists that can attend to guests. I do consider it a full-time job for one or more people that if neglected causes you trouble down the road.
So I'm curious what other people think about this.

Same with visitor events. A lot of people playing with this mod want to run a hotel-like colony and not having visitors then is boring (you want to be able to host multiple groups at once at some point). Depending on how the magic behind Tynan's event queue really works, it could be that queued visitors push away some other events, but it could also just feel that way.

Now there is a chance this escalates if you get very popular, to the point where you will have some people walking out in anger. This is a tricky balance to get right, and testing it on my own does not make up for lots of people with all their mod configurations, etc.
But this might also be a question of preference.

I've had my hands burned with CCL, causing 100s of support questions (when it was added and then again when it was gone), plus I had to undo all dependencies once it wasn't available for the next alpha.
I am tempted to use HugsLib though, since it's a lot more compact than CCL from what I can tell and may actually be updated on time. Having the options menu would help with a few issues where I just can't find a good compromise. Visitor frequency could be one of those.
Also I like the update message feature where I can notify people about gameplay changes when an update happens. Because instead of reading the update notes, a lot of people just ignore everything and write me complains.

I'm glad to hear that the mod has improved for you. Comments like yours are what makes it worth to put all the work into it.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Sirsim on February 18, 2017, 08:30:09 AM
Thank you for this cornerstone mod, i love to have guests and gather the gold they drop when trade :D
I am having a problem though. Is the frequency of the visitors affected by map position or other parameters?
I am having guests once in two seasons aproximately and i wonder if is some faction adding mod or more population storyteller responsible of that.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Pichu0102 on February 18, 2017, 08:36:41 AM
Quote from: Orion on February 18, 2017, 07:57:16 AM
Thanks about your thoughts, you clearly put some time into them!

I haven't had the time to try this mod with a "real" large colony. But usually once my colony gets larger, I have more idle colonists that can attend to guests. I do consider it a full-time job for one or more people that if neglected causes you trouble down the road.
So I'm curious what other people think about this.

Same with visitor events. A lot of people playing with this mod want to run a hotel-like colony and not having visitors then is boring (you want to be able to host multiple groups at once at some point). Depending on how the magic behind Tynan's event queue really works, it could be that queued visitors push away some other events, but it could also just feel that way.

Now there is a chance this escalates if you get very popular, to the point where you will have some people walking out in anger. This is a tricky balance to get right, and testing it on my own does not make up for lots of people with all their mod configurations, etc.
But this might also be a question of preference.

I've had my hands burned with CCL, causing 100s of support questions (when it was added and then again when it was gone), plus I had to undo all dependencies once it wasn't available for the next alpha.
I am tempted to use HugsLib though, since it's a lot more compact than CCL from what I can tell and may actually be updated on time. Having the options menu would help with a few issues where I just can't find a good compromise. Visitor frequency could be one of those.
Also I like the update message feature where I can notify people about gameplay changes when an update happens. Because instead of reading the update notes, a lot of people just ignore everything and write me complains.

I'm glad to hear that the mod has improved for you. Comments like yours are what makes it worth to put all the work into it.
Have you considered maybe having HugsLib as an optional dependency for non-essential things like options and changelogs? If it doesn't find HugsLib, it could fall back to good old editable text files for options and a CHANGELOG.txt. Hmm, but that's double the work. Might not be worth it.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: FadingFog on February 18, 2017, 01:02:48 PM
Hello, Russian translation updated :) --> http://www.mediafire.com/file/5ne7o6la29z0iov/Russian_hospitality.rar
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Napple on February 18, 2017, 01:16:57 PM
Can you incorporate Marvin's "No Doomed Newbies" Mod to Hospitality. Here's the link

http://marvinkosh.omniloth.net/my-rimworld-alpha-16-mods/no-doomed-newbies/
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: faltonico on February 18, 2017, 04:52:14 PM
@Orion,
I'm glad you even consider my thoughts, there is no real rush to implement those changes though, none of them are critical, consider them ideas xD
Huglibs is rather new, but as you said, being more compact and the scope more limited would make it easier to update ... as i have read... unless Tynan changes everything Dx ...and i kind i hope he does... this memory restriction is bollocks.
I do have to play the new version, but a "shaky" bug is making my colony almost unplayable. =/

Quote from: Sirsim on February 18, 2017, 08:30:09 AM
-...- Is the frequency of the visitors affected by map position or other parameters?
I am having guests once in two seasons aproximately and i wonder if is some faction adding mod or more population storyteller responsible of that.
I have a lot of faction mods and it doesn't seem to be anything wrong with them. Also my colony in on the lefts side of the map. I think that if your guests have a bad stay they will take longer to come back. When you are popular as Orion said, you will end up having a lot of guests, and rather frequently.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Sirsim on February 18, 2017, 05:40:25 PM
Quote from: Sirsim on February 18, 2017, 08:30:09 AM
-...- Is the frequency of the visitors affected by map position or other parameters?
I am having guests once in two seasons aproximately and i wonder if is some faction adding mod or more population storyteller responsible of that.
I have a lot of faction mods and it doesn't seem to be anything wrong with them. Also my colony in on the lefts side of the map. I think that if your guests have a bad stay they will take longer to come back. When you are popular as Orion said, you will end up having a lot of guests, and rather frequently.
[/quote]

I maxed the relation rates and nothing changed.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: AngleWyrm on February 18, 2017, 06:05:25 PM
My experience has been that guests have been arriving at a comfortable pace. Recruiting some of them plus the occasional escape pod, wanderers and prisoners and I've got plenty of colonists.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: faltonico on February 18, 2017, 06:22:19 PM
Quote from: Sirsim on February 18, 2017, 05:40:25 PM
I maxed the relation rates and nothing changed.
It is not about relations, it is about how good their stay was.
When they leave there is a message in the upper left corner, it says they'll come back in a few days when successful, and when they hated it, they will not come back anytime soon or something in those lines.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Ruisuki on February 19, 2017, 04:24:04 AM
Can i try to recruit someone thats part of a caravan passing through my colony? I havent activated the mod yet wondering if itll work
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: faltonico on February 19, 2017, 02:50:55 PM
Quote from: Ruisuki on February 19, 2017, 04:24:04 AM
Can i try to recruit someone thats part of a caravan passing through my colony? I havent activated the mod yet wondering if itll work
Only for visitors.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Orion on February 20, 2017, 03:34:05 AM
Quote from: Sirsim on February 18, 2017, 08:30:09 AM
Thank you for this cornerstone mod, i love to have guests and gather the gold they drop when trade :D
I am having a problem though. Is the frequency of the visitors affected by map position or other parameters?
I am having guests once in two seasons aproximately and i wonder if is some faction adding mod or more population storyteller responsible of that.
There are multiple factors. The storyteller mod will affect if "new" visitors randomly show up. Visitors who leave will schedule their next visit based on the proximity of their closest base and how much they liked it. So if you choose to place your base on ice sheets, you're asking for peace and quiet.

Quote from: Pichu0102 on February 18, 2017, 08:36:41 AM
Have you considered maybe having HugsLib as an optional dependency for non-essential things like options and changelogs? If it doesn't find HugsLib, it could fall back to good old editable text files for options and a CHANGELOG.txt. Hmm, but that's double the work. Might not be worth it.
Yeah that's not a nice solution for me. While possible, I'll then have two scenarios (with and without) to error proof.

Quote from: Napple on February 18, 2017, 01:16:57 PM
Can you incorporate Marvin's "No Doomed Newbies" Mod to Hospitality. Here's the link

http://marvinkosh.omniloth.net/my-rimworld-alpha-16-mods/no-doomed-newbies/
I'll look into it when I have more time and motivation.

Quote from: AlexDeluxe on February 18, 2017, 01:02:48 PM
Hello, Russian translation updated :) --> http://www.mediafire.com/file/5ne7o6la29z0iov/Russian_hospitality.rar
Thanks, I'll add it to the next update.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: faltonico on February 20, 2017, 11:07:00 AM
Quote from: Orion on February 20, 2017, 03:34:05 AM
Quote from: Sirsim on February 18, 2017, 08:30:09 AM
Thank you for this cornerstone mod, i love to have guests and gather the gold they drop when trade :D
I am having a problem though. Is the frequency of the visitors affected by map position or other parameters?
I am having guests once in two seasons aproximately and i wonder if is some faction adding mod or more population storyteller responsible of that.
There are multiple factors. The storyteller mod will affect if "new" visitors randomly show up. Visitors who leave will schedule their next visit based on the proximity of their closest base and how much they liked it. So if you choose to place your base on ice sheets, you're asking for peace and quiet.
Cool that you included that proximity check. Maybe that is why i have them so frequently then, my neighbors are rather close.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Pichu0102 on February 20, 2017, 09:55:08 PM
Is there anything you can do to keep guests longer to wait for manhunter packs to pass or stay indoors while raids and the like are underway?
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Orion on February 21, 2017, 03:31:03 AM
Nope. Any suggestions?
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Pichu0102 on February 21, 2017, 03:46:55 AM
Afraid not. At least if you get a lot of visitors, the rep hit is only 5 per person when they decide to leave and walk out into their deaths, and probably wouldn't be able to turn the faction hostile if you had a good enough rep to have that many visitors in the first place.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: MilkyChances on February 21, 2017, 06:58:54 AM
Not sure why my visitors keep leaving "because it's too cold" as soon they enter the map...
It's middle of summer, not even below 0c, they're also fully clothed.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Aerial on February 21, 2017, 11:08:32 AM
First off, thank you for this wonderful mod.  It really adds to the game.

I recently had a small group of tribals visit.  I sold them a bunch of dead man's clothing since they didn't have much money and proceeded to try to make their stay a pleasant one.  Apparently, I succeeded, and to show their gratitude they left me all of the dead man's clothing I'd sold them!  I wanted to run after them going "Nonono, *please* take this stuff with you!"

Is there any way to have the "parting gifts" not include anything that was sold to them recently?  Thanks!
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: AngleWyrm on February 21, 2017, 11:56:22 AM
Quote from: Aerial on February 21, 2017, 11:08:32 AM
"Nonono, *please* take this stuff with you!"
Apparently your expert salesmanship didn't make them actually want that crap either.  :P
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: gsgabsdas on February 21, 2017, 06:39:38 PM
Has anyone else had problems with animals randomly attacking (much more than usual) the guests? Animals will walk through my entire defense setup just to attack guests. It keeps leading to a -5 to -15 depending on if the guest(s) is/are hurt or killed.

I also had a problem with one guest (usually the trader) out of the entire pack who would dig INTO my base. Everyone else would either walk through my main entrance (airlock with doors) or my defensive entrance (sort of a kill-box but has a defined path for people to easily walk through). However, the one guest would dig through mountains/my walls to end up at some point.

I may have fixed it by opening up a few more paths, but it was a pain.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Smokebearer on February 21, 2017, 09:55:29 PM
I'm getting infinite visitor spawns that won't stop until the game crashes. I tried taking out any faction mods, and even running just Hospitality by itself, but the problem persists. Anything I can do about this?
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: AngleWyrm on February 22, 2017, 12:24:01 AM
Quote from: gsgabsdas on February 21, 2017, 06:39:38 PM
Has anyone else had problems with animals randomly attacking (much more than usual) the guests?

Yes, there seems to be a scenario where arriving guests are attacked by a vicious beast. Bear, Tiger, Wolf, something big. My solution has been to clear out the dangerous animals as soon as possible, by killing or taming them.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: faltonico on February 22, 2017, 02:37:58 AM
Quote from: gsgabsdas on February 21, 2017, 06:39:38 PM
Has anyone else had problems with animals randomly attacking (much more than usual) the guests? Animals will walk through my entire defense setup just to attack guests. It keeps leading to a -5 to -15 depending on if the guest(s) is/are hurt or killed.
Which mods are you using? i would like to cross them with the ones i'm using.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Orion on February 22, 2017, 03:12:42 AM
Attacking animals: This comes from a mod. I don't know which.

Digging through walls: This is seemingly a mod conflict. I couldn't find the culprit yet.

Sold stuff: I can't track what you have sold them, only what they have bought themselves. I could turn off parting gifts entirely, but I do like it myself.

Infinite visitor spawns: I couldn't track this one down yet. How about your log file? It seems to have to do with a repeating error days earlier, where they schedule their arrival 100s of times. If you don't play in dev mode you might miss (reporting) that, which is the actual problem.

Leaving because of cold: No idea, is it some wonky new faction type that needs it really warm?
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Smokebearer on February 22, 2017, 03:32:44 AM
The error log didn't say anything strange until I turned Hospitality off. When I did that, it just listed about 12 errors involving Alpaca Wool, or other vanilla cloth types. Not sure what all that was about.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Orion on February 22, 2017, 04:47:15 AM
Yeah that's exactly the point. It fails spawning visitors days before (like, 50 times per second) and each fail schedules arriving visitors for days later, which then all spawn at the same time. So it could be it happened in a previous session.

And yeah, turning complex mods off midgame is pretty much impossible. It would be, if the game implemented some hooks / mechanisms for mods to gracefully uninstall, but the game doesn't, so that's that.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on February 22, 2017, 04:49:30 AM
Btw, Chinese and Russian translations are updated now, for those who use them.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Canute on February 22, 2017, 07:16:31 AM
Quote from: Orion on February 22, 2017, 03:12:42 AM
Sold stuff: I can't track what you have sold them, only what they have bought themselves. I could turn off parting gifts entirely, but I do like it myself.
There just came a suggestion in mind.
It summary when the visitors leave is sometimes a bit to fast away to read it proper.
Could you maybe enable a switch to create an event window like when visitors arrive ?
And when you create this window, maybe a summary about sold object with prices if you can keep track of the sales (but i don't think so).
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: serfis on February 22, 2017, 07:43:52 AM
hey Orion!
Nice mod man :)
I have an idea/suggestion for the mod regarding faction leaders. Currently, when a faction leader dies and gets replaced it doesnt actually have any other effect (that im aware of) than a message. I was thinking it would be cool if your reputation with the faction changed based on how much are you liked by the new leader (if you have met them previously ofc), i think this would make reputations a little more dynamic and make the faction leader change event feel more "alive".
Dont really know how doable is this, but i thought i had to share the idea.
Title: Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
Post by: Flimflamshabam on February 22, 2017, 11:02:24 AM
Quote from: Orion on February 22, 2017, 03:12:42 AM
Attacking animals: This comes from a mod. I don't know which.
I can't think of what mod, the closest mod I have that comes to effecting animal behaviour is WishMaster's Smarter Food Selection and it should only be effecting colony tamed animals.

Quote from: Orion on February 22, 2017, 03:12:42 AM
Sold stuff: I can't track what you have sold them, only what they have bought themselves. I could turn off parting gifts entirely, but I do like it myself.
Can you keep track of the stuff they spawn in with? If you could you could limit parting gifts to what they come on to the map with.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: AngleWyrm on February 22, 2017, 11:17:48 AM
I don't see a reason to eliminate re-gifting, especially where undesirable junk is concerned.

Recycle, Mend, Burn...There's already lots of ways to process garbage.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: sefer on February 24, 2017, 10:48:54 AM
How would I go about getting the mod to work with Hygiene by Ling? Visitors don't bathe...which results in mental breakdowns, bad faction relations, and people always going nuts and killing each other. I use Hygiene by Ling that simply adds tubs and showers.

Do you think you could add a compatibility patch? I,ll dig into your files and see if I can figure out how you make prisoners bathe and then maybe I could do one... I'm not that great at it though.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: faltonico on February 24, 2017, 04:08:38 PM
After a lot of testing, I haven't been able to pinpoint the reason for my game to be in the state it is, so, I decided to play like that and not start a new colony until i know what is going on. So, I ended up updating your mod...
Looking good so far, thanks!

On a side note, wild animals attacking guests might be related to the "Smarter Food Selection" mod, i have yet to confirm that though. Other people having this issue should post if they have that other mod enabled to see if it can be related.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: arscis on February 25, 2017, 05:27:25 PM
Quote from: arscis on February 25, 2017, 05:27:25 PM
On a side note, wild animals attacking guests might be related to the "Smarter Food Selection" mod, i have yet to confirm that though. Other people having this issue should post if they have that other mod enabled to see if it can be related.

I also have "Smarter Food Selection"; having the same issue. I'll try starting a colony without it and see how it goes.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Sirsim on February 25, 2017, 05:41:42 PM
I don't know if this has to do with the mod but guests sleep way to much!
They go to sleep when rest rich 75-80% and to full rest again. As result they are more time sleeping that doing anything else. Like shopping let's say :D. Great mod, i play in Phoebe peaceful god mode just really enjoying to have income only from guests.

Edit: Free coffee didn't solve the issue, making noise in the guest room either.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: arscis on February 26, 2017, 12:50:53 AM
After some light testing it does seem like wild animals attacking guests is caused by "Smarter Food Selection"
Title: Re: [A16] Hospitality (v1.16e - updated 15.01.2017)
Post by: Jstank on February 27, 2017, 07:15:55 AM
Quote from: Jstank on February 13, 2017, 06:52:52 PM
[..]get a grenade and throw it 'around the area' of one of the guests. [..] get a +10 rep from the faction... and you get to keep the stuff.
I could make them become hostile if someone gets downed, but I don't think that's better. Any ideas how this could be fixed?

The problem really is that it is very tempting to have my guest 'accidentally' trip over a grenade because a party of 1 or 2 have a chance to possess a ridiculously good and expensive vancidium(advanced prostheses) spear (or something similar)! It is a weird thing that happens when this is used with other mods that these lonely travelers just happen to have REALLY EXPENSIVE THINGS LIKE OVER 12K OF SILVER ITEMS, and so they accidentally walk over a grenade when they visit my base... Opposies, sorry I'll be taking that THANKS FOR YOUR VISIT I HOPE YOU COME BACK SOON! like who the hell would make a spear out of vancidum any how, that is asking to be mugged.

I would suggest spawning them either without the spear, which seems to be the only really expensive item they can come with or find some way to limit what their equipment is made of, because if it is like a low count item like gold, or vancidium, poly whatever... then it certainly is worth the -5 faction penalty to steal it.

Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on February 27, 2017, 10:55:42 AM
Quote from: Canute on February 22, 2017, 07:16:31 AM
There just came a suggestion in mind.
It summary when the visitors leave is sometimes a bit to fast away to read it proper.
Could you maybe enable a switch to create an event window like when visitors arrive ?
And when you create this window, maybe a summary about sold object with prices if you can keep track of the sales (but i don't think so).
I don't even entirely understand what you mean. But it sounds like work than it's worth...

Quote from: serfis on February 22, 2017, 07:43:52 AM
hey Orion!
Nice mod man :)
I have an idea/suggestion for the mod regarding faction leaders. Currently, when a faction leader dies and gets replaced it doesnt actually have any other effect (that im aware of) than a message. I was thinking it would be cool if your reputation with the faction changed based on how much are you liked by the new leader (if you have met them previously ofc), i think this would make reputations a little more dynamic and make the faction leader change event feel more "alive".
Dont really know how doable is this, but i thought i had to share the idea.
It's a good idea and in the past I've thought about doing something meaningful with the leaders (like special visits or so). I also thought about storing the faction relationship entirely with the leader, which could be fun too. You kill the leader of a hostile faction? Maybe the new one actually likes you and you have a new ally.
You recruit the leader of an allied faction or he happens to die? Maybe the new leader is not fond of you and you have a new enemy.
But it does involve work and it also does more than is in the scope of this mod (which is already quite large). So it sounds more like something for a new mod.

Quote from: Flimflamshabam on February 22, 2017, 11:02:24 AM
Can you keep track of the stuff they spawn in with? If you could you could limit parting gifts to what they come on to the map with.
I could, and I even tried. But I wasn't satisfied with how it worked. They're guests and not your trash can, even though they pay for your trash. Maybe that should be limited instead :P

Quote from: sefer on February 24, 2017, 10:48:54 AM
How would I go about getting the mod to work with Hygiene by Ling? Visitors don't bathe...which results in mental breakdowns, bad faction relations, and people always going nuts and killing each other. I use Hygiene by Ling that simply adds tubs and showers.

Do you think you could add a compatibility patch? I,ll dig into your files and see if I can figure out how you make prisoners bathe and then maybe I could do one... I'm not that great at it though.
I find compatibility patches very difficult to do. Especially since I don't like those extra mods you have to add on top - I'd rather want it to be dynamic and "just work". But right now I don't have the nerves to make this. It's on the list - but the list is long.

I guess best would be if I was in contact with Ling directly and we figure something out together.

@arscis & faltonico: Thanks for pinning it down! I'll mention the mod on the front page.

@Sirsim: Actually they like staying in bed real long, even when they're not sleeping. Maybe I should add that they plan sightseeing tours during their stay, like proper tourists. But most likely they'll just walk into a raid or something. Thing is, once their other needs are satisfied they'll just stay in bed.

Quote from: Jstank on February 27, 2017, 07:15:55 AM
I would suggest spawning them either without the spear, which seems to be the only really expensive item they can come with or find some way to limit what their equipment is made of, because if it is like a low count item like gold, or vancidium, poly whatever... then it certainly is worth the -5 faction penalty to steal it.
This is much harder done than said. In fact, the value of everything visitors spawn with is checked and capped - but for some strange reason those ridiculous unobtainium spears don't give the correct market value until the guests are on the map with it. I couldn't find a proper workaround yet. Maybe I could make it so that if you steal their holy gold spear of awesome, that they get super pissed (maybe it's a special artifact that they take on all their trips?). So you down the guy with the spear, they're instantly hostile. The spear was not meant for you - it's a token of their god!
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: pinguin42 on February 27, 2017, 11:13:40 AM
I've had 2 people from different visitor groups starve to death, even though they had food in their inventory. Both of them were the traders that spawned with the group and both seemed broken on everything: wouldn't eat, wouldn't use joy items, they might have slept eventually from exhaustion. They don't seem to care either, the first time it happened I got a score of 100 and he died just outside my walls (I didn't even notice until I got the chief angered message and searched my map for a dead pawn). The second time I paid close attention and noticed the trader was just wandering around doing nothing, even though the guest area includes all the joy items, a fridge and 10+ beds. His mood was around major break risk, solely due to my colonist smooth talking him, his food, comfort and joy bars were at 0. At first I thought it might be due to Gourimet changing the meals and them spawning with a non-regular mealtype in their inventory (like hot cocoa, soup or tea), but I sold the second one fine meals and pemmican (should be unaffected by that mod), and he still refused to eat.

Can I change the load order to move Hospitality to the last spot on an active save? Could that change anything? I'm pretty sure it's near the bottom anyways.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 01, 2017, 02:55:42 AM
Moving it around can sometimes help when you have a mod conflict, like now.
It seems odd that only the traders have the issue.

Don't make the assumption that mods don't change things that are already there. For example, to create certain guest behaviors I have to overload functions of all pawns - and that even includes animals and mechanoids. So these are all prone to conflicts when another mod tries to do something with the same functions.

And that's just a direct conflict (which mod gets to override the function?). But often it's more subtle. The functions may not conflict, but their results somewhere down the line do.

So with the information you've given I can't yet conclude anything. Would you share your console log / output_log?
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: LethalSalad on March 01, 2017, 02:50:52 PM
I've found this bug (Well, more of a slight mistake), where visitors buy the stuff they just sold to me (because they'll be dropped in the guest area). Usually even for WAY less than I bought it for.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: pinguin42 on March 01, 2017, 03:16:52 PM
Here's the log:
https://gist.github.com/HugsLibRecordKeeper/5e1c18e0b9a9d36b9ad736c2f7906609
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Tanelorn on March 01, 2017, 09:20:42 PM
Regarding the friend requirement for recruiting

I find it impossible to ever recruit visitors due to the friend requirement. The game does not seem to track pawns in other factions and I >NEVER< get a return visitor. It's virtually impossible to reach the 3 or 4 friends level on a single visit and they don't seem to ever revisit. Meaning, I can never recruit visitors.

Please reconsider the requirements. Lower them, and also investigate if pawns actually visit more than once or if the game makes fresh pawns on every visit.

Thanks for a great mod!
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Jstank on March 01, 2017, 11:47:08 PM
Quote from: Jstank on February 27, 2017, 07:15:55 AM
I would suggest spawning them either without the spear, which seems to be the only really expensive item they can come with or find some way to limit what their equipment is made of, because if it is like a low count item like gold, or vancidium, poly whatever... then it certainly is worth the -5 faction penalty to steal it.
This is much harder done than said. In fact, the value of everything visitors spawn with is checked and capped - but for some strange reason those ridiculous unobtainium spears don't give the correct market value until the guests are on the map with it. I couldn't find a proper workaround yet. Maybe I could make it so that if you steal their holy gold spear of awesome, that they get super pissed (maybe it's a special artifact that they take on all their trips?). So you down the guy with the spear, they're instantly hostile. The spear was not meant for you - it's a token of their god!
[/quote]

And if it's truely an accident then that would be quite the diplomatic incident.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: AngleWyrm on March 02, 2017, 01:26:27 AM
Quote from: Tanelorn on March 01, 2017, 09:20:42 PM
I find it impossible to ever recruit visitors due to the friend requirement.

Do you have anyone in your team with good social skills? I have a level-10 social on every deployment for recruiting prisoners and trade, and I almost always have the option to recruit visitors. Most of the time I'm turning them down because I don't need the skills they have, or they have bad traits or health issues.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 02, 2017, 03:53:24 AM
Quote from: pinguin42 on March 01, 2017, 03:16:52 PM
Here's the log:
https://gist.github.com/HugsLibRecordKeeper/5e1c18e0b9a9d36b9ad736c2f7906609
Sorry, it's not very useful. I need the log from when it actually happens. So next time it happens, send me the log.

Quote from: Tanelorn on March 01, 2017, 09:20:42 PM
I find it impossible to ever recruit visitors due to the friend requirement. The game does not seem to track pawns in other factions and I >NEVER< get a return visitor. It's virtually impossible to reach the 3 or 4 friends level on a single visit and they don't seem to ever revisit. Meaning, I can never recruit visitors.

Please reconsider the requirements. Lower them, and also investigate if pawns actually visit more than once or if the game makes fresh pawns on every visit.

Thanks for a great mod!
Well, it's sort of half-half. The game does sometimes throw in new people, not always, though. All the influencing your people so on them is forgotten until the next time, though. So all that is remembered is the actual friendship (deep talks and such).
This system is the best we've had so far. It makes sense in terms of the game and removes a lot of the randomness. It should scale well with your colony size too.
So my guess is that something else is going wrong.

Quote from: LethalSalad on March 01, 2017, 02:50:52 PM
I've found this bug (Well, more of a slight mistake), where visitors buy the stuff they just sold to me (because they'll be dropped in the guest area). Usually even for WAY less than I bought it for.
That's an issue indeed. I'll see if I can do something about it.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: faltonico on March 02, 2017, 06:10:10 AM
Quote from: Orion on March 02, 2017, 03:53:24 AM
Quote from: Tanelorn on March 01, 2017, 09:20:42 PM
I find it impossible to ever recruit visitors due to the friend requirement. The game does not seem to track pawns in other factions and I >NEVER< get a return visitor. It's virtually impossible to reach the 3 or 4 friends level on a single visit and they don't seem to ever revisit. Meaning, I can never recruit visitors.

Please reconsider the requirements. Lower them, and also investigate if pawns actually visit more than once or if the game makes fresh pawns on every visit.

Thanks for a great mod!
Well, it's sort of half-half. The game does sometimes throw in new people, not always, though. All the influencing your people so on them is forgotten until the next time, though. So all that is remembered is the actual friendship (deep talks and such).
This system is the best we've had so far. It makes sense in terms of the game and removes a lot of the randomness. It should scale well with your colony size too.
So my guess is that something else is going wrong.
Now that i think about it, do you know if WorldPawnGC by Zenthar would "delete" the pawns from previous visits? I got to play with the new version of the mod for a couple hours before i had to delete my save, but it thought you had to befriend them on the first visit (not that i did try to do it though), because i thought it was unlikely i would see any of my visitors again.
I did get a passer by that was friends with a couple of my pawns though.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Tanelorn on March 03, 2017, 01:03:01 AM
Quote from: Orion on March 02, 2017, 03:53:24 AM
Well, it's sort of half-half. The game does sometimes throw in new people, not always, though. All the influencing your people so on them is forgotten until the next time, though. So all that is remembered is the actual friendship (deep talks and such).

Ok just to be clear, we can expect the same pawns to return for future visits and they remember who befriended them? If so, my next question is: how large is the pool of potential visitors from any faction? What is the percentage chance that any given pawn will have a return visit?
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 03, 2017, 02:54:14 AM
Quote from: faltonico on March 02, 2017, 06:10:10 AM
Now that i think about it, do you know if WorldPawnGC by Zenthar would "delete" the pawns from previous visits? I got to play with the new version of the mod for a couple hours before i had to delete my save, but it thought you had to befriend them on the first visit (not that i did try to do it though), because i thought it was unlikely i would see any of my visitors again.
I did get a passer by that was friends with a couple of my pawns though.
I don't know that mod. Can you post a link? It does sound like it would delete those pawns, yes. The thing is, only the "friend stuff" is actually stored. All the influencing your diplomats do is not.

Quote from: Tanelorn on March 03, 2017, 01:03:01 AM
Ok just to be clear, we can expect the same pawns to return for future visits and they remember who befriended them? If so, my next question is: how large is the pool of potential visitors from any faction? What is the percentage chance that any given pawn will have a return visit?
This is correct. I'm not sure about the pool size and the chance of return. It's all hidden behind somewhat convoluted RimWorld magic so to find out there's some digging involved.
On the other hand, it is quite possible to convince visitors the first time around. Make sure they hang out where your colonists are so natural conversation happens and have a few semi-skilled diplomats running around to keep at it.
Do note that it makes a difference if you check the recruit box on the visitor. If it is off, the diplomat will spend 50% effort on increasing the person's mood, and 50% on creating friendships. If it is checked, 100% will go into friendships.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: faltonico on March 03, 2017, 03:21:33 AM
@Orion
World Pawn GC (https://ludeon.com/forums/index.php?topic=30114.msg306386#msg306386)
The mod is still experimental though, but it is worth using it for testing just for its premise, it looks promising.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 04, 2017, 04:05:44 AM
From the description of the mod, it should be just fine, since befriended pawns are kept (such as guests).
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Wishmaster on March 04, 2017, 06:27:56 PM
Could it be possible not to have specific guest beds, and be able to assign beds for guests just like we do for prisoners ?
I would really enjoy this flexibility.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 05, 2017, 03:35:24 AM
Quote from: Wishmaster on March 04, 2017, 06:27:56 PM
Could it be possible not to have specific guest beds, and be able to assign beds for guests just like we do for prisoners ?
I would really enjoy this flexibility.
This is being asked almost daily (particularly on Steam, where people don't read previous comments). The short answer: It's not possible.
The long answer: It's a lot of work and would introduce lots of potential compatibility issues with other mods since it affects the sleeping, prisoner and medical system and all characters including mechanoids and animals.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Wraithling on March 06, 2017, 01:26:15 AM
Hello Orion, I've been a long-time user of your Hospitality mod, and I love it to bits!  :P

I'd like to give some feedback on v1.16f2. Ever since you tweaked visitors to stay longer in our colonies, they have been eating a lot of my food. In previous versions (at least to the extent of my observations), visitors always bring enough food with them. Now in v1.16f2, they start raiding my fridge barely 24-hours in (and they tend to stay up to 3 days). This is a very major change in behavior imho. Is this working as intended?

Apart from that, I'm loving the continuous changes you bring into how recruiting works. The current one is quite challenging, as I need more socially capable pawns as opposed to one super socialite from previous versions. Thanks for your work!
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 06, 2017, 08:47:49 AM
Thanks for your feedback! I'm glad you enjoy it.

It is... sort of on purpose. Since you can now send them away, you can limit the damage if it gets too extensive. But if you really want to recruit one of them, you can use the whole time for that purpose. But obviously you'll have to feed them.
If you don't want them to raid your storage, you have to adjust their area to not include your storage. Of course then they'll starve and be mad at you. But you can always dump some cheaper food in their area.

So far I like the current recruiting system the best. It's tricky but not too much. It's fairer than pure chance. If you have a super social pawn, he can do a lot, since diplomats will endorse other colonists they like. But once you have a larger colony, one will not be enough anymore. So I think the difficulty scales properly with colony size.

I'm always glad to hear how you guys experience it, though, it's my only way to fine tune the mod.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: pinguin42 on March 06, 2017, 11:15:55 AM
Quote from: Orion on March 02, 2017, 03:53:24 AM
Quote from: pinguin42 on March 01, 2017, 03:16:52 PM
Here's the log:
https://gist.github.com/HugsLibRecordKeeper/5e1c18e0b9a9d36b9ad736c2f7906609
Sorry, it's not very useful. I need the log from when it actually happens. So next time it happens, send me the log.

I had some time to play this weekend and found that I'm unable to reproduce what happened. I've had several groups of visitors, both tribal and townspeople, both with traders and without, none of them malfunctioned. The only thing I can think of that's different is that when it happened I had visitors assigned to the home area and now they have their own area and possibly I didn't have "allow buying items" turned on.

To be frank though, I have the feeling some of the mods are not playing nice together in general. I play with dev mode on and get thrown error logs quite often. About pawn jobs (hauling hysteresis/better crafting?), harvesting, corpse deletion (zhentar's world pawn GC) and others. Before my next run I'll do a "disable half the mods and see if you still get errors, then disable half again, etc"-thingy to see if I can narrow something down.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Dorian on March 06, 2017, 02:20:57 PM
I apologize for not reading all 99 pages, but I was wondering if you get negative relations, or something bad if you don't accommodate visitors?  Just wondering if I can install this and only use the mod for bonuses when I have a well-built colony.  Or will visitors show up and be pissed that they have nowhere to stay/play etc?
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Devon_v on March 06, 2017, 07:16:31 PM
Quote from: Dorian on March 06, 2017, 02:20:57 PM
I apologize for not reading all 99 pages, but I was wondering if you get negative relations, or something bad if you don't accommodate visitors?  Just wondering if I can install this and only use the mod for bonuses when I have a well-built colony.  Or will visitors show up and be pissed that they have nowhere to stay/play etc?
They get annoyed and it degrades relations if they have no place to stay.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: AngleWyrm on March 06, 2017, 10:29:34 PM
A Cautionary Tale from the Chicken Coop
I had a stack of 16 eggs stashed in a hatchery area inside and away from dogs and wild animals, but I hadn't considered visitors. After many days the eggs were about to hatch and when I went to look at them, they were gone! Noooooooooo! Do you have any idea how much 16 chicks are gonna cost to buy back from the visitors?

But even while I was musing over this the eggs hatched out from under the sleeping visitors. They were born wild, belonging neither to the visiting faction members nor to my own faction, so I set about taming them. Much better, and I had a good animal handler for the job.

Moral of the story: Make sure your hatchery isn't part of the guest quarters :P
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 07, 2017, 01:18:19 PM
@AngleWyrm: Haha, nice story
@Dorian: According to the latest complaints they're pretty easy to satisfy. But yes, the mod will give you penalties if you don't care.
@pinguin: It's a miracle the game generally runs that well, considering the amount of different mods people use together. But yes, expect bugs and trouble.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Ruisuki on March 07, 2017, 10:23:34 PM
Few questions I hope you guys can answer for me

1. Just had an event where a characters dad wanted to join "for a while" I accepted him, but is he gonna be here forever? Or eventually leave as the text suggested? Im pretty sure its from Hospitality as Ive never gotten this event before adding it.

2. I've read that vanilla A16 added the chance of a colonist being recruited via rescue. Does this mod improve that chance, or were the people saying this possibly attributing such feature to this mod, unknowingly?

3. On the items I put on guest rooms to sell...can they still be bought if I forbid them? I constantly do that with meals. High priority colonist consume them, then immediately forbid so others dont pile on the now unforbidden meal. I do this because I often have a stockpile at critical somewhere I forgot about on the map and now cant find and dont want colonists taking the things Im trying to sell to guests, back to storage.

4. If I dont try to recruit or entertain these guests I should be safe from the relation penalty yeah? Can I just tell them to leave?

5. What are some tips y'all suggest for recruiting people? Will joy items and right click-recruit suffice? Or is there more I can do?
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: AngleWyrm on March 08, 2017, 12:44:22 AM
#1: I have had joined characters from that for a while event for 3~5 seasons, and have never seen a matching closing event where they decide that for a while is over. Would be nice if that vague time limit existed, and could be fun to either encourage them to stay when they decide the probation period is over or to discourage them from staying if they weren't what you needed after all.

#3: I use storage containers for food so that I can specify what is allowed in them and what is not. That way the storage containers in the guest quarters don't contain what I don't want to sell. There's a few mods that provide food storage; the one I'm currently using is Extended Storage (https://ludeon.com/forums/index.php?topic=14177.0) by Skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346), which also includes little freezer units I like to think of as vending machines.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Canute on March 08, 2017, 02:57:33 AM
1. currently there is no way/event that a colonist can leave your colony. So "for a while" means "forever".

2. Orion mention somewhere he lowered the chance from "allways join" a bit. But the chance that a rescues pawn don't want to join is very low.

4. Depend on your base/guest area. If they got enough entertainment from object and nice looking furnitures they maybe enjoy their visit.
But never so much then when they got entertained by one of yours.

5. first entertrain them a few time, only happy visitors may think about to stay/join your colony. But more then to enable the flag you can't realy do.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: AngleWyrm on March 08, 2017, 05:49:00 AM
Quote from: Canute on March 08, 2017, 02:57:33 AM
1. currently there is no way/event that a colonist can leave your colony. So "for a while" means "forever".

It's possible to code that behavior into the game though; Puffin's Rumours & Deception (https://ludeon.com/forums/index.php?topic=27288.0) mod has this as a feature:

Quote
- Defection: A socially isolated colonist may, over time, decide that they're better off elsewhere. If they remain friendless, they may walk off the map and join an ally.
- Splinter: In the unlikely event that a clique of friends forms within the colony that is largely hostile to the rest, they may choose to leave together and form a new map faction. They will take some of your colony's belongings with them as they go.
- Brawl: Even if they don't leave, hostile cliques will start fights- unless you patch up your fractured colony, mass brawls will break out.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Canute on March 08, 2017, 05:57:14 AM
Doh, one of the few mods i never tryed.
Yes with these mod your pawns could leave, but the pawn from the join event is now part of colony. The "for a while" is just cosmetic :-)

Don't you know "for a while" mean until you kick him out or he die even at reallife ? :-)
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: b4d on March 19, 2017, 12:03:18 AM
Anyone ever tried making a large base fully walled off without any entrance (for raiders. colonist can use the doors) with a guest bed inside and experience a heavy lag after clicking on the guest bed?

tried to reproduce the issue with minimalist modlist still lags so hard


Core
HugsLib
Mod List Backup
Hospitality


here's the save file if anyone wants to try it out :
https://www.dropbox.com/s/evq1srk0nkp5hhg/GuestBed.rws?dl=0
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 19, 2017, 06:51:48 AM
Quite possible it's an expensive calculation. Don't click on guest beds?
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Wishmaster on March 23, 2017, 06:11:40 PM
Hello. The conflict that was mentioned with "Smarter Food Selection" is now solved.
There are no more known conflict with my mod. Can you update the topic please ?
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 24, 2017, 04:18:28 AM
Excellent! Thanks for your work!
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Ruisuki on March 28, 2017, 02:35:15 AM
Does high relation impact the probability of visitors from that faction showing up? I only ever get visitors from tribals, havent gotten any from the one Outlander faction in over a year at least. I cant remember if i ever did. The outlanders are at 100 relationship, the tribes are in the 50s-70s
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Canute on March 28, 2017, 02:43:39 AM
Maybe you just got tribal's neightbours.
Try to check the factions around your base.
Or do you think a faction from the other side will travel a half year to visit you ?
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Ruisuki on March 28, 2017, 04:14:02 AM
Quote from: Canute on March 28, 2017, 02:43:39 AM
Maybe you just got tribal's neightbours.
Try to check the factions around your base.
Or do you think a faction from the other side will travel a half year to visit you ?
outlander factions are about the same distance away as the tribal villages
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on March 28, 2017, 07:18:45 AM
The first visit of a faction is random. After that they come regularly.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: faltonico on March 31, 2017, 12:13:19 PM
Against all common sense... i made another colony in A16 (because i'm hyped over rimushima).
Your update is faring well for me, though i didn't install it until i was ready to receive visitors.
I don't usually recruit through your mod unless i see some outstanding prospect, i have yet to do it with the new update, but so far, i have had the possibility to recruit several guests.
Correct me if i'm wrong, guest make friends easily with pretty/beautiful pawns, and they are most likely to befriend colonist if they are set to entertaining them, event if they are not that good at social, a nice cowboy hat helps them.

I see them coming loaded with silver, but sometimes i worry that they'll run out of money and thus can't buy any more food because they expend a lot buying crap i leave around their area. ¿Do they come with enough food for their stay? or is their load-out random?
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: AngleWyrm on March 31, 2017, 02:39:50 PM

(https://s-media-cache-ak0.pinimg.com/originals/93/c3/41/93c3418634a01e1412840754bfd4eb1a.jpg)The guests that arrive have a friendship requirement; a count of the number of people in your colony they consider friends. Social chats increase (and sometimes decrease) the relationship until it crosses over to friendship.

Once they have their needed count of friends in the colony, they can join the colony as their new home.

The bar that indicates how many friends they need, and how many they currently have can be seen by selecting a guest and then clicking on the guest tab.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: Orion on April 01, 2017, 07:20:54 AM
The silver and item loadout is indeed random. With me, in fact, they usually bring enough food that they never need to buy anything. I'm not touching that part of the code.

Some people have reported that visitors just take food when they're hungry. That's most likely a mod conflict, though.

Another thing about the required friends, by the way - should they meet someone in the colony they don't like, they will need an extra friend to be recruited. So for example they'd require 3, but there are 2 colonists they don't like, they will require 5 instead of 3 to make up for it. The base amount of friends needed is dependent on how many colonists you already have.
Also the required friendship level increases over time and with game difficulty. It uses a similar formula to the one used for recruiting prisoners.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: faltonico on April 01, 2017, 01:33:00 PM
Quote from: Orion on April 01, 2017, 07:20:54 AM
Another thing about the required friends, by the way - should they meet someone in the colony they don't like, they will need an extra friend to be recruited. So for example they'd require 3, but there are 2 colonists they don't like, they will require 5 instead of 3 to make up for it. The base amount of friends needed is dependent on how many colonists you already have.
Also the required friendship level increases over time and with game difficulty. It uses a similar formula to the one used for recruiting prisoners.
That would explain why some guest says that they can't be recruited even though i have over the amount of friends required... I'll have to make a new area to separate problematic pawns from guests.
Thanks for clarifying that.

Also, when i first installed it, visitors never came... and then, shyly, ambassadors came very infrequently, i bribed the other factions to 100 good will, and gradually the kept coming back, to the point i got this:
(https://www.mediafire.com/convkey/41ba/o0983ehfak2mmns4g.jpg) (http://www.mediafire.com/view/o0983ehfak2mmns/hospitality.png)
2 different factions visiting at the same time.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: bob112 on April 05, 2017, 07:38:05 AM
does anyone know what counter (300) = 300 means in the debug log? because for some reason when the hospitality mod is installed it stops visitors from arriving both naturally and when I try to spawn them in via dev mode it doesn't stop caravans or travellers/wanderers just visitors I don't know what caused it to happen or how to stop it but I'd like to know because it pretty much makes the hospitality mod useless and I quite like the hospitality mod can anyone help?
Title: Re: [A16] Hospitality (v1.16g - updated 05.04.2017)
Post by: Orion on April 05, 2017, 11:03:00 AM
I've released a new version:

Update
- Fix: Exception when guests are taken prisoner
- Fix: Strange behavior when arresting guests
- Tweak: Charming guests now adds less mood
- New: Spanish translation
- New: Now supporting Dubs Bad Hygiene mod
- Tweak: Guest need satisfaction behavior
- New: Now using HugsLib (https://ludeon.com/forums/index.php?topic=28066.0)
Title: Re: [A16] Hospitality (v1.16g - updated 05.04.2017)
Post by: Dr_Zhivago on April 05, 2017, 11:56:08 AM
New update causes an error log with "Psychology"

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to Pawn_RelationsTracker.Notify_RescuedBy (assembly: Hospitality) ---> System.Exception: method was already detoured to Psychology.Detour._Pawn_RelationsTracker._Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
Title: Re: [A16] Hospitality (v1.16g - updated 05.04.2017)
Post by: cladicus on April 06, 2017, 12:50:42 AM
I can't seem to make enough friends when I try to charm / recruit people.

I only ever make it to 2.

I tried assigning everyone to negotiating but it doesn't seem to change anything.
Secondly, I tried making my colonists "hang out" in the guest room. They wouldn't stay, even when it was the sole source of joy, so I drafted them all and made them stay in the guest room.

Not much "hanging out", in the end they just left the room to eat and sleep with no change on visitor friendship.

I've searched all night, can you please dumb down, like I'm 5 years old, how to become friends with visitors, mainly reaching the goal of friends to the visitor.

Thank you.
Title: Re: [A16] Hospitality (v1.16g - updated 05.04.2017)
Post by: System.Linq on April 06, 2017, 02:23:06 AM
Quote from: Dr_Zhivago on April 05, 2017, 11:56:08 AM
New update causes an error log with "Psychology"

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to Pawn_RelationsTracker.Notify_RescuedBy (assembly: Hospitality) ---> System.Exception: method was already detoured to Psychology.Detour._Pawn_RelationsTracker._Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()

This error always existed, and is only noticeable now that Hospitality is using HugsLib.

Orion: What exactly does Hospitality do in Notify_RescuedBy? It would likely be easiest for you to implement the limited functionality Psychology places there (it's very easy and simple to do this) and then tell people to load Hospitality before Psychology.
Title: Re: [A16] Hospitality (v1.16g - updated 05.04.2017)
Post by: Orion on April 06, 2017, 04:48:11 AM
@Linq: This is what it's adding:
                var compGuest = pawn.GetComp<CompGuest>();
                if (compGuest != null)
                {
                    compGuest.OnRescued();
                }

Essentially it starts tracking the person and marking them as rescued.

What does Psychology do there?


@cladicus: How many colonists do you already have? It gets progressively harder with the amount of colonists you have. Since most storytellers think that 13 colonists is optimal, around that amount it becomes quite tricky to recruit more. It definitely helps to have some people around with "instant rapport" traits, like pretty or beautiful. Also highly skilled negotiators are handy, since they will promote your other colonists. Don't let beginners do this, they will just annoy the guests and ruin the chance for the better ones.
Title: Re: [A16] Hospitality (v1.16g - updated 05.04.2017)
Post by: System.Linq on April 06, 2017, 05:19:51 AM
Psychology simply adds this:


                rescuer.needs.mood.thoughts.memories.TryGainMemoryThought(ThoughtDefOfPsychology.RescuedBleedingHeart, t.GetPawn());


For which you can do this:


                ThoughtDef kp = DefDatabase<ThoughtDef>.GetNamedSilentFail("RescuedBleedingHeart");
                if(kp != null)
                {
                        rescuer.needs.mood.thoughts.memories.TryGainMemoryThought(kp, t.GetPawn());
                }
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 06, 2017, 02:15:37 PM
I've uploaded a new version that does this. However Psychology should use a detour fallback handler to not throw an error when Hospitality is loaded first.
Title: Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
Post by: bob112 on April 06, 2017, 02:35:44 PM
Quote from: bob112 on April 05, 2017, 07:38:05 AM
does anyone know what counter (300) = 300 means in the debug log? because for some reason when the hospitality mod is installed it stops visitors from arriving both naturally and when I try to spawn them in via dev mode it doesn't stop caravans or travellers/wanderers just visitors I don't know what caused it to happen or how to stop it but I'd like to know because it pretty much makes the hospitality mod useless and I quite like the hospitality mod can anyone help?

Can anyone please help me with this?

EDIT: After a little more testing it seems as though counter (300) = 300 is not what was stopping visitors from spawning naturally or via dev mode but for some reason visitors are not spawning and i don't know why admittedly i'm no expert in reading the debug log but i can't see anything that gives any clues as to why visitors won't spawn I've tried going debug actions menu -> Execute incident with... -> visitor group and tried every point size but there nothing appears in the debug log in response at all there's no white text or yellow text or red text nothing appears to give me any sort of clue!
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Dr_Zhivago on April 06, 2017, 04:54:58 PM
Appreciation for resolving the conflicts with Psychology. Even if it wasn't a real issue, it's nice to not have the red error logs. Cheers!
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 06, 2017, 05:33:08 PM
@bob112: Look, there's a real easy solution here. Just upload your debug log somewhere and I'll take a look at it.
@Dr_Zhivago: No problem! It's not every day I get the solution spoon fed. Usually I have to dig it up myself, and I'm not always inclined to do that.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: bob112 on April 06, 2017, 05:47:49 PM
Quote from: Orion on April 06, 2017, 05:33:08 PM
@bob112: Look, there's a real easy solution here. Just upload your debug log somewhere and I'll take a look at it.
@Dr_Zhivago: No problem! It's not every day I get the solution spoon fed. Usually I have to dig it up myself, and I'm not always inclined to do that.

OK thank you

[attachment deleted by admin due to age]
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Dr_Zhivago on April 06, 2017, 06:59:17 PM
Quote from: Orion on April 06, 2017, 05:33:08 PM
@bob112: Look, there's a real easy solution here. Just upload your debug log somewhere and I'll take a look at it.
@Dr_Zhivago: No problem! It's not every day I get the solution spoon fed. Usually I have to dig it up myself, and I'm not always inclined to do that.

May have spoken too soon... Still getting the same error log when loading the mod BEFORE Psychology. However when I load the mod AFTER Psychology, the error log is now gone... Even though your note says to load Psychology after Hospitality. Was that a mistake?

https://gist.github.com/HugsLibRecordKeeper/99767263c1399e97fe14833cd4c22ff9

Error log starts with :

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to _Pawn_RelationsTracker._Notify_RescuedBy (assembly: Psychology) ---> System.Exception: method was already detoured to Hospitality.Detouring.Pawn_RelationsTracker.Notify_RescuedBy.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 07, 2017, 01:08:01 PM
@bob: Hm. You're getting so many errors, it's a surprise you can actually load your game...
But I couldn't find hospitality related errors (yet).

@Dr_Zhivago: That's correct. I've done my half, now Psychology has to fix the error for when loading in the correct order.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: bob112 on April 07, 2017, 02:06:01 PM
Quote from: Orion on April 07, 2017, 01:08:01 PM
@bob: Hm. You're getting so many errors, it's a surprise you can actually load your game...
But I couldn't find hospitality related errors (yet).

@Dr_Zhivago: That's correct. I've done my half, now Psychology has to fix the error for when loading in the correct order.
the game loads up fine takes a minute or two to do so but it load's up OK and I've tried going through all the saves i have for the colony i'm playing at the moment and the only one that has the visitors spawn is the first one which was before the name the colony and faction event I've also tried making a new colony and spawning in visitors and they spawned in fine but without knowing how to fix the error, what the error is and/or what caused it i don't see the point in starting a new colony seeing as the error could just pop up again and I'll be back at square one if you like i can upload a debug log of that first save along with one of a new colony if that will help any
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 07, 2017, 05:25:55 PM
Your game does not load up fine.

I'd start with removing smarter food selection, remote explosives and whatever adds aluminium.

But you've got so many mods with potential for conflict, all bets are off, really.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 09, 2017, 12:53:50 PM
To be fair I don't know if this is an issue with your mod or something else but occasionally I get visitors who literally stand in place till they die. They don't even fall over from exhaustion. So any ideas?
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: bob112 on April 09, 2017, 10:27:42 PM
Quote from: Orion on April 07, 2017, 05:25:55 PM
Your game does not load up fine.

I'd start with removing smarter food selection, remote explosives and whatever adds aluminium.

But you've got so many mods with potential for conflict, all bets are off, really.

By any chance does your mod add in a bit of code that makes it so that visitors cant spawn even via dev mode if there is a visable enemy/hostile on the map?
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 10, 2017, 01:33:57 AM
@Man_Jones:
Since you're the first to report this, I would guess that it is something else. If you upload your debug log I will take a look.
@bob: Hospitality does check if it there are hostiles present, but this should not affect spawning them from debug.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 10, 2017, 01:50:02 AM
Quote from: Orion on April 10, 2017, 01:33:57 AM
@Man_Jones:
Since you're the first to report this, I would guess that it is something else. If you upload your debug log I will take a look.
@bob: Hospitality does check if it there are hostiles present, but this should not affect spawning them from debug.
How do I copy or upload the debug log?
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Canute on April 10, 2017, 02:35:31 AM
Look at the data folder at the rimworld install.
The output_log.txt
Try to attach it here, or when it is to big, use winrar or similar first.

Or enable developer mode at the option, Then click on the top left icon which appear "open debug log".
Then click at the green "share logs" and post the link yu got.

Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: bob112 on April 10, 2017, 06:37:03 AM
Quote from: Orion on April 10, 2017, 01:33:57 AM
@Man_Jones:
Since you're the first to report this, I would guess that it is something else. If you upload your debug log I will take a look.
@bob: Hospitality does check if it there are hostiles present, but this should not affect spawning them from debug.

I tried removing the mods you pointed out and that did nothing so i started a new colony and did some testing and the tests didnt come up with anything but i was able to spawn in visitors then i decided to do one more test and discovered that i couldnt spawn in visitors while there were visable hostiles so i killed all visable hostiles on the map and tried spawning in visitors and was able to do so. I then loaded up the second save of my current colony and checked for visable hostiles on the map and discovered that at some point between the first save (in which i was able to spawn in visitors) and the second save (which was the earliest save of my current colony that i was unable to spawn in visitors) i had gone into god mode and used it to look into the various structures that i couldn't see into (the possible ancient danger structures) and one of them had a mechanoid in and instead of killing it i'd decided that seeing as i'd sorta cheated to look in i'd just rebuild the wall and have my colonists kill the mechanoid once they had better weapons and armour and had the resources to build some defences around the structure i then pretty much forgot about the mechanoid and was able to get wanderers/travelers and caravans to spawn naturally but never got visitors to spawn naturally or via dev mode so i suspect that is what my the source of my problem was me being like a small child and peaking at presents early then rewrapping them in essence and generally being an idiot and not knowing about the visitors not being able to spawn when there are visable hostiles on the map so with luck i have now solved my problem (and probably just jinxed myself saying this) and have decided to start a new colony and do a final test by getting the new colony to be around for the same number of days as my current colony (which was the first day of the fall season) i figure that should be plenty of time for visitors to spawn naturally so heres hopeing that my problem is now fixed and it was just because i'm an idiot and not some error somewhere
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: pintpo on April 10, 2017, 08:21:14 AM
Hello. I was directed here by Unlimited Hugs for an issue I am having with my colony.


Here is the dialogue. Hope you can help fix my game.  :)

***************************************
KaT  18 hours ago   

Hello!
Thank you so much for these awesome mods! I've been playing with no issue until yesterday when I started becoming unable to capture downed prisoners and rescue downed colonists. I have included this:

https://gist.github.com/78ff06229cee165125223b2142d0821c

Which is the error that comes up in the log when I start the game.



this is the error that comes up when I try to capture a prisoner:

https://gist.github.com/47f632e1cf3920629688b3711e39344d

For what its worth, I cannot spawn a raid. So I don't have a log for when I try to rescue a downed colonist


I hope this information helps, if I need to add more please let me know. I am pretty unfamiliar with this stuff.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 10, 2017, 11:05:28 AM
Quote from: Canute on April 10, 2017, 02:35:31 AM
Look at the data folder at the rimworld install.
The output_log.txt
Try to attach it here, or when it is to big, use winrar or similar first.

Or enable developer mode at the option, Then click on the top left icon which appear "open debug log".
Then click at the green "share logs" and post the link yu got.
Okay I'll do that after work.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: DrHexapus on April 10, 2017, 07:29:06 PM
Hey all, I logged into rimworld one day to find this error.
I had not made changes to the loaded mods before hand, but I suspect there was an update somewhere that borked everything... seems to be coming from the hospitality mod. Any suggestions? Thanks!

ReflectionTypeLoadException getting types in assembly Hospitality: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.16.0.0, Culture=neutral, PublicKeyToken=null'.


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 10, 2017, 11:35:19 PM
Here's a link to the log.
https://gist.github.com/7b5ea1a7aceaa48eaf37520f8e28e349 (https://gist.github.com/7b5ea1a7aceaa48eaf37520f8e28e349)
The main thing to keep in mind is that it only seems to happen occasionally. It also seems it can be fixed with saving then reloading, I think.
EDIT:Nevermind reloading does not fix it.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 11, 2017, 01:41:46 AM
@Man_Jones: There is only one error in the log, from Combat Realism. Did the problem actually occur in the session that this log is from?
@DrHexapus: You need the HugsLib mod now, and it has to be loaded after Core.
@bob: The mods I mentioned are throwing exceptions that may or may not be related. Ignore them at your own risk.
@pintpo: I'll look at them later. Gotta rush now. You can down people with the dev menu, btw. There should be a down pawn tool somewhere.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 11, 2017, 08:04:10 AM
@pintpo: I have fixed this issue from my side in the latest version. But the conflicting mod Psychology still has to do their side. You can best post your issue there.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: bob112 on April 11, 2017, 08:06:44 AM
Quote from: Orion on April 11, 2017, 01:41:46 AM
@Man_Jones: There is only one error in the log, from Combat Realism. Did the problem actually occur in the session that this log is from?
@DrHexapus: You need the HugsLib mod now, and it has to be loaded after Core.
@bob: The mods I mentioned are throwing exceptions that may or may not be related. Ignore them at your own risk.
@pintpo: I'll look at them later. Gotta rush now. You can down people with the dev menu, btw. There should be a down pawn tool somewhere.

I didn't ignore them i removed them as you suggested and kept them removed i was just trying to let you know that removing them did not solve the problem but i thought that i had found what was causing the problem and that (fingers crossed) i had fixed the problem
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 11, 2017, 12:07:17 PM
Quote from: Orion on April 11, 2017, 01:41:46 AM
@Man_Jones: There is only one error in the log, from Combat Realism. Did the problem actually occur in the session that this log is from?
@DrHexapus: You need the HugsLib mod now, and it has to be loaded after Core.
@bob: The mods I mentioned are throwing exceptions that may or may not be related. Ignore them at your own risk.
@pintpo: I'll look at them later. Gotta rush now. You can down people with the dev menu, btw. There should be a down pawn tool somewhere.
I probably need to redo that as I actually took that from the main menu sorry.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 12, 2017, 06:04:41 PM
Ok here is a new log that was taking place while a visitor was supposed to be leaving, and beserking because he doesn't want to move.
https://gist.github.com/1620729cca525bf4f3897ebde2fd4974 (https://gist.github.com/1620729cca525bf4f3897ebde2fd4974)I'll also try to get a screenshot if you want.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 13, 2017, 01:21:18 AM
Hm. Not much to go by. Some mod (freezer something) seems to miss CCL which is not loaded.
Further, could you double check that you have the latest version of hospitality? Also don't overwrite the original folder. Delete it and then extract the new one.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 13, 2017, 02:15:45 AM
What folder? Also yeah I need to remember to un edit that. So the 10 jobs that should/shouldn't are not the cause?
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Canute on April 13, 2017, 04:28:55 AM
Quote from: Man_Jones on April 13, 2017, 02:15:45 AM
What folder?

When you got an update of a mod, you allways should delete the old mod first, before you copy/unzip the new one into mods.
It sometimes happen the mod got a new filestructure and then there are left some files which interfere with the mod.
I have no clue how steam handle this, but i don't care either. :-)
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 13, 2017, 10:47:44 AM
This was my first time using this mod altogether. So to put it bluntly there was no previous folder to delete.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 13, 2017, 03:41:40 PM
How odd. It looks to me as if the mod is an older version.

The Jobs definitely have to do with it, but they're a symptom, not the cause.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 13, 2017, 04:58:34 PM
Well right now due to issues with other mods and me just wanting to use new ones I started a new world so I'll see if it happens again. And maybe see about updating it.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 16, 2017, 06:11:25 PM
Okay I downloaded again and here is the new log.
https://gist.github.com/HugsLibRecordKeeper/d22db1f428034cb3c373aedbdaef8906 (https://gist.github.com/HugsLibRecordKeeper/d22db1f428034cb3c373aedbdaef8906)
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 18, 2017, 03:21:20 AM
Hm. You have the right hospitality version now.

When you get the error again, please go to your development console and click on each error and make a screenshot of the expanded stack trace below it. It's not saved in the log but it could give an indication what is wrong.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Canute on April 18, 2017, 08:41:10 AM
Quote from: Orion on April 18, 2017, 03:21:20 AM
Hm. You have the right hospitality version now.

When you get the error again, please go to your development console and click on each error and make a screenshot of the expanded stack trace below it. It's not saved in the log but it could give an indication what is wrong.
With hughslib you can copy the text into the clipboard (the little button down right "copy" ) and paste it here, better visible then screenshots i think.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Man_Jones on April 18, 2017, 12:53:51 PM
Thanks I'll probably get to that tomorrow as I probably have a full night of homework tonight.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Skub on April 19, 2017, 12:16:49 AM
So here's a weird issue I'm running into with this mod. It only works once. I load up my game and it's fine but then if I want to start a new colony I have to uninstall this and HugsLib, restart my game. Reinstall them, restart the game again and then start a new colony. Then repeat that all over if I ever want to start fresh again. If I don't do this, world generation fails every time.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Canute on April 19, 2017, 02:34:55 AM
Any other mods do you run ?
I generate a new colony with latest hugslib + hospitality + tons of other mods and my world generation was ok, so it must be another mod that conflict with it.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Skub on April 19, 2017, 05:30:13 AM
Quote from: Canute on April 19, 2017, 02:34:55 AM
Any other mods do you run ?
I generate a new colony with latest hugslib + hospitality + tons of other mods and my world generation was ok, so it must be another mod that conflict with it.
Just the alien races one and the Lovecraft expansion set. It generates worlds fine when I remove Hospitality and Huslib but the second I add them back, it stops generating. I don't know if this is a mod load order problem or a conflict but I can't seem to find anyone else running into this specific issue with any of the mods on my list.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 23, 2017, 10:10:50 AM
The lovecraft expansions do a lot of tricky stuff that can easily clash with Hospitality.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Canute on April 23, 2017, 10:26:38 AM
Currently i got a colony with Elder Thing race /cult/cosmic horror/Lovecraft storyteller + hospitality and don't have any of your problems you descripe.

Did you installed HCSK modpack before (don't forget that modpack modify Core, you need to replace it with a fresh copy).

Maybe post your modlist  (modconfig.xml from config folder).

Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Toarzo on April 28, 2017, 06:27:27 AM
Hello,

I have some troubles with my visitors lately (one is probably due to another mod) :
- First, sometimes visitors makes the game crash (seems that they want to "steal" one of my item from Combat Realism which makes the game pause infinitely) : can this be resolve by mod order ?

- Second, sometimes visitors are deconstructing some of my walls (not berserk, just they walk to a wall and the wall disappear)

- Third and last, it happens often since I add Combat Realism, Psychology and Vegetables Garden to my mod list that my visitors starve to deaths


Any ideas where this come from ?
[spoil="mod list"]
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1393</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>ModListBackup</li>
    <li>BatteriesStuffed-BatteriesStuffed-1.5</li>
    <li>ConduitsStuffed-ConduitsStuffed1.4</li>
    <li>TurbinesStuffed-TurbinesStuffed-1.5</li>
    <li>PowerCell-PowerCell1.5</li>
    <li>ThermalsStuffed-ThermalsStuffed-1.5</li>
    <li>SolarsStuffed-SolarsStuffed-1.6</li>
    <li>LDAreaRugs</li>
    <li>SmallSolarsStuffed-SmallSolarsStuffed-1.6</li>
    <li>ColonyManager</li>
    <li>AnimalTab</li>
    <li>RelationsTab</li>
    <li>RW_MedicalInfo</li>
    <li>StackMerger</li>
    <li>WorkTab</li>
    <li>EdBPrepareCarefully</li>
    <li>MadSkills-A16-1.2.1</li>
    <li>Blueprints</li>
    <li>DefensivePositions</li>
    <li>ICanFixIt</li>
    <li>ImTheWorkerNow</li>
    <li>Nandonalt - Camping Stuff</li>
    <li>Nandonalt - Colony Leadership</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>QualityBuilder</li>
    <li>Vegetable Garden 5.3</li>
    <li>Faction Discovery</li>
    <li>Hospitality</li>
    <li>Better Pathfinding</li>
    <li>RWAutoSell</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>RumoursAndDeceptionA16</li>
    <li>CombatRealism-Final1</li>
    <li>ExpandedProsthetics&amp;OrganEngineering 2.0</li>
    <li>CombatRealism EPOE</li>
    <li>High Caliber</li>
    <li>High Caliber (Combat Realism Patch)</li>
    <li>Miniaturisation</li>
    <li>Psychology</li>
  </activeMods>
</ModsConfigData>[/spoil]
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: PH-Kennedy on April 28, 2017, 01:28:32 PM
I dont know if this mod already fix the allow buying area? After u press it, u can drop the items of ur guest. This should be fix.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on April 28, 2017, 05:22:03 PM
@Toarzo: All of these issues are caused by conflicts.
Combat Realism adds some things that could cause problems. Psychology should be compatible, but I haven't checked if they made the fix.

@Kennedy: If this still happens it's due to another mod. If that's the case, find and remove the other mod or don't click it.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: faltonico on April 28, 2017, 09:06:28 PM
hi again!
Your mod keeps doing just fine so far with the new update, but i just bumped into something rather rare. My level 18 social minstrel got shot in the head and developed "trauma savant", he is now unable to do social, the "Negotiate" tab in the worktab is still available but blank and when i try to set it to any number i get:
tried to enable work Diplomat for Shade, who is incapable of said work.
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkGiverDef, Int32, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkGiverDef, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkTypeDef, Int32)
Fluffy_Tabs.Widgets:DecrementPriority(Pawn, WorkTypeDef, Boolean, Boolean, List`1)
Fluffy_Tabs.Widgets:DrawWorkBoxFor(WorkTypeDef, Rect, Pawn, Boolean, List`1)
Fluffy_Tabs.MainTabWindow_Work:DrawPawnRow(Rect, Pawn)
Fluffy_Tabs.MainTabWindow_Work:DrawRows(Rect)
Fluffy_Tabs.MainTabWindow_Work:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

As you can see i use Fluffy's Worktab, i don't know how it behaves on the base game.
I thought you might want to know.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Canute on April 29, 2017, 03:36:54 AM
I got trauma savant lately too, but never encounter this before so i think this is a thing from Cuthulu cults (if you got that mod currently too).
How should your charming level 18 social minstrel interact with others, when he is unable to speak anymore. Communicate with signspeech, i don't think visitors or prisoners are very impressed by that. It's like if you amputate your crafter both arms and still await to craft perfect weapons ! :-)
But you can remove the trauma servant with brain surgery or Brainpal's.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Toarzo on April 29, 2017, 08:24:36 AM
Quote from: Orion on April 28, 2017, 05:22:03 PM
@Toarzo: All of these issues are caused by conflicts.
Combat Realism adds some things that could cause problems. Psychology should be compatible, but I haven't checked if they made the fix.

Hello, thanks for the answer, do you think that changing the mod order could fix those problems ?
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 01, 2017, 02:06:29 AM
@Toarzo: I'm being surprised on a regular basis by what changing the mod order fixes. It's definitely worth a shot.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Ondoslpay on May 05, 2017, 11:02:03 AM
do i get more money when a visitor buys stuff
ex. : MEMES COST 10 SILVER
THEY BUY MEMES FOR 11 SILVER
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 06, 2017, 01:59:05 AM
They do pay the market price.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: AngleWyrm on May 06, 2017, 04:03:04 PM
Fluffy's Relations tab (https://github.com/FluffierThanThou/RelationsTab/releases) displays values for faction relationships.

There are events that state changes in faction relationship
Recruitment penalty, angering a chief
"because so-and-so left the map healthy, faction x relations to your colony gained +15"

But the number in the relations tab that shows the relationship between the colony and that faction [-100..+100] doesn't change up or down after such incidents.

Are these two measurements the same variable?
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 07, 2017, 05:45:26 AM
I'm not sure, to be honest. It's a vanilla feature, so I never bothered with it.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: faltonico on May 07, 2017, 09:29:54 PM
One of my pawns had the "GuestDrugPolicy" policy, i cannot delete that policy... i can edit it though. I'm guessing she stayed with that after recruitment, but i really don't remember if she was a guest of mine or not, i can almost bet she wasn't though. The other recruit that i am certain she was a guest reset to "Social Drugs" after i recruited her.

Do guest always reset to "Social Drugs" after recruitment under all circumstances? if she wasn't a guest but a raider why didn't she reset? o.O
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 08, 2017, 03:29:32 AM
Hm.. It should always reset. That's the idea. If you get their inbuilt policy, something went wrong.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: faltonico on May 08, 2017, 10:03:51 AM
Quote from: Orion on May 08, 2017, 03:29:32 AM
Hm.. It should always reset. That's the idea. If you get their inbuilt policy, something went wrong.
I had no related error to that in the log, i only realized when said pawn got malaria, (i have the default policy "Social Drugs" set to penoxycyline every 6 days). I just recruited 2 more pawns and they were normal, no idea what went wrong =/
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: wreckcelsior on May 09, 2017, 09:55:27 PM
I had a bit of confusion (caused by me) that others may run into, so I thought I would share.

In the Guest tab I saw the "allowable areas" and the "let them buy" and mistakenly thought that the zones I allowed were the shopping zones, so I allowed them to shop from some cabinets and their bedroom that also had some cabinets with goodies. 
(I didn't want them wandering around buying my medicine from under me, so this seemed logical...)

After having guests visit and stay in their bedroom, stress, fight and murder each other, I finally realized why they weren't leaving their bedroom and using the dining room, rec room etc... I reworked the allowable zones to keep them away from the valuables I wanted to keep and now everything is working like a dream... a dream that used to be a self-induced nightmare.

I hope this might help others wondering "Why won't the guests leave their bedroom?"

Apologies if I am repeating anything in the thread.. I only checked the last few pages.

cheers.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: zarathustra_bezbozhnik on May 15, 2017, 10:07:43 PM
Great idea, thanks for your great work on this mod! I very much think these mechanics should be implemented in the game before the final release, so kudos!

..but I got some kind of trouble strapping the mod to my current savegame.
Here's  the log  (https://www.dropbox.com/s/4xn522kl5fycmw0/output_log.txt?dl=0) and here's  the mod list (https://www.dropbox.com/s/mvw6fvgdcqsexgp/%D0%9D%D0%BE%D0%B2%D1%8B%D0%B9%20%D1%82%D0%BE%D1%87%D0%B5%D1%87%D0%BD%D1%8B%D0%B9%20%D1%80%D0%B8%D1%81%D1%83%D0%BD%D0%BE%D0%BA.jpg?dl=0).

Making a new colony seems fine, though I didn't play much of it, just loaded the fresh game to check if it's working at all, and it is.
I'm guessing it's somehow related to one of the mods I have, but I haven't had time to check wich one is causing the compatibility issue.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 16, 2017, 05:29:08 AM
As far as I can tell you can't add Hospitality midgame if you're using the Colony Manager (and vice versa).
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: ArdenCZ on May 16, 2017, 10:37:23 AM
I have a big problem with this mod... My first guest is leaving, but as he does so, I get infinite "Visitors are leaving" Pop-up... It lags my game to hell and back and he isn't leaving afterwards... Does anyone know, what to do?
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 16, 2017, 01:27:43 PM
This is like calling a garage and saying "I have a big problem with my car... it's going really slow, what should I do?".

Start by uploading your log. Then I can take a look at what may be the problem. In the meantime check if there's something wrong with your globe. E.g. the faction of the visitor doesn't have any reachable bases or something like that.
Also, go back to an earlier save. Don't continue from a save that is corrupted.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: ArdenCZ on May 16, 2017, 02:06:34 PM
Oh, wait, now that you mention it... I specifically chose to settle on a cut-off island to see if I'd get attacked or recive visitors... sorry to bother you
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: DariusWolfe on May 16, 2017, 02:20:57 PM
Quote from: ArdenCZ on May 16, 2017, 02:06:34 PM
Oh, wait, now that you mention it... I specifically chose to settle on a cut-off island to see if I'd get attacked or recive visitors... sorry to bother you

Is this a new behavior for Hospitality? From what I understand, your location doesn't affect your chances or frequency of getting visitors or attackers in Vanilla, at least as of A16-17.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 17, 2017, 03:32:02 AM
Well, hospitality should be able to handle impossible world routes, but it's not, so I will file a bug report for this.

The first visit is driven by RimWorld's event system. Returning visits take distance into account - that's why the error occurs when they leave, not when they arrive.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Canute on May 17, 2017, 03:32:31 AM
I think he mean his mapedge is covered with deep impassable water, then ofcourse noone can leave the map.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: ArdenCZ on May 17, 2017, 07:33:40 AM
Jop, that's what I get for wanting a cool island base :D
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Circadine on May 19, 2017, 03:32:36 AM
Hey man, love the mod and everything but unfortunately I'm having a bit of a problem I saw others were having last year. Basically, I can't make pawns interact with anything through right click. They'll do things automatically like hauling just fine, but if I try to tell them to do something nothing happens when I right click on an item and/or object. I ended up coming down to the conclusion it was your mod's fault as when it was disabled interaction worked completely fine again in the same save game and for others who had the same problem the same fact was there. As for other mods I have installed it's basically just call of Cthulhu. Was just wondering if there was a fix to this as I am too lazy to sift through the 105 pages of comments/replies.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Circadine on May 19, 2017, 04:29:24 AM
Hello again, figured out the cause of the problem I was having was not loading HugsLib BEFORE hospitality... stupid me...
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Elithen on May 20, 2017, 01:26:23 AM
I scanned through a few pages and didn't see anyone talking about this issue recently; whenever my visitors love their stay, and leave items behind, all apparel is marked with the deadman's D, making it essentially unusable. This isn't a huge problem, more of wondering if there's any fix for that or if it's a known problem.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 20, 2017, 02:05:24 AM
Hey, that's an interesting one. I'll have to see if that happens here too.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Canute on May 20, 2017, 03:09:29 AM
Did you maybe sold these deadman appearal to the visitors before or did they bought it from your area ?

It happen for serveral times, i sold all low value deadman clothes to the visitor just to have free stockpile space. And they left them as present when they leave.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Elithen on May 20, 2017, 12:00:55 PM
Nope, I don't have anything for sale to guests atm aside from artwork.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Elithen on May 21, 2017, 03:44:01 AM
So I've been taking a closer look at guests when they arrive, and the Deadman apparel is already in their inventories when they arrive. Only a few of them have it, but those that do only drop it when they leave.

It's odd, because there'll be a non-trader guest with over a dozen extra articles of clothing in their inventory, and 90% of it is D while the one or two others aren't, but they only drop D apparel. Is it possible that their inventory of apparel to bring/drop is determined by value, and the mod fills in the remainder with low-value D apparel? Because a disproportionate amount of it seems to be damaged D headscarves worth less than 1 silver.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 22, 2017, 01:11:44 AM
That is very likely. When I wrote the code for what they should bring, D clothes didn't exist yet. I'll add a check against them in the next version.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Prismaa on May 27, 2017, 06:18:36 AM
Any news on A17 update? Love this mod.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 27, 2017, 09:42:33 AM
I've made a rough analysis of the required work and started with the update. But honestly it's so much work that I can't promise anything.
Two weeks is a realistic guess.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Ruptga on May 27, 2017, 09:48:37 AM
Quote from: Orion on May 27, 2017, 09:42:33 AM
I've made a rough analysis of the required work and started with the update. But honestly it's so much work that I can't promise anything.
Two weeks is a realistic guess.

Sucks, but thanks for the update.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Sixdd on May 27, 2017, 10:48:50 AM
No worries Orion, we'll still be here when it's ready :D
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: viperwasp on May 28, 2017, 12:02:54 PM
Thanks Orion for the update.

I know we all have our favorite mods. I have about seven core mods I can't really live without. And this so happens to be one of them. In fact if I had to rank my most needed mods yours would be rank 3-4. That does not mean this mod is the 3rd or 4th best mod but in some ways I feel it is in my opinion.

First of all it's my opinion only but the only mods that I feel I need more then this mod is probably Prepare Carefully, Vegetable Garden and maybe Expanded Prosthetics and Organ Engineering 2.0. I legit won't even play A17 until this mod is out! I do like to use about 20 mods but only top seven or so are needed.

But by all means this does not mean you have to rush Orion. Since I can't really play A17 until this mod is done. That two weeks you speculate gives enough time for all the other mods I want updated to finish. And it gives Tynan time to make sure A17 does not have any really bad bugs that he needs to release a A17B or C etc... I would hate to start an epic colony only to have to restart because A17b is released with a critical bug fix. So two weeks is awesome sauce keep up the good work. Thanks.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Wraithling on May 29, 2017, 11:05:41 PM
I can strongly relate to what viperwasp said.

This mod to me, is a MUST HAVE, and I absolutely refuse to venture into A17 without it. A Rimworld game with the Hospitality™ mod gives me a more satisfying experience than all the new goodies A17 brings. Take two weeks, two months, or all the time you need Orion. Don't let us rush you ;D  (I also remembered waiting for about 2 weeks while you updated A15 to A16, so many of us here have 'experience' at waiting)
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on May 30, 2017, 01:21:26 AM
Sorry about all the waiting every time.

It's just really a lot of work  :-[

And thanks for the kind words! I've received a lot of them, lately. Funny enough,  when the mod stops working and not when it's performing well.

But I guess that's always the issue with a job done well - you don't notice it until it stops.

It's even more like that on Steam, where people don't have to update mods themselves. A lot of new people thought what Hospitality does was vanilla. Until now :P
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Dryerlint on May 30, 2017, 01:34:27 AM
Quote from: Orion on May 30, 2017, 01:21:26 AM
Sorry about all the waiting every time.

It's just really a lot of work  :-[

And thanks for the kind words! I've received a lot of them, lately. Funny enough,  when the mod stops working and not when it's performing well.

But I guess that's always the issue with a job done well - you don't notice it until it stops.

It's even more like that on Steam, where people don't have to update mods themselves. A lot of new people thought what Hospitality does was vanilla. Until now :P

It's like vegetable garden, blends in so perfectly that you only notice when it's gone.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: PureReject on May 30, 2017, 01:44:26 AM
Its just that great of a mod that its a must have. Like prepare carefully etc. Without it, the game just feels like its missing something
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Patrykq on May 30, 2017, 02:32:29 AM
Quote from: PureReject on May 30, 2017, 01:44:26 AM
Its just that great of a mod that its a must have. Like prepare carefully etc. Without it, the game just feels like its missing something
I agree. There's so little interaction with NPCs in Rimworld, and said interaction should really be a big part of any systems-driven game, I think. When NPCs in games are more fleshed out, the overall game feels much more alive and it's not like just we or our colony is special. Not to go too much off topic, but big example of that is Shadow of Mordor. I can't wait for the sequel haha.

Big thanks for making this mod, Orion. Awesome mod like this is worth the wait so no need to rush.  :)
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Canute on May 30, 2017, 04:24:36 AM
We all know why tynan didn't add this to vanilia game, he is to lazy to develop an own hospitality and Orion don't want join his team ! :-)
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: LegendFusion on May 30, 2017, 05:41:41 AM
Hi Orion,

Me too, is waiting for an updated version of this fantastic mod. Basically, i had on A16, used it, but was not very impressed, but kept using it.

Then A17 hits. Mods break. People cry, worlds are destroyed. Gates to the seventh hell are opened. and then you realise you actually miss the features of this addon!

So yeah, i read through the replies and saw you were working on it. Good to hear, ill wait patiently. :)
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: deathstar on May 30, 2017, 09:32:00 AM
Orion,

thank you for all your work. Like all the other folks here I can't wait for a17 Hospitality.
Say, was Hospitality ever suggested for this thread (https://ludeon.com/forums/index.php?topic=29505.0) about mods that could become native eventually?
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Traditionology on May 30, 2017, 07:38:43 PM
+1 for "This should be native". Came hoping for an update, not disappointed, just happy to see it'll be ready eventually. <3
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Huivn on May 30, 2017, 09:40:03 PM
This mod is a lot like A Dog Said..., in that it should just be vanilla. Glad to see that the update is coming.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: kittyhawk on May 31, 2017, 10:08:05 AM
Quote from: Orion on May 30, 2017, 01:21:26 AM
Sorry about all the waiting every time.

It's just really a lot of work  :-[

And thanks for the kind words! I've received a lot of them, lately. Funny enough,  when the mod stops working and not when it's performing well.

But I guess that's always the issue with a job done well - you don't notice it until it stops.

It's even more like that on Steam, where people don't have to update mods themselves. A lot of new people thought what Hospitality does was vanilla. Until now :P

That's because we are too busy playing host to our visitors!  ;D

Seriously though, your Hospitality mod adds so much pleasure to the game; it is one of my most favorite mods of all time. Kudos for having thought of the idea... and thank you so much for your hard work!
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: killermen962 on May 31, 2017, 09:39:37 PM
It IS my favorite mod, really great mod, just came to see an ETA on updated version, One of the best mods on rim-world, keep up the good work!
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: ImStereotype on June 02, 2017, 01:01:31 AM
Quote from: Orion on May 30, 2017, 01:21:26 AM
Sorry about all the waiting every time.

It's just really a lot of work  :-[

And thanks for the kind words! I've received a lot of them, lately. Funny enough,  when the mod stops working and not when it's performing well.

But I guess that's always the issue with a job done well - you don't notice it until it stops.

It's even more like that on Steam, where people don't have to update mods themselves. A lot of new people thought what Hospitality does was vanilla. Until now :P

I made this account just to say thank you and I love your mod.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: PGMP1979 on June 02, 2017, 09:34:54 AM
Hehe yep, you only know your job is amazing when is not working. I cannot play rimworld without your mod. Its not fun anymore LOL.

Ill be waiting patiently.
Thank you so much for your awesome mod.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Orion on June 02, 2017, 01:23:53 PM
Thanks for the support and patience, guys.

I think Saturday there will be a first working version, with the occasional bug that I couldn't find myself.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: jcl on June 02, 2017, 01:38:44 PM
Kudos on a job well done.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: AngleWyrm on June 02, 2017, 03:33:41 PM

(https://s-media-cache-ak0.pinimg.com/564x/e1/1d/ff/e11dffb9cc3e3cf7c18f473738aae095.jpg)Yay, guests are coming!
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: kutch on June 02, 2017, 03:44:01 PM
Wonderful news, thank you!
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Andrew112 on June 02, 2017, 09:30:00 PM
Awesome mod, I agree that it adds depth to the game and would make a good addition to the core game at some point.

Thanks for all the hard work Orion!
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Sivitri on June 03, 2017, 02:45:55 AM
Yay! This is excellent :) I made an account just to say thanks. I love this mod.
Title: Re: [A16] Hospitality (v1.16g2 - updated 06.04.2017)
Post by: Devilizer on June 03, 2017, 05:47:44 AM
Awesome :)
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 03, 2017, 11:25:52 AM
Hospitality A17 is ready!

Please keep in mind that this is the first A17 version and there could be bugs. If you encounter any, Press Ctrl-F12 and share the link and description of the problem here. Thanks for your support!
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: silentlord on June 03, 2017, 12:02:43 PM
hello.

encountering an issue with guests and guest beds. the visitors have permanent -15 debuff because of no guest beds, despite plenty of beds etc...

  (http://i4.photobucket.com/albums/y108/Silent_lord/Screenshot%202_zpsj8t30wvn.png) (http://s4.photobucket.com/user/Silent_lord/media/Screenshot%202_zpsj8t30wvn.png.html)

https://gist.github.com/HugsLibRecordKeeper/ddac625fa20a2c6709d20bfd5d500bc1 (https://gist.github.com/HugsLibRecordKeeper/ddac625fa20a2c6709d20bfd5d500bc1)
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: faltonico on June 03, 2017, 12:17:25 PM
Rejoice!
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: PGMP1979 on June 03, 2017, 12:40:50 PM
Based on your comment about " sometimes you don't know if your mod is doing good ", I am writing this.

Thank you so much for your mod and update Orion, i have being playing Rimworld without it and it got boring. To the point i stopped playing it waiting for your mod to be updated and enjoy the A17.

Your mod is necessary to the game. The game already hates you and tries to kill you, your mod help you bring some love and sends love and funny fortune and misfortune outcomes.

It makes you feel in good company.

Thank you for your Hospitality and good work. :D
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: deathstar on June 03, 2017, 01:10:24 PM
Hey erm, it's been a while - will a compatibility patch be needed for More Furniture?
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 03, 2017, 03:28:45 PM
@RGMP: Thanks for the kind words!

@deathstar: I really wouldn't know. Test and see what happens?

@silentlord: Make sure the beds are within the guest zone!
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: AngleWyrm on June 03, 2017, 04:01:25 PM

(http://img.xooimage.com/files88/3/7/4/a-389a2cb.jpg)Liking the new interface for guest beds
It feels integrated into the same series as medical and jail beds
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: silentlord on June 03, 2017, 05:23:33 PM
Quote from: Orion on June 03, 2017, 03:28:45 PM
@silentlord: Make sure the beds are within the guest zone!

lmao..... okay nothing to see here. move along. *waves hand*
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: zloitermit on June 03, 2017, 05:35:23 PM
от души благодарю
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: deathstar on June 03, 2017, 05:38:58 PM
Quote from: Orion on June 03, 2017, 03:28:45 PM
@deathstar: I really wouldn't know. Test and see what happens?

Just did a quick test - works like a charm! Love the way guest beds are integrated now, much more natural and it seems to ensure compatibility to mods that add more beds, as well as more furniture!
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Vaulter69 on June 03, 2017, 06:25:00 PM
It's finally here! thank you for the update of a17
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Ser Kitteh on June 03, 2017, 08:17:40 PM
Bless you, Orion! You the real MVP.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Vaulter69 on June 04, 2017, 02:45:50 AM
Hello! i just got an issue where 2 guests fought each other and one got incapacitated, an event then occurred where their faction is angry and got a - relationship with them and said they were leaving with the injured. I managed to rescue the downed person before any of his friends can, which they carried him away from the bed before i can managed to heal him. I got a positive relationship boost once they got off the map.

The problem now is there are still 3 guards from their faction still wandering around my base. I'm tempted to just destroy them rather than having a negative hit in relations

[attachment deleted by admin due to age]
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 04, 2017, 03:25:55 AM
@Vaulter: wow, that's a complicated situation indeed. I can see why it failed to resolve correctly.
Well, it's your game, so you'll have to deal with it in a way you like the most. Assume that at some point they pass our, you get - 5, you doctor them up again, they leave the map and you get +15.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Vaulter69 on June 04, 2017, 05:27:48 AM
@Orion so i waited till all three were incapacitated and rescued them a few days later another batch of visitors came and i got a huge relationship hit the moment they saw their friends  in bed and left immediately but got a boost once all of them left the map. It's just as you said.

It was a weird ordeal but the relationship between their faction and ours are back to 40.

moral of the story don't bee TOO helpful to visitors!
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Devilizer on June 04, 2017, 06:49:12 AM
I've been searching through this thread but couldn't find the info I was looking for.
What kind of incompatibilities is suspected by using this mod in conjunction with More Vanilla Turrets and Colony Manager?
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Sixdd on June 04, 2017, 08:39:41 AM
I'd also like to know this. I use Colony Manager and More Vanilla Turrets and quite like both of them.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Ser Kitteh on June 04, 2017, 09:54:00 AM
Incompatible with More Vanilla Turrets? I'm doing just fine with them.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: wafflep90 on June 04, 2017, 11:22:03 AM
Hey, lovin the mod but just wondering when does this come out onto steam?
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: ImStereotype on June 04, 2017, 02:52:43 PM
Thanks for the update!
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: kosh401 on June 04, 2017, 09:27:31 PM
I'm using this with More Vanilla Turrets and Colony Manager with no issues. Added this to my current save and all good.

It's already on Steam, the link in the OP or you can search the workshop for Hospitality.

Thanks for the update Orion, awesome mod and the QoL change to painting a room area makes it even better. Cheers!
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 05, 2017, 03:51:20 AM
Usually Hospitality can be added mid game. Colony Manager breaks this and makes a new game necessary.

More Vanilla Turrets is based on many people calling out that it's an issue. I haven't tried it myself. But once 3 people come and say "hey this doesn't work together" I put it on the list.
I wish I had the time to verify every single claim, but that's just how it is. Maybe I take it off again, now that so many people claim it works fine.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Devilizer on June 05, 2017, 05:30:20 AM
Fair enough. I was just wondering what to expect. :)
I haven't run into any issues adding Hospitality to my save (which already had CM and MVT), I was just curious if I would down the line :)

Thanks for the update, and for a great mod :)
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: henk on June 05, 2017, 09:58:47 AM
Hi, I've been getting this error since I installed the A17 version, could you verify if this has something to do with your mod? Seems to be a problematic incident that the game has trouble firing.

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentDef.TargetAllowed (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [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
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Cabdono on June 05, 2017, 03:42:31 PM
First time playing with the mod so I might be missing something but I can't seem to find how to make the guest zone, looked in the area manager and tab and nothing.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: bolbies on June 05, 2017, 06:24:59 PM
I'm not getting any errors, but for whatever reason I'm not getting any visitors and I've been playing on my colony for ~6.5 real-time hours and 85 in game days. Any ideas?
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: DariusWolfe on June 05, 2017, 06:32:33 PM
Guest 'zone' is more like a guest room; It will have 1 or more Guest bed, and be enclosed by doors and walls. So far as I know, there is no way to designate an area for guests in any other fashion, though I believe they will use your dining room and rec room, though I don't know how or if these contribute to the overall impression of your hospitality.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: AngleWyrm on June 05, 2017, 07:45:42 PM

(https://s-media-cache-ak0.pinimg.com/originals/e0/cd/fd/e0cdfd3e8e10f45fd11a961fa2d967dc.jpg)
Quote from: Cabdono on June 05, 2017, 03:42:31 PM
First time playing with the mod so I might be missing something but I can't seem to find how to make the guest zone, looked in the area manager and tab and nothing.
It's just any normal (non-animal) zone that you set up. I like to call mine guest quarters to identify it in the set of all my zones.

When guests show up, select one and click the guests tab. Within that tab will be a row showing the areas you've created, which defaults to the home zone. Choose whatever zone you'd like them to spend their time (and money) in, and you can set that as a default for all visitors.

The zone that you assign to guests will be the only place they are allowed to path around in, so make sure it contains their beds, food, entertainment and any storage that you'd like them to go shopping in.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Cabdono on June 05, 2017, 08:39:34 PM
Oh thank you, for some reason I thought it'd be another type of zone like colonists, animals and guests.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 06, 2017, 12:33:08 PM
@henk: I haven't seen this error before. I don't think it is related to Hospitality. If you find out more I'd be glad to know.

@bolbies: Could be a mod conflict. Are you using Randy Random or double population? I heard those can cause issues. Please enable developer mode, click the 5th icon from the dev menu and select "Future Incidents". Then open the console and copy the contents of the last entry (with the future incidents) and post it here. It might give us more insights to the issue.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: bolbies on June 06, 2017, 12:44:35 PM
@Orion: Yes I am playing on Random Randy but not double population. Here's the future incidents log:

Test future incidents for Randy:
M0 T 98.0d      ManhunterPack     (target=(Map-0-PlayerHome) points=466.6433 ), source=StorytellerComp_RandomMain
M0    98.1d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    99.3d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    103.0d      HeatWave          (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M1    103.3d      SolarFlare        (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0    103.5d      ShipChunkDrop     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    103.7d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M1    104.3d      Eclipse           (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0    105.2d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    107.9d      SelfTame          (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    108.3d      RefugeeChased     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    108.8d      ThrumboPasses     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    109.7d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    111.0d      Flashstorm        (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0 T 112.4d      PoisonShipPartCrash (target=(Map-0-PlayerHome) points=623.3754 ), source=StorytellerComp_RandomMain
M0    114.2d      RaidFriendly      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    114.2d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    114.3d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    114.6d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    116.1d      VolcanicWinter    (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    116.8d      RefugeeChased     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    117.1d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    117.5d      TraderCaravanArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    118.0d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    118.3d      ShipChunkDrop     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    120.3d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M1    120.6d      SolarFlare        (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0    120.7d      ShortCircuit      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    121.5d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    122.4d      VisitorGroup      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    122.8d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    123.1d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    124.7d      ShipChunkDrop     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    124.8d      RaidFriendly      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0 T 125.6d      RaidEnemy         (target=(Map-0-PlayerHome) points=275.2973 ), source=StorytellerComp_RandomMain
M0    127.5d      RefugeeChased     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    127.8d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    129.3d      AnimalInsanitySingle (target=(Map-0-PlayerHome) points=603.0182 ), source=StorytellerComp_RandomMain
M0    129.6d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    130.2d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    130.7d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    133.1d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    133.5d      HeatWave          (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M1    134.3d      Eclipse           (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0    135.5d      ShipChunkDrop     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    136.7d      AnimalInsanitySingle (target=(Map-0-PlayerHome) points=355.716 ), source=StorytellerComp_RandomMain
M1    136.8d      SolarFlare        (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0 T 139.1d      RaidEnemy         (target=(Map-0-PlayerHome) points=323.8154 ), source=StorytellerComp_RandomMain
M0    139.3d      TraderCaravanArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    139.7d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    140.4d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    141.9d      RaidFriendly      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    141.9d      AnimalInsanitySingle (target=(Map-0-PlayerHome) points=548.2369 ), source=StorytellerComp_RandomMain
M0    143.0d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0 T 145.4d      AnimalInsanityMass (target=(Map-0-PlayerHome) points=309.628 ), source=StorytellerComp_RandomMain
M0    145.9d      ShipChunkDrop     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    146.3d      SelfTame          (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    147.1d      ShipChunkDrop     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    148.2d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    148.3d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    149.1d      ThrumboPasses     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    150.5d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    150.6d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M1    150.6d      Eclipse           (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0    152.3d      RaidFriendly      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    153.6d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    155.6d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    156.9d      RaidFriendly      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    157.7d      RefugeeChased     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M1    158.0d      SolarFlare        (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0 T 160.8d      ManhunterPack     (target=(Map-0-PlayerHome) points=428.5342 ), source=StorytellerComp_RandomMain
M0 T 161.4d      RaidEnemy         (target=(Map-0-PlayerHome) points=546.2842 ), source=StorytellerComp_RandomMain
M1    161.5d      QuestItemStash    (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0    161.9d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    164.0d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    164.8d      ShipChunkDrop     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    166.2d      RaidFriendly      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M1    167.3d      Eclipse           (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0    167.4d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    167.6d      TravelerGroup     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    167.7d      CropBlight        (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    167.8d      HeatWave          (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0 T 169.4d      RaidEnemy         (target=(Map-0-PlayerHome) points=379.41 ), source=StorytellerComp_RandomMain
M0    169.7d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    171.0d      RefugeeChased     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    174.0d      AnimalInsanitySingle (target=(Map-0-PlayerHome) points=414.6204 ), source=StorytellerComp_RandomMain
M0    174.6d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    174.8d      VisitorGroup      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    174.9d      TravelerGroup     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0 T 175.6d      RaidEnemy         (target=(Map-0-PlayerHome) points=324.4219 ), source=StorytellerComp_RandomMain
M0    176.4d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    176.7d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    176.9d      ShortCircuit      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    179.5d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    180.0d      RefugeePodCrash   (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    180.1d      AnimalInsanitySingle (target=(Map-0-PlayerHome) points=273.3889 ), source=StorytellerComp_RandomMain
M0    181.5d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    182.9d      RefugeeChased     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    184.0d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    184.1d      TraderCaravanArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    185.6d      AnimalInsanitySingle (target=(Map-0-PlayerHome) points=576.3951 ), source=StorytellerComp_RandomMain
M0    185.7d      VisitorGroup      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    187.2d      VisitorGroup      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    187.4d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    188.3d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0 T 190.8d      Infestation       (target=(Map-0-PlayerHome) points=308.9884 ), source=StorytellerComp_RandomMain
M1    190.9d      Eclipse           (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M1    191.6d      SolarFlare        (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0    191.7d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    194.1d      OrbitalTraderArrival (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    194.3d      VisitorGroup      (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    194.3d      RefugeeChased     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    194.6d      ThrumboPasses     (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M0    196.0d      ResourcePodCrash  (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain
M1    196.4d      QuestBanditCamp   (target=(World-Seginus) ), source=StorytellerComp_CategoryMTB
M0    196.6d      Flashstorm        (target=(Map-0-PlayerHome) ), source=StorytellerComp_RandomMain

Incident totals:
   M0: 104  (89.66% of total, avg 1.04 per day, avg interval 0.9615385)
   M1: 12  (10.35% of total, avg 0.12 per day, avg interval 8.333334)
   M2: 0  (0.00% of total, avg 0.00 per day, avg interval Infinity)
   M3: 0  (0.00% of total, avg 0.00 per day, avg interval Infinity)
   M4: 0  (0.00% of total, avg 0.00 per day, avg interval Infinity)
Total threats: 10
Total threats avg per day: 0.10
Overall: 116
Overall avg per day: 1.16

Verse.Log:Message(String)
RimWorld.StorytellerUtility:DebugLogTestFutureIncidents(Boolean)
Verse.Dialog_DebugLogMenu:<DoListingItems>m__BA8()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugLogMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Platonov555 on June 07, 2017, 01:19:44 AM
Great mod. One request:

Guests begin visiting too early. There should be a 4-6 month timer from game start, so that you have time to build up the basics. It's kinda annoying to have to feed, house and entertain 10-12 guests, when you got urgent stuff to take care of early game.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Love on June 07, 2017, 01:22:50 AM
Quote from: Platonov555 on June 07, 2017, 01:19:44 AM
Great mod. One request:

Guests begin visiting too early. There should be a 4-6 month timer from game start, so that you have time to build up the basics. It's kinda annoying to have to feed, house and entertain 10-12 guests, when you got urgent stuff to take care of early game.
Agreed. Even with the adjustments in difficulty, I'd rather it not be a factor until later on in.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: DariusWolfe on June 07, 2017, 01:48:20 AM
While I don't disagree that visitors start too early, I don't really worry about housing or feeding them until at least the second or third visit; I pretty much just ignore them. I may lose a small amount of faction relationship, but it's not too hard to build it back up, since I'm rarely to never concerned with recruiting their people, at least until considerably later.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Canute on June 07, 2017, 02:12:18 AM
Quote from: Platonov555 on June 07, 2017, 01:19:44 AM
Guests begin visiting too early. There should be a 4-6 month timer from game start, so that you have time to build up the basics. It's kinda annoying to have to feed, house and entertain 10-12 guests, when you got urgent stuff to take care of early game.
That has nothing to do with hospitality, thats just a small positiv event. That happen at a vanilla game too.
The storyteller setup these events.

And at early game, the guests are happy when you just talk to them a few times. They arn't impressed but they will come back.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 07, 2017, 02:44:29 AM
@bolbies: so far so good. Raids are being scheduled. Now click the 4th icon and find execute event (or raid) somewhere in the top left. From the following menu choose raid and click through to the end of the dialog.
Let me know if the event happens. If not, please upload me a log from that moment.

@Timing discussion: I usually just plop down some sleeping spots for them and let them buy something I have enough of (if I do, like maybe wood or steel) for some early cash.
If you're lucky they leave you some food or medicine. They don't really get upset with not being treated well in the beginning, especially now that sleeping spots also count as guest beds.
I could make it somewhat later, but then I'd get a lot of "no more guests are coming" bug reports.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: bolbies on June 07, 2017, 11:06:46 AM
@Orion: I tried all three execute options one by one, and the only one that throws an error is "Execute incident with..." VisitorGroup with 35 points. It gives me this:

Trying to spawn visitors, but points are too low.
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Hospitality.IncidentWorker_VisitorGroup:TryExecute(IncidentParms)
Verse.<DoExecuteIncidentWithDebugAction>c__AnonStorey5CE:<>m__B7F()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Love on June 07, 2017, 12:44:18 PM
Quote from: Orion on June 07, 2017, 02:44:29 AMI could make it somewhat later, but then I'd get a lot of "no more guests are coming" bug reports.

Maybe make it an opt-in Mod Option?
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: faltonico on June 07, 2017, 12:58:39 PM
Quote from: Love on June 07, 2017, 12:44:18 PM
Quote from: Orion on June 07, 2017, 02:44:29 AMI could make it somewhat later, but then I'd get a lot of "no more guests are coming" bug reports.

Maybe make it an opt-in Mod Option?
Guest visit in the base game very early, and, the initial guest from hospitality are very resilient and don't mind a rough environment at the start. If you really don't like that you can disable the mod and enable it when you feel more comfortable.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 07, 2017, 02:42:14 PM
@bolbies: Will the other options spawn an actual raid or do they do nothing?
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: bolbies on June 07, 2017, 11:29:31 PM
@Orion: Literally everything else works. Just that 35 point VisitorGroup doesn't.

Edit: I used the dev tools to increase my goodwill with the factions and now visitors are coming. However, the moment they get to my base, they say their stay was awful and leave.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 08, 2017, 03:16:32 AM
How odd. Don't worry about the 35.
Do you get any errors when the visitors arrive?
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: harpo99999 on June 08, 2017, 04:49:24 AM
orion, I am getting lots of errors and a spamming of visitors are leaving, when they start to leave ,and they do not, they just stay on the map till they  and their animals die(using the 1.17a on a a17b rimworld with many other mods)
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 08, 2017, 05:21:57 AM
Yeah visitors are not supposed to have animals. So some mod is adding them and that's most likely messing things up for you.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: gariba on June 08, 2017, 10:50:18 AM
I've had that same error, I have a mod that adds animals to the game.
Quote from: Orion on June 08, 2017, 05:21:57 AM
Yeah visitors are not supposed to have animals. So some mod is adding them and that's most likely messing things up for you.
On that note, I found something on said mod that may be the cause of this bug:
<Operation Class="PatchOperationAdd"> <!-- Insert Rare animals in traders stock  -->
<xpath>/DefPackage-TraderKindDef/TraderKindDef[defName = "Base_Neolithic_Standard" or "Base_Outlander_Standard" or "Caravan_Neolithic_WarMerchant" or "Caravan_Neolithic_Slaver" or "Caravan_Outlander_PirateMerchant" or "Caravan_Outlander_Exotic" or "Orbital_BulkGoods" or "Orbital_Exotic"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_Animals">
<checkTemperature>true</checkTemperature>
<tradeTags>
<li>CK_RareAnimal</li>
</tradeTags>
<kindCountRange>
<min>1</min>
<max>3</max>
</kindCountRange>
<countRange>
<min>2</min>
<max>6</max>
</countRange>
</li>
</value>
</Operation>

So basically, it tells caravans and traders to bring animals with them for trading. I'll try removing this piece of code, and I'll post the results later.

EDIT: Yep, removing that piece of code solved it. For clarification, I'm using the TropiCKAPP Rainforest Mod (https://ludeon.com/forums/index.php?topic=33296.0).
So it seems anything that modifies visitor groups to include animals can cause this bug.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: DariusWolfe on June 09, 2017, 12:05:24 AM
A bug, or at least I'd assume it's not intended behavior: I rarely recruit, but today, one of my colonists and one of the visitors became lovers; Faction relationship was at 29, so I went ahead and took the chance, and boom, instant success. However, the pawn I recruited was the trader from the party, and now I've got all of the stuff they were carrying, including the stuff I already sold them; It just dropped on the ground where they stood.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Wraithling on June 09, 2017, 02:00:15 AM
I believe it isn't a bug, or at least I hope it is working as intended  ;D  I've discovered that whenever I successfully persuaded someone to join, I also get everything in that person's inventory.

@ Orion: I've accidentally found a minor exploit on the recruiting system. With A17's mechanics rewarding us for forming caravans to raid and explore the map, I just need to send out 6 of my 10 colonists (4 colonists remaining in base) to reduce the recruiting difficulty from '3 friends needed' to '1 friend needed'. I'm sooo tempted to do it >.<
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 09, 2017, 03:07:12 AM
@Gariba: Thanks for looking into it! I'm glad you could find the source.
@Darius: It's sorta intended but can be exploited sometimes. I could try and make the trader harder to convince or give more penalty.
@Wraithling: That's a good one. I've seen it too, but in the moment it made sense. I had started a temporary colony with one poor survivor from a caravan, and being able to convert some people to the cause was a blessing. But yeah, quickly stuffing some people into a caravan to make recruiting easier is clearly an exploit. Not sure yet how to solve this one.
Maybe they have to travel at least x tiles away from the base, or they will still count.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: DariusWolfe on June 09, 2017, 09:59:46 AM
Would it be doable to have visitors who have items to trade (as opposed to just carrying around with them) to have a pack animal that holds most of the trade goods? I don't really think the trader being harder to convince is the right solution, especially in this case; I didn't want Moon to be separated from his newfound lover, after all.

I think I just sort of assumed there was a "trader" inventory, but now that I think about it, I realize that was probably never the case, even in vanilla; That's why large trading caravans always brought so many people. It wasn't about protection (at least, not entirely) but largely about carrying capacity.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 09, 2017, 11:21:07 AM
I'd rather remove the trader from visitors. Adding in the animals is tricky for me.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Canute on June 09, 2017, 12:02:51 PM
Other people recruit visitors because they got some Masterwork/legendary items, or because they got very good stats.

How much values does these tradegood got on the visitor, maybe a few hundret silver. Not realy much, ok some other got less scruple and just kill them if they got any that they want.

Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 09, 2017, 01:17:12 PM
True. I'm thinking in terms of how much work a solution will be.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: kaptain_kavern on June 09, 2017, 01:32:56 PM
Quote from: Gariba
Quote from: Orion on June 08, 2017, 05:21:57 AM
Yeah visitors are not supposed to have animals. So some mod is adding them and that's most likely messing things up for you.
On that note, I found something on said mod that may be the cause of this bug:
<Operation Class="PatchOperationAdd"> <!-- Insert Rare animals in traders stock  -->
<xpath>/DefPackage-TraderKindDef/TraderKindDef[defName = "Base_Neolithic_Standard" or "Base_Outlander_Standard" or "Caravan_Neolithic_WarMerchant" or "Caravan_Neolithic_Slaver" or "Caravan_Outlander_PirateMerchant" or "Caravan_Outlander_Exotic" or "Orbital_BulkGoods" or "Orbital_Exotic"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_Animals">
<checkTemperature>true</checkTemperature>
<tradeTags>
<li>CK_RareAnimal</li>
</tradeTags>
<kindCountRange>
<min>1</min>
<max>3</max>
</kindCountRange>
<countRange>
<min>2</min>
<max>6</max>
</countRange>
</li>
</value>
</Operation>

So basically, it tells caravans and traders to bring animals with them for trading. I'll try removing this piece of code, and I'll post the results later.

EDIT: Yep, removing that piece of code solved it. For clarification, I'm using the TropiCKAPP Rainforest Mod (https://ludeon.com/forums/index.php?topic=33296.0).
So it seems anything that modifies visitor groups to include animals can cause this bug.

Hi Orion, I'm the author of the concerned mod.  Could you help me to understand this a bit more please ?

My patch "only" add another StockGenerator for animals into TraderKind that were already had one. I'm not sure I understand how modifying traderStock change Visitors at all.

Thank you for your time
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: E_T on June 09, 2017, 07:30:29 PM
Hello,

Love your mod...

Anyways, I recently had an issue with this mod.  I am running the A17b version with your 1.17a mod version.  In my current game, I am running Randy Rough Rich Survivor game.  I recently had two issues:

1) while still by myself and having just recently gotten my first prisoner, I had a visiting group, about 7 to 9 in the group and I was caught flat footed trying to get accommodations up (did not satisfy).  The group sizes should be limited in the early game, so as to allow You to try to have or be able to get something together when your very limited as to what might be expected of you at that time.  That or a score weight handicap for the early game that is reduced to zero after a set time (let's say based on difficulty level, etc), that way you don't get as bad of a score in the very early game...

2) After having set up some accommodations, have gotten 3 to 4 more colonist on board and was able to house a large group (or was just about to finish the last of the beds for them - group was 7 to 8 IIRC), an ADDITIONAL group of even more people showed up (IIRC same faction) and I just could not put them anywhere, while in the middle of a mid-spring cold snap.  I could not build the beds fast enough and several slept outside in the freezing cold....

Anyways, thought that you should know....
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: DariusWolfe on June 09, 2017, 07:36:01 PM
I wonder if visitor group size scales by wealth? My first two groups were only a couple people each; If you're playing Rich Explorer, that might explain a large initial group size.

You can also plop down sleeping spots and designate them as guest-use to avoid visitors sleeping outside. (Love this modification, btw; I recall you said at one point you couldn't do it, so whatever changed is a welcome change)
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: Orion on June 10, 2017, 07:04:31 AM
@E_T: Use sleeping spots to make sure visitors have space to sleep. This will remove the -15 for no beds. The large group size is because you use Randy Random. "Normal" storytellers build up the size over time.

@Darius: I don't know the exact formula for group sizes. I'm using the vanilla function for generating them. It took me quite some effort to make any bed work with Hospitality, but now that it's there, it will work even with 3rd party beds. So for all I care, create a 4 unit size rumbling massage bed for guests, or cheap sleeping bags that only cost 10 leather.

@kaptain_kavern: The issue here is that visitors are modified a lot for Hospitality. But the animals they bring apparently not. Usually guests never have animals to trade (only caravans do). So guests will break when they bring animals along. This also applies if the player is allowed to sell them animals.
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Orion on June 10, 2017, 09:09:59 AM
Version 1.17c
There's an update with some minor fixes.
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Wraithling on June 10, 2017, 09:48:33 AM
Yay update, thanks Orion! 

Wait a minute... awww, you tweaked it  :P
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Fregrant on June 10, 2017, 11:40:56 AM
1.17c seems to be incompatible with Smarter Food Selection, unlike 1.17a? Anyone else used it together?
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Orion on June 10, 2017, 01:18:10 PM
Didn't smarter food selection cause animals to attack guests in A16? I don't think the latest update has changed anything in regards to compatibility.

What makes you think they are not working together now?
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Fregrant on June 10, 2017, 05:27:23 PM
Because they both had a nasty red error. But I think it is not the cause.
So, I found that latest Hospitality and Zombieland mods, activated together, give the error. Even after game relaunch.
[HugsLib][ERR] Hospitality caused an exception during LoadReloadInitialize: System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.Hospitality_SpecialInjector.InjectTab (System.Type tabType, System.Func`2 qualifier) [0x00000] in <filename unknown>:0
  at Hospitality.Hospitality_SpecialInjector.Inject () [0x00000] in <filename unknown>:0
  at Hospitality.DetourInjector.Inject () [0x00000] in <filename unknown>:0
  at Hospitality.DetourInjector.Initialize () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.LoadReloadInitialize () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Love on June 10, 2017, 05:52:30 PM
Quote from: Orion on June 10, 2017, 01:18:10 PM
Didn't smarter food selection cause animals to attack guests in A16? I don't think the latest update has changed anything in regards to compatibility.

What makes you think they are not working together now?

How bizarre. I don't entirely understand why Hospitality has so many unexpected compatibility problems.
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Brrainz on June 10, 2017, 06:30:49 PM
Quote from: Love on June 10, 2017, 05:52:30 PM
Quote from: Orion on June 10, 2017, 01:18:10 PM
Didn't smarter food selection cause animals to attack guests in A16? I don't think the latest update has changed anything in regards to compatibility.

What makes you think they are not working together now?

How bizarre. I don't entirely understand why Hospitality has so many unexpected compatibility problems.
Because it still uses detours instead if Harmony patches (as you can see in the error message with Zombieland)?
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Love on June 10, 2017, 08:19:08 PM
Quote from: pardeike on June 10, 2017, 06:30:49 PM
Quote from: Love on June 10, 2017, 05:52:30 PM
Quote from: Orion on June 10, 2017, 01:18:10 PM
Didn't smarter food selection cause animals to attack guests in A16? I don't think the latest update has changed anything in regards to compatibility.

What makes you think they are not working together now?

How bizarre. I don't entirely understand why Hospitality has so many unexpected compatibility problems.
Because it still uses detours instead if Harmony patches (as you can see in the error message with Zombieland)?

Smarter Food Selection uses HugsLib, which I believe uses Harmony's methodology for patching.
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: bolbies on June 10, 2017, 08:25:17 PM
@Orion: Sorry for the late reply, but no there were no errors. I downloaded the 1.17c version and visitors seem to be working properly now. Thank you for everything!
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Orion on June 11, 2017, 02:54:52 AM
@Fregrant: Incompatibility with Zombieland is a known issue (see OP). And it's not something I'm willing to look into, because Zombieland patches all over the place, from what I can tell with a quick glance.

@pardeike: The error message is either outdated (A16) or misleading. Hospitality is using Harmony patching since A17.
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: notfood on June 11, 2017, 03:27:43 AM
Keep up the good work! Thank you for the mod!
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Brrainz on June 11, 2017, 04:30:09 AM
@Orion: I can have a look at the cooperation between our mods and I hope that if I find something that is easy to fix and can point you to where, you might consider changing in your mod. It's mostly defensive null checking since zombies don't have all the capabilities as a normal pawn but could also totally be my own problem :)
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Orion on June 11, 2017, 04:38:38 AM
@pardeike: I'm absolutely open to changes that will improve compatibility. I don't see how the gameplay of both mods goes together well, but that's up to the player to decide.
Let me know if you find anything.

@Love: Using HugLibs is not indicative for using Harmony. But then, using Harmony also doesn't mean there won't be conflicts. Generally, there just will be less errors (which cause very obvious problems, most of the time). So stuff that breaks is more subtle.
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: LeninTheRed on June 11, 2017, 05:37:59 AM
Got the following error which i think matches an error posted by user Henk a few pages ago

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentDef.TargetAllowed (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [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

Heres my log

https://gist.github.com/a318990499045e97fd6facc6cb199b31

Im using the following mods:

Loaded mods:
Core: (no assemblies)
HugsLib[3.1.0]: 0Harmony(1.0.9.1), HugsLib(0.17.0.0)
Additional Joy Objects: AdditionalJoyObjects(1.0.0.0)
Expanded Prosthetics and Organ Engineering 2.0: (no assemblies)
More Furniture (A17): (no assemblies)
More Vanilla Turrets: (no assemblies)
Hospitality: $HugsLibChecker(0.3.0.0), Hospitality(0.17.3.0)


Im not sure when it started exactly, but I paid 3 factions to send me some bulk goods traders and I got massive, sudden lag shortly after they arrived, much more than usual (i order 3-4 caravans that arrive simultaneously, it lags but nothing like this).  The lag persisted even after the traders left.  I've tried everything to fix it, i deleted and merged a bunch of my stockpiles, reduced the number of animals i had by over half, sent away colonists.   I used debug tools to mess with teh storyteller, spawn items, cause incidents, i used "destroy all things" on the map and the error repeats itself thousands of times per second even with literally nothing on the map.

i tried flipping other mods on and off and im nearly certain hospitality is the culprit.  The error doesn't occur on a new colony either.  At some point in the very late game, or under certain conditions, i think hospitality is going haywire.


I hope I can figure out for sure because this is my favorite mod and I want to include it in my reroll colony, but not if this is gonna happen again.  This colony is a wash I think though.

Not complaining, this is a great mod!

Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Festen on June 11, 2017, 05:54:07 AM
Hello;

could you try to add to your hospitality mod a function that can make the guest help you with menial task like hauling, cutting, or building if your score is high enough  ?

Thanks in advance
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Orion on June 11, 2017, 02:09:15 PM
@LeninTheRed: The only way I can see that this happens is if you abandon a base that was scheduled to receive visitors (or any other incident).
Did you do that before it happened? The issue is entirely vanilla code. Once it happens, your game is corrupted and it doesn't matter what you do. Unless you edit the save file and remove the queued incident.

@Festen: I tried to do this, but back then it couldn't get it to work.
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Love on June 11, 2017, 05:14:51 PM
Is there any way you could restructure the way you change the Chased Refugees event so it isn't a blanket override of the original? That's what's preventing other mods making their mod compatible with yours.
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: ridjack on June 11, 2017, 10:44:09 PM
So a bunch of guests from one faction all went Berserk one after the other. They all had horrible moods, so that seemed legit enough, but a bunch of them died and shortly afterwards, I started being spammed with "The whatever-faction are leaving" at hyperspeed. Several times a second.

Error log, Pastebin. (https://pastebin.com/JMcWzsfR)
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Ashardalon411 on June 12, 2017, 01:52:41 PM
Report:
Quote[HugsLib][ERR] Hospitality caused an exception during LoadReloadInitialize: System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.Hospitality_SpecialInjector.InjectTab (System.Type tabType, System.Func`2 qualifier) [0x00000] in <filename unknown>:0
  at Hospitality.Hospitality_SpecialInjector.Inject () [0x00000] in <filename unknown>:0
  at Hospitality.DetourInjector.Inject () [0x00000] in <filename unknown>:0
  at Hospitality.DetourInjector.Initialize () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.LoadReloadInitialize () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

This happens when zombieland and hospitality are in the same modlist.

I have do the same report to the author of zombieland, so if you can concert between each other for fix it, it can be very nice ! Already ty !
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Brrainz on June 12, 2017, 02:42:36 PM
If I would know the code in that method, i could guess the problem.
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Orion on June 13, 2017, 03:46:21 AM
@pardeike: I've attached the file. But I think this is just the tip of the iceberg.
I've also looked at "DetourInjector". It's actually just a class implementing ModBase that calls Inject on the SpecialInjector.

[attachment deleted by admin due to age]
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Orion on June 13, 2017, 03:55:11 AM
Quote from: Love on June 11, 2017, 05:14:51 PM
Is there any way you could restructure the way you change the Chased Refugees event so it isn't a blanket override of the original? That's what's preventing other mods making their mod compatible with yours.
Unfortunately, there isn't. Just as other mods have to blanket override Chased Refugees to do what they want. But then, they can just increase the priority of their override and everything will work just fine ::)
Title: Re: [A17] Hospitality (v1.17c - updated 10.06.2017)
Post by: Brrainz on June 13, 2017, 08:23:58 AM
Quote from: Orion on June 13, 2017, 03:46:21 AM
@pardeike: I've attached the file. But I think this is just the tip of the iceberg.
I've also looked at "DetourInjector". It's actually just a class implementing ModBase that calls Inject on the SpecialInjector.
Ah, I think the problem is rather easy. Zombies cannot be selected and have no inspectors. Simply code a bit defensive and don't assume that all pawns can be inspected.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 13, 2017, 01:28:31 PM
Apparently, it was real easy indeed. I expected much more trouble.

Update
1.17d - 13.06.2017
- Fix: Updated Chinese translations (thx to duduluu)
- New: When guests arrive and danger is present, player is asked
- Fix: Now compatible with zombieland
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Brrainz on June 13, 2017, 02:41:15 PM
Quote from: Orion on June 13, 2017, 01:28:31 PM
Apparently, it was real easy. I expected much more trouble.
- Fix: Now compatible with zombieland
Most excellent work, Orion!
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: DariusWolfe on June 13, 2017, 02:54:58 PM
Reddit has spoiled me. I wanted to upvote since I don't have anything productive to add, but I wanted to show I liked this.

So, have an Upvote, +1, Like, whatevs. Love the work you're doin' Orion.
Title: Re: [A17] Hospitality (v1.17a - updated 03.06.2017)
Post by: WalkingProblem on June 13, 2017, 03:12:48 PM
Quote from: Orion on June 10, 2017, 07:04:31 AM
@kaptain_kavern: The issue here is that visitors are modified a lot for Hospitality. But the animals they bring apparently not. Usually guests never have animals to trade (only caravans do). So guests will break when they bring animals along. This also applies if the player is allowed to sell them animals.

My mods (RimSlaves) also faces the same issue, since Visitors from Walkblem Slavers (The slaver faction) brings along Unsullieds (Slave Fighters) as their military escorts. But the Unsullieds are "animals" thus my mod users also getting the same errors.

Is there anyway I can help to make this fix? Or do I have to make a fix from my side independent from Hospitality mod (assuming that you will never fix this issue? =\
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 13, 2017, 05:11:01 PM
@pardeike: I didn't really see Zombieland and Hospitality get along, but today I tried a new colony with both and it's actually quite funny to play like that.

@Darius: Don't despair, there's always PayPal :P

@Walking Problem: If you want to help, you can help me identify what's the issue with animals. To be honest, I'm not really looking forward to figuring it out, so if you can give me some leads I'll take a shot at it.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: WalkingProblem on June 14, 2017, 01:54:51 AM
Quote from: Orion on June 13, 2017, 05:11:01 PM
@Walking Problem: If you want to help, you can help me identify what's the issue with animals. To be honest, I'm not really looking forward to figuring it out, so if you can give me some leads I'll take a shot at it.

So far from what I can remember, there seemed to be a missing thinknode or something for the visitor with animals. It goes into an infinite loop of not knowing what to do, and the visitor get stuck on the map, nothing to trigger it to leave the map. The visitor as a result went hungry, berserk and die from either hunger or killed by the colonists. 

If this is not enough information, I will try to replicate the issues (its kindda hard to get the exact visitor event), and copy the error log.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: JerryBi on June 14, 2017, 05:32:03 AM
i suppose this error from your mod


System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.RaidStrategyWorker_ImmediateAttackSappers.CanUsePawnGenOption (RimWorld.PawnGenOption opt, System.Collections.Generic.List`1 chosenOpts) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility.ChoosePawnGenOptionsByPoints (Single points, System.Collections.Generic.List`1 options, RimWorld.PawnGroupMakerParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupKindWorker_Normal.CanGenerateFrom (RimWorld.PawnGroupMakerParms parms, RimWorld.PawnGroupMaker groupMaker) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMaker.CanGenerateFrom (RimWorld.PawnGroupMakerParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GeneratePawns>c__IteratorC9.<>m__31D (RimWorld.PawnGroupMaker gm) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.PawnGroupMaker].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElementByWeight[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.PawnGroupMaker& result) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GeneratePawns>c__IteratorC9.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


and no raids ...
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: wafflep90 on June 14, 2017, 06:10:13 AM
Hi Orion,

through all of the requests and beg fixes spammed at and "expected of" you I just wanted to say.

Thank you so very much for creating and updating this mod, it is easily one of my favourite and works in line with everything I use (not a lot of mods coincidently... I have a laptop so cant reach out to far) just wanted to say a massive thank you for all the hard work you have done and continue to do.

keep it up

Yours Thankfully
Wafflep90 (josh)
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Canute on June 14, 2017, 08:52:11 AM
Quote from: masaykh on June 14, 2017, 05:32:03 AM
i suppose this error from your mod
and no raids ...
I bet you got hugslib mod installed too, why you can't use the featur eto upload the error log there, and just post the link ?
The log provide much more information too.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 14, 2017, 09:43:36 AM
@Walking Problem: Yeah I find the thinknode stuff really hard to debug because it doesn't say exactly what went wrong and where. Can you narrow it down more?

@masaykh: I don't see any indicators why the error should be from my mod. What makes you think so?

@wafflep90: I'm glad there are people left who get it to work, thanks for your message!
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: khearn on June 14, 2017, 10:56:22 AM
I just ran into the "Visitor from Walkblem" problem. Here's what happened (so far). A visitor, Sammy, showed up from Walkblem, accompanied by a host of Sallys, Maidens, and Worker slaves (no Unsullied, though) and 3 snow leopards. The slaves all proceeded to a spot NE of my buildings, but Sammy didn't make it that far. She was old and slow, so she trailed behind them, and then started wandering around just south of my buildings (they arrived from the SW).

I sent my trader to trade with her with no problems. I thought it a bit odd that she didn't come inside to the guest bed I had set up for her, but other than that I ignored her for a while, as I had 3 prisoners my social pawn was busy with.

After a while I checked on her and noticed that she was berzerk and attacking a wild cassowary. Being old, with a bad back and armed with an awful wooden shiv (can you get any worse than that?), she was doing one point to it, and it was doing 8 to her. It wasn't long before she was taken down by the cassowary (how embarassing!). I rescued her, stuck her in a bed, and had someone tend to her wounds. In the mean time, the various slaves and leopards just milled around in the same area they had originally stopped.

After a while I got a message saying something like "The visitors from Walkblem are leaving with one wounded." Or maybe it was that they were leaving one wounded. But nobody left at this time.

Eventually, Sammy healed up and I got a popup saying that she wanted to join my colony. I probably should have declined, but she actually looked useful, despite her age and infirmity, so I accepted. No noticeable problems at this point.

However, a little while later, I suddenly started getting spammed by continuous mesages in the upper left saying "Visitors from Walkblem Slavers Transport Company are leaving.", accompanied by continuous beeping.

The game is still moving OK, so I just turned off the sound and am letting it run. The slaves and leopards are all in various stages of starvation now, and some have lost consciousness. I'm hoping they'll all die peacefully and things will go back to normal. I just hope the leopards don't go berzerk. I also hope I don't miss some important message in the upper left, since it's continuously scrolling the message about leaving.

I'll report back as things progress.

Update: The slaves have started peacefully dying. The leopards are still only serverly starving.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 14, 2017, 11:16:24 AM
Yeah... Mods that add animals to guests break hospitality and there is a chance that you can't recover from this bug now.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: khearn on June 14, 2017, 11:23:21 AM
All of the slaves have died, and the message spam has stopped. A couple of leopards are still alive, but downed due to starvation.

So it does seem to be recoverable, if you can tolerate the spam for a while until the slaves all starve to death. It's interesting that the spam stopped while a couple of leopards are still alive. So either the messages are only created by the slaves and not the leopards, or they are only created by non-downed animals.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: JerryBi on June 14, 2017, 12:08:11 PM
i updated your mod to 1.17d and got this problem
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: WalkingProblem on June 14, 2017, 01:08:01 PM
Quote from: Orion on June 14, 2017, 11:16:24 AM
Yeah... Mods that add animals to guests break hospitality and there is a chance that you can't recover from this bug now.

Actually the funny thing was that, I never had this problem previously; although some ppl had encountered it, but I wasnt able to recreate this problem.

Its only recently then I managed to see this problem with my own eyes.

Do you open the source code to this mod? So that I can help to fix it (because I can't fix without the source code)
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: TheUnspeakable on June 14, 2017, 10:09:22 PM
Minor issue that I ran into.

A bed that has been flagged as guest was reinstalled by me.
The bed that was placed works fine but next to it is the icon for an uninstalled bed, colored for guests. 
It can be hauled away and offers an "install" button but that button does not do anything.

Update:  Ok suddenly I'm getting a flood of Friendlies coming to my rescue, raids still happen, and when a trader finally showed up when I try to trade with them the pawn goes up to them, stands there a second and then walks away.  There is no trading popup.  (Additional mods that modify trade groups or job activity include Work Tab and Refugee Stats)  Save available upon request.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 15, 2017, 07:25:54 AM
@khearn: It's good that it can be recovered from.

@masaykh: Could be a by chance. I really can't tell much more without a full log.

@Walking Problem: The source code can be found here (https://github.com/OrionFive/Hospitality). If there's specific code you think should be changed, you can also create pull requests.

@TheUnspeakable: How odd. I'll try around a bit with reinstalling beds. Do you have developer mode on? Did you receive any errors? It sounds like you should have encountered a lot of errors.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: WalkingProblem on June 15, 2017, 06:03:02 PM
Quote from: Orion on June 15, 2017, 07:25:54 AM
@Walking Problem: The source code can be found here (https://github.com/OrionFive/Hospitality). If there's specific code you think should be changed, you can also create pull requests.

Thanks Orion, I let you know if I'm able to find a fix for it.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: TheUnspeakable on June 15, 2017, 06:45:58 PM
Sadly I did not have developer mode on.  Is there any way to recover those errors from a save?

Upon loading in developer mode and trying to make him trade again, I got this:
JobDriver threw exception in initAction. Pawn=Lumpy, Job=TradeWithPawn A=Thing_Human699038, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TransferableUtility.TransferAsOne (Verse.Thing a, Verse.Thing b) [0x00000] in <filename unknown>:0
  at RimWorld.TransferableUtility.TransferableMatching[Tradeable] (Verse.Thing thing, System.Collections.Generic.List`1 transferables) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0
  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade..ctor (Verse.Pawn playerNegotiator, ITrader trader) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_TradeWithPawn+<MakeNewToils>c__Iterator3F.<>m__B6 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=, curJob.def=TradeWithPawn, curDriver=RimWorld.JobDriver_TradeWithPawn
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
RimWorld.<AddHumanlikeOrders>c__AnonStorey440:<>m__641()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


When I scrolled over to where I had store the weird psuedo bed, I got this:
Exception drawing MinifiedFurniture692741: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.MinifiedThing.DrawAt (Vector3 drawLoc, Boolean flip) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings (Verse.DrawTargetDef drawTarget) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings(DrawTargetDef)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

and the icon for the bed disappeared.
When I zoomed out the log started going crazy will hundreds of errors.  I activated the destroy tool and deleted the now invisible but still clickable bad pseudo-bed.  Now I can trade again.

Will attempt to duplicate with log.

Edit: Successfully duplicated.

Bug occurs when reinstalling a Guest bed into a prisoner room.

No errors thrown at event.  Same hundreds of errors when the icon is on screen.
Exception doing inspect pane: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.MinifiedThing.get_LabelNoCount () [0x00000] in <filename unknown>:0
  at Verse.Thing.get_Label () [0x00000] in <filename unknown>:0
  at Verse.Thing.get_LabelCap () [0x00000] in <filename unknown>:0
  at RimWorld.InspectPaneUtility.AdjustedLabelFor (IEnumerable`1 selected, Rect rect) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_Inspect.GetLabel (Rect rect) [0x00000] in <filename unknown>:0
  at RimWorld.InspectPaneUtility.InspectPaneOnGUI (Rect inRect, IInspectPane pane) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

and
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.InstallBlueprintUtility.ExistingBlueprintFor (Verse.Thing th) [0x00000] in <filename unknown>:0
  at RimWorld.MinifiedThing.DrawExtraSelectionOverlays () [0x00000] in <filename unknown>:0
  at RimWorld.SelectionDrawer.DrawSelectionOverlays () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

repeated ad nauseum.

With the problem item deleted, I will continue to run this save and see if I get any more allies coming to my rescue.

Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Canute on June 16, 2017, 02:56:07 AM
TheUnspeakable,
I think it could help if you post the complete error log, use the share log button down left at the debug log window and post the link.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 16, 2017, 03:32:55 AM
@TheUnspeakable: Thanks for your time reproducing the bug. I will see if I can recreate it here as well (quite possibly).
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Daelight on June 16, 2017, 07:00:53 AM
I am experiencing the same bug as khearn but mine isn't going away.
This is the error that is being spammed:

System.NullReferenceException: Object reference not set to an instance of an object
  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.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Here is a quick video of it in action: https://www.youtube.com/watch?v=kc9DgWZz9mo&feature=youtu.be

Any ideas? I am completely clueless when it comes to these sort of things, any help is greatly appreciated :)
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Chrome on June 16, 2017, 09:49:45 PM
Just wanted to let you know your mod is awsome and I hope you keep up the amazing work you're doing!
Thank you for this great addition to the game!
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 17, 2017, 03:02:24 AM
@Daelight: I can tell from your video that your game state is corrupted, but not what caused it.
But it looks like you have visitors with animals, so that should be it.
You might be able to recover it by destroying these animals and visitors with the destroy tool from the developer menu.

@Chrome: Thanks!
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Daelight on June 18, 2017, 05:57:24 AM
@Orion
Thank you so much, using the destroy tool fixed it, the offender was a Muffalo calf.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: wwWraith on June 18, 2017, 12:12:00 PM
There were some changes in TropiCKAPP Rainforest recently regarding adding animals, seems like they aren't come with guests anymore, so incompatibility is gone now. But I think that problem may raise again with some other mod(s), so it would be better to find it's roots. May be it's like when there are animals with guests, game "looks" at these animals first and treats them like "real" guests, giving them that thinknode, whatever, and "forgetting" about humans? I don't really know how it works here, it's only wild guess based on some similar situations in other programs, so excuse me if I'm completely wrong.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: kaptain_kavern on June 18, 2017, 12:42:27 PM
Oh sweet! I wasn't sure about my changes / been able to fix it.

Turns out it was most probably coming from one of my patches (In the updated version I made one line patch per TraderKind / opposing to try to patch them all in once in the previous version)
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 18, 2017, 02:32:29 PM
Great, glad that's fixed now.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: bullet on June 23, 2017, 04:42:42 PM
Hi Orion. With Zombieland (https://ludeon.com/forums/index.php?topic=32601.0) mod I can't change any beds like guests bed. When I click on the "For Guests" button only error appears:
Failed to find Verse.ThingDef named SleepingSpotGuest. There are 2125 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Hospitality.Building_GuestBed:MakeBed(Building_Bed, String)
Hospitality.Building_GuestBed:Swap(Building_Bed)
Hospitality.Harmony.<>c__DisplayClass5:<Process>b__2()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Object reference not set to an instance of an object
at ZombieLand.Patches/ThingMaker_MakeThing_Patch.Prefix (Verse.ThingDef) <0x00010>
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch1 (Verse.ThingDef,Verse.ThingDef) <0x00016>
at Hospitality.Building_GuestBed.MakeBed (RimWorld.Building_Bed,string) <0x0002c>
at Hospitality.Building_GuestBed.Swap (RimWorld.Building_Bed) <0x00104>
at Hospitality.Harmony.Building_Bed_Patch/GetGizmos/<>c__DisplayClass5.<Process>b__2 () <0x00014>
at Verse.Command_Toggle.ProcessInput (UnityEngine.Event) <0x00026>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x00823>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00469>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>

And it does not matter which mod is installed first
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Brrainz on June 23, 2017, 06:11:44 PM
Interestingly, the code for that prefix looks like this:
static void Prefix(ThingDef def)
{
if (def.IsCorpse == false) return;
if (def.ingestible == null) return;
if (def.ingestible.sourceDef is ThingDef_Zombie)
{
def.selectable = false;
def.neverMultiSelect = true;
def.drawGUIOverlay = false;
def.hasTooltip = false;
def.hideAtSnowDepth = 99f;
def.inspectorTabs = new List<Type>();
def.passability = Traversability.Standable;
def.affectsRegions = false;
def.stackLimit = 1;
def.thingClass = typeof(ZombieCorpse);
}
}
and the only possibility for a null reference exception is if the def passed into the method is NULL which would be rather bad. Since I am about to update my mod anyway, I am adding a null check for the def too but overall, I am a bit unclear on what is going on here.

I guess that somewhere in your code you try to load a def and it is null and Zombieland is the only/first to dislike that. As I said, I'll fix it but I gues BadThingsMightHappen(tm) if you deal with null defs anyway.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: AngleWyrm on June 24, 2017, 12:40:12 AM
Would this prevent a null error when processing the ThingDef object passed into the function?


static void Prefix(ThingDef def)
{
   if( def == null ) return; // validate input before processing
   if (def.IsCorpse == false) return;
   if (def.ingestible == null) return;

Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Brrainz on June 24, 2017, 03:22:33 AM
Quote from: AngleWyrm on June 24, 2017, 12:40:12 AM
Would this prevent a null error when processing the ThingDef object passed into the function?


static void Prefix(ThingDef def)
{
   if( def == null ) return; // validate input before processing
   if (def.IsCorpse == false) return;
   if (def.ingestible == null) return;

Yes, I added that to the version I released yesterday. I am just worried that me getting such a null def is usually not a good thing and might lead to other problems without Zombieland or with other mods.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: AngleWyrm on June 24, 2017, 03:34:25 AM

(https://s-media-cache-ak0.pinimg.com/originals/21/67/56/216756f5eae1c789101d16fe2966589d.jpg)Imagine part of your coding army includes a division of young and/or over-caffeinated ADD types who consider the phrase "I know a short cut" to be a point of merit.

They produce, but it's necessary to do some screening in a noisy environment.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 24, 2017, 06:55:36 AM
I'm quite sure the real issue here is "Failed to find Verse.ThingDef named SleepingSpotGuest" which returns a null def which is then passed on.

I'll see if I can reproduce this.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 24, 2017, 07:05:23 AM
Okay, I can't reproduce it.
@bullet: Please upload your full log. Most likely stuff is already going wrong before you even load your game.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: yoozek42 on June 24, 2017, 04:02:48 PM
I'm not sure if you already talked about this, I checked last 15 pages but checking another 100 is just nope.

I'm getting this error since I got Hospitality mod, and just now when the first guests came in I noticed, that they keep sleeping on the floor, next to the bed signed as a guest bed. Everytime they'd look for a bed cause 'rest' stat is really low, the game throws that error and they fall asleep on the ground. Everything else is working perfectly fine. Any idea why is that?



Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.MissingMethodException: Method not found: 'Verse.GenClosest.ClosestThingReachable'.
  at Hospitality.JobGiver_Sleep.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00115] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:162
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:166)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNode_Duty.cs:26)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:231)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Subtree.cs:36)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNode_JoinVoluntarilyJoinableLord.cs:36)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:451)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:397)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:297)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:105)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:485)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:481)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 25, 2017, 03:16:17 AM
Hm. I can't tell much from the error, but it looks to me like you are using the wrong version of the mod with the game. Which alpha are you using? Did you delete the Hospitality folder before updating? Which Hospitality version did you use?
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: AngleWyrm on June 25, 2017, 07:23:40 PM
Quote from: Orion on June 24, 2017, 06:55:36 AM
I'm quite sure the real issue here is "Failed to find Verse.ThingDef named SleepingSpotGuest" which returns a null def which is then passed on.

In a maybe-related issue, it's possible to make animal sleeping spots into 'guest' spots. At first I thought this was a feature for guest's animals, but it appears that guests will use them for sleeping.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 26, 2017, 01:13:14 AM
Yeah that'll be fixed in the next version.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: bullet on June 26, 2017, 01:53:19 AM
I disable couple of not realy 'must have' mods, reinstall latest versions Zombiland and Hospitality and now all works fine
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: shark510 on June 27, 2017, 09:14:58 AM
Problems with Star Wars faction mod, visitors starving to death, go berserk, do nothing to satisfy their needs :-[ after pawn down, there is message spam visitors leaving recovering their people. Changing mod order didn't help 
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: wafflep90 on June 27, 2017, 09:22:13 AM
@sharks510 I have the starwars factions (and others) nod installed and this works fine for me is the hospitality mod listed before the star wars mods?
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Canute on June 27, 2017, 10:18:28 AM
Same, i don't got trouble with hospitality & Star wars.
Maybe you should post the error log made with hugslib.

Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: SpaceDorf on June 27, 2017, 01:40:59 PM
@Orion

Is there a way to make my Guests leave less gifts ?
Or could you include a Menu to turn the gifts of ?
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: khearn on June 27, 2017, 01:51:25 PM
I don't use Star Wars Factions, but I do use Force and Lightsabers plus Walking Problem's RimSlaves mod, and I just had a group of visitors arrive and do the wandering thing. Three of then eventually went berzerk in my colony, I managed to down 2 of them and rescue them. One got killed. Also had one apparently go berzerk a ways from my buildings and kill another of the visitors. I've also got a bunch of their animals wandering around getting hungry. I'm sure they'll eventually starve to death (free meat!).

I'm now dealing with a message about visitors leaving with their wounded every 30 seconds or so, with an occaisional message about visitors fleeing. It's not nearly as bad as it was in previous occurances when I'd be getting constant messages about the visitors leaving. Walking Problem said the Hospitality/Slaves issue was fixed, but it looks like it still occurs, but isn't quit as annoying.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Wilponderroci on June 27, 2017, 04:12:30 PM
So yeah this is the mod list attached if this is helpful. Not sure if its this mod specifically thats conflicting with hospitality.

Again the issue is that if a visitor trys to exit the map under certain conditions it will trigger an infinite loop of beeps and notifications.

i.e. blah faction is leaving. 

I also posted this in TropiCKAPP thread

I also have the most recent updated version of this mod

Dropbox link for the save file (https://www.dropbox.com/s/ibjk0k0z2eczouj/Autosave-5.7z?dl=0)

[attachment deleted by admin due to age]
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: wwWraith on June 27, 2017, 04:23:20 PM
Quote from: khearn on June 27, 2017, 01:51:25 PMI've also got a bunch of their animals
Quote from: Orion on March 13, 2015, 11:19:16 AM
Known conflicts:
- Any mod that gives guests animals (or slaves)

Quote from: Wilponderroci on June 27, 2017, 04:12:30 PM
So yeah this is the mod list attached if this is helpful. Not sure if its this mod specifically thats conflicting with hospitality.
Quote from: Orion on March 13, 2015, 11:19:16 AM
Known conflicts:
- Refugee stats
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Wilponderroci on June 27, 2017, 04:37:52 PM
Quote from: wwWraith on June 27, 2017, 04:23:20 PM
Quote from: Orion on March 13, 2015, 11:19:16 AM
Known conflicts:
- Refugee stats
Lots of people run ref stats with hospitality without issue.  I have removed it to be sure and that is not the offending mod conflict.

I appreciate your attempt to help me wwWraith.

Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Wilponderroci on June 27, 2017, 04:45:38 PM
Here is the error specifically

System.NullReferenceException: Object reference not set to an instance of an object
  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.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__843()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


Seems to have something to do with the fact that the pets get really really far away from the people in the jungle.

I used the devcon to down everyone and now my ears can have peace!  ;)
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: wwWraith on June 27, 2017, 05:06:56 PM
Wilponderroci, also make sure that you are using the latest version of TropiCKAPP. There should be no animals coming with guests, this problem was fixed.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 28, 2017, 02:33:31 AM
Mods that make visitors bring slaves or animals will cause problems. Ignoring this warning makes it your own problem.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: shark510 on June 28, 2017, 05:01:41 AM
So i found my problem
mods that maked conflicts (exactly animal packs)
AnimalCollabProj
BeastsOfTheRim

Updated ckanimals, no conflict with this mod
Title: Hospitality and Combat Extended
Post by: Frug on June 28, 2017, 06:55:53 AM
When using Combat Extended and Hospitality together, it's possible to remove items from visitors' inventories by going into their gear tab.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: LittleMikey on June 28, 2017, 07:48:31 AM
How does the "Let guests buy items" option work? Like will they buy anything, or only meals? I'm scared that somebody will nab my good weapons and armour.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Wraithling on June 28, 2017, 08:01:46 AM
A small request, my dear sir, if you will. Can the refugee chased event also lists the person's traits, like what you did with wanderer joins event?

A hundred thanks and keep up the good work Orion :D
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Canute on June 28, 2017, 08:18:34 AM
Quote from: LittleMikey on June 28, 2017, 07:48:31 AM
How does the "Let guests buy items" option work? Like will they buy anything, or only meals? I'm scared that somebody will nab my good weapons and armour.
They will buy anything in their allowed area. But don't worry about your "good" things. Visitiors never got enough cash to buy anything expensive.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Wilponderroci on June 28, 2017, 10:57:21 AM
Quote from: Orion on June 28, 2017, 02:33:31 AM
Mods that make visitors bring slaves or animals will cause problems. Ignoring this warning makes it your own problem.

Yes indeedy speedy... for the record i wasnt ignoring the warning. I was reading TropiCKAPP had been fixed all up to date etc and had the wrong version.

Quote from: wwWraith on June 27, 2017, 05:06:56 PM
Wilponderroci, also make sure that you are using the latest version of TropiCKAPP. There should be no animals coming with guests, this problem was fixed.

Yup!

I had downloaded very slightly outdated Version of tropiCKAPP... by like a day. FML!

was driving me bonkers ::)

I kept reading about this trampled path and was like "hey where is that let me reorganize my load order hmm wtf where is this , DAMNIT!! Why isnt this working?!?!?!"

<----- errored user
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: hoaxdream on June 29, 2017, 10:48:09 AM
any idea on this error?

Lilith started 10 jobs in one tick. newJob=GuestImproveRelationship A=Thing_Human94160 jobGiver=RimWorld.JobGiver_Work jobList=(GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 30, 2017, 02:36:06 AM
Yes, it's annoying.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: faltonico on June 30, 2017, 08:39:50 AM
Isn't it the "10 jobs in one tick" error from the base game?
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on June 30, 2017, 12:28:07 PM
I don't think the base game has it. I think certain circumstances (in particular mods) cause it. With Hospitality, it's quite clear that GuestImproveRelationship causes it.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: faltonico on June 30, 2017, 01:12:35 PM
I have seen that error on the base game even without mods all the way down to A15. In this case it could probably be triggered by your mod, but it doesn't mean it can't be by anything else that adds jobs, included the base game jobdrivers.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: PreDiabetic on June 30, 2017, 05:32:51 PM
I don't think "10 jobs in one tick" in base game error because after I un-installed Hospitality. This error didn't accorded so far (almost 10 hours)
Title: Re: Hospitality and Combat Extended
Post by: NoImageAvailable on June 30, 2017, 05:48:18 PM
Quote from: Frug on June 28, 2017, 06:55:53 AM
When using Combat Extended and Hospitality together, it's possible to remove items from visitors' inventories by going into their gear tab.

That bug has nothing to do with CE, you can run Hospitality and nothing else and still get it.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: faltonico on June 30, 2017, 07:58:36 PM
Quote from: damngrl on June 30, 2017, 05:32:51 PM
I don't think "10 jobs in one tick" in base game error because after I un-installed Hospitality. This error didn't accorded so far (almost 10 hours)
It was random in my case, It happened to me with no mods installed.
How often did it happen to you?
Edit: Well whatever, it looks like it was fixed in the base game, but there were several similar reports in different situations.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Vyrena on July 05, 2017, 09:23:51 AM
Quote from: Wilponderroci on June 27, 2017, 04:12:30 PM
So yeah this is the mod list attached if this is helpful. Not sure if its this mod specifically thats conflicting with hospitality.

Again the issue is that if a visitor trys to exit the map under certain conditions it will trigger an infinite loop of beeps and notifications.

i.e. blah faction is leaving. 

I also posted this in TropiCKAPP thread

I also have the most recent updated version of this mod

Dropbox link for the save file (https://www.dropbox.com/s/ibjk0k0z2eczouj/Autosave-5.7z?dl=0)

Yes I have the same issue as well. I don't use TropiCKAPP

I got the error which starts beeping non stop the moment guests are leaving. This is the output. https://gist.github.com/HugsLibRecordKeeper/2bee87696b46fccdf6b5a563371df582

It was a fresh tribal start and they were my first visitors. I am not sure how many came but I assumed there were 3. All along I thought there were only two because only two wandered around my base. Krand and Jackson were at my base. I entertained and recruited Jackson. I built a bed in the room where Krand is and put it as guest bed but for some reason Krand decided to sleep on the floor instead. Weird. As I was looking around the map, I saw Kaleun also sleeping on the ground far away from my base. I checked the option to entertain and set the area to Home. As he woke up, the visitors wanted to leave and I get spammed continuously with the message "Visitors from Iseria are leaving".

Now they are starving themselves to death.

Take a look at the screenshots http://imgur.com/a/OQgeo
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: wwWraith on July 05, 2017, 09:46:34 AM
Vyrena, recently I had the same issue and figured out that it was caused by the conflict with Expanded Incidents: https://ludeon.com/forums/index.php?topic=29831.msg349081#msg349081, but it's author said he fixed the error in latest version (personally I didn't manage to use it yet). Also it's said in the OP here that Hospitality conflicts with Refugee Stats (but some people say that it works indeed).
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Vyrena on July 06, 2017, 06:09:01 AM
I just got another issue. I tried to uninstall a guest bed and... after uninstalling it, it becomes unselectable.

Now even if I want to turn hospitality mod off, it shows this at the menu
RimWorld 0.17.1557 rev1153

Duplicate code-linked translation key: Paused in language English

Could not resolve cross-reference to RimWorld.ConceptDef named GuestBeds

Could not resolve cross-reference to RimWorld.ConceptDef named RecruitGuest

Could not resolve cross-reference to RimWorld.ConceptDef named Hospitality

Failed to load key/value pair: , 0

Failed to load key/value pair: , 0

Failed to load key/value pair: , 0

Could not resolve cross-reference to RimWorld.ConceptDef named GuestBeds

Could not resolve cross-reference to RimWorld.ConceptDef named RecruitGuest

Could not resolve cross-reference to RimWorld.ConceptDef named Hospitality

Failed to load key/value pair: , 0

Failed to load key/value pair: , 0

Failed to load key/value pair: , 0

Colonist Bar KF: Adding Harmony fixes for MarkDirty_Helper.

[HugsLib] v3.1.2 initialized Psychology, ExpandedIncidents, AllowTool

AcEnhancedCrafting injected.

ColonistBarKF injected.


Full log here https://gist.github.com/HugsLibRecordKeeper/f16b08484197b8b6c7c351a5b29f2e95
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on July 06, 2017, 11:49:48 PM
You should be able to ignore the cross reference error.

The leaving error you can't ignore, though. So chances are that if you continue playing while errors are happening / have happened, your game state is corrupted and will only get worse.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: stigma on July 08, 2017, 09:59:40 AM
I also get this error like other people:
"nameofthepawn" started 10 jobs in one tick. newJob=GuestImproveRelationship A=Thing_Human94160

It happens very regularly and always starts of the same. Obviously related to improve relationship. I have quite a few other mods too, but nothing that should really touch this part of the game so I immediately thought it was related to Hospitality (and it certainly looks like that from the other reports here).

The good things is that nothing bad seems to happen. The job is done normally. it is just annoying to get the popup screen for it.

-Stigma

Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: stigma on July 08, 2017, 10:09:36 AM
Can someone tell me what the known conflict with Refugee stats is?

I am using that now with hospitality and I never imagined it had the potential to be incompatible with anything given that it just shows you some more stats.

Given how essential that mod is to getting acceptable recruits I am loathe to give it up if I don't have to.

Does this have anything to do with that "10 jobs in one tick" error?

-Stigma
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: RemingtonRyder on July 08, 2017, 10:30:41 AM
Hospitality and Refugee Stats both change a thing. It's not possible to make them compatible without merging the code.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: stigma on July 08, 2017, 02:17:21 PM
Quote from: MarvinKosh on July 08, 2017, 10:30:41 AM
Hospitality and Refugee Stats both change a thing. It's not possible to make them compatible without merging the code.

Thank you for answering, but a little more specific would be nice - assuming you know the details. What part of the code is conflicting? I don't see any obvious areas in which the two mods would be overlapping.

And - is it related to the "10 jobs in a tick" error? Because that is the only error I have come across (although it seems to break nothing).

If you are aware of any patches or anything to make compatability possible please let me know. If I absolutely have to choose I guess I want Hospitality more, but I would give up refugee stats veeeery reluctantly... (RIP all future refugees I guess :( )

-Stigma
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: stigma on July 08, 2017, 02:22:25 PM
Known conflicts:
- Any mod that gives guests animals (or slaves)

Does anyone know if this applies to Vanilla Animal Overhaul?
It makes more animals be able to carry stuff in caravans, but I don't think it really "adds animals to guests". Depends on how visiting trading caravans are defined I guess.

I'd greatly appreciate any info about this. I hate running into unforeseen comparability issues late into my game.

-Stigma
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on July 08, 2017, 02:38:46 PM
First of all, the 10 jobs in one tick error is always there and not due to a conflict.
It will be fixed when a miracle happens and I stumble across the true source of the problem.

Hospitality also changes the dialog that shows when refugees show up. Having both mods can cause unexpected behaviour when the refugee incident triggers.

I don't know if the animal overhaul mod adds animals to traders. I don't think it does.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: stigma on July 08, 2017, 02:48:23 PM
Quote from: Orion on July 08, 2017, 02:38:46 PM
First of all, the 10 jobs in one tick error is always there and not due to a conflict.
It will be fixed when a miracle happens and I stumble across the true source of the problem.

Hospitality also changes the dialog that shows when refugees show up. Having both mods can cause unexpected behaviour when the refugee incident triggers.

I don't know if the animal overhaul mod adds animals to traders. I don't think it does.

Thanks! I guess I will have to drop refugee stats for now.

I understand that if both mods override the same dialogue window then they need a merge to work together. I see that the guy making refugee stats said that you are welcome to integrate this into hospitality - I think that would be a great idea for future versions (although best if you could make it optional since there's a few people out there who prefer it to be unpredictable).

-Stigma
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: wwWraith on July 08, 2017, 03:02:03 PM
Quote from: stigma on July 08, 2017, 02:22:25 PM
Known conflicts:
- Any mod that gives guests animals (or slaves)

Does anyone know if this applies to Vanilla Animal Overhaul?
It makes more animals be able to carry stuff in caravans, but I don't think it really "adds animals to guests". Depends on how visiting trading caravans are defined I guess.

I'd greatly appreciate any info about this. I hate running into unforeseen comparability issues late into my game.

-Stigma

https://ludeon.com/forums/index.php?topic=34173.msg349624#msg349624
...just 1 post before your
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: stigma on July 08, 2017, 03:34:55 PM
Thank you for the info.
Don't know how I missed that. Pretty sure I read that whole thread.
My bad.

-Stigma
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: NoImageAvailable on July 08, 2017, 03:59:38 PM
Quote from: Orion on July 08, 2017, 02:38:46 PM
First of all, the 10 jobs in one tick error is always there and not due to a conflict.
It will be fixed when a miracle happens and I stumble across the true source of the problem.

10 jobs error usually happens when a job can start in a condition where it will immediately fail. If you already checked the job start conditions to make sure they can't start with a failure state you might try logging all the returns for the JobGiver and fail conditions for the JobDriver to see why it is failing exactly, then check all vanilla classes that could mess with this fail condition. Sometimes rogue vanilla behavior will interfere with a job in unexpected ways, leading to 10 jobs errors.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on July 09, 2017, 02:25:07 AM
Thanks, NIA!

From what I've checked so far, it seems that it has to do with reservations. RimWorld doesn't seem to like reserving pawns that are up and running.
But I need it so not everyone goes for the same pawn at once.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: FoxXeL on July 09, 2017, 05:57:53 AM
Hi, I really love the mod but is there a way to stop visitors give you free stuff for enjoying the visit?
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: Orion on July 09, 2017, 07:09:00 AM
Maybe one day I'll make an options menu for the mod, then this could be an option...
Title: Re: [A17] Hospitality (v1.17e - updated 09.07.2017)
Post by: Orion on July 09, 2017, 07:10:08 AM
Update
1.17e - 09.07.2017
- Fix: Animal beds no longer for guests
- Tweak: Lower chance of pawns joining after rescue, unless hostile environment
- Fix: "started job too often" bug (thanks, NIA (https://ludeon.com/forums/index.php?action=profile;u=12641)!)
- Updated: Chinese translations
Title: Re: [A17] Hospitality (v1.17e - updated 09.07.2017)
Post by: Sivitri on July 09, 2017, 04:06:21 PM
Hello! I just want to say I love this mod, and I never seem to want to play Rimworld without it. I have a question I can't seem to find the answer to. I don't want to disable the mod, but I want to be able to "turn away" guests, at least at the start of the game, so they don't end up sleeping outside. Is there any way to do this, something that I may have missed?

Thanks in advance, and thanks for the mod!
Title: Re: [A17] Hospitality (v1.17e - updated 09.07.2017)
Post by: Orion on July 10, 2017, 01:13:59 AM
Yes, just select a guest and click the "Send away" button on the guest tab.
Title: Re: [A17] Hospitality (v1.17d - updated 13.06.2017)
Post by: SpaceDorf on July 10, 2017, 05:11:00 AM
Quote from: Orion on July 09, 2017, 07:09:00 AM
Maybe one day I'll make an options menu for the mod, then this could be an option...

Yes please :)
Title: Re: [A17] Hospitality (v1.17e - updated 09.07.2017)
Post by: leeadriancatfox on July 11, 2017, 10:05:03 AM
Is it fix now~ that error that won't let me save unless I have to disable guest beds?
Title: Re: [A17] Hospitality (v1.17f - updated 11.07.2017)
Post by: Orion on July 11, 2017, 01:01:00 PM
@leeadriancatfox: Why don't you tell me?


Update
1.17f - 11.07.2017
- New: Guests won't buy back items the player bought from them
- Fix: Error when allies can't reach player base
- Fix: When recruited, guest's timetable will be default
- Tweak: Sleeping spots now don't count as beds for mood
- Fix: Animal bed def error
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 15, 2017, 08:31:20 AM
Update
1.17g - 15.07.2017
- Fix: Visitors won't gift stuff they bought from the colony
- Fix: Visitors are not being interacted with
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Wraithling on July 15, 2017, 10:33:16 AM
Thanks for the update Orion! Keep the fixes (and tweaks!) coming!  ;D
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: viperwasp on July 15, 2017, 10:51:02 AM
Will this be harmful to update mid save/game? Thanks.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: SpaceDorf on July 15, 2017, 10:58:29 AM
Quote from: viperwasp on July 15, 2017, 10:51:02 AM
Will this be harmful to update mid save/game? Thanks.

It should not.
Most modders give out a warning, if they changed something that could break savegames.
Or if adding/removing the mod does.

In this instance for example Orion changed some code that describes how pawns interact with each other, or what they do in
certain cases. This are Methods called during the game and have no influence on the savegame or the colony at all.

Removing hospitality on the other hand, while there are guest beds left in your colony, or maybe even guests created by it
will break your savegame. Because then there is leftover code in your savegame the game itself can't identify anymore and will cause errors.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: bolbies on July 16, 2017, 12:21:08 AM
I am getting these errors constantly. Any ideas on how to fix them?

Billa started 10 jobs in one tick. newJob=GuestImproveRelationship A=Thing_Human14062047 jobGiver=RimWorld.JobGiver_Work jobList=(GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047) (GuestImproveRelationship A=Thing_Human14062047)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Object reference not set to an instance of an object
Verse.Log:Warning(String)
Hospitality.ThoughtWorker_Beds:CurrentStateInternal(Pawn)
RimWorld.ThoughtWorker:CurrentState(Pawn)
RimWorld.SituationalThoughtHandler:TryCreateThought(ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetDistinctMoodThoughtGroups(List`1)
RimWorld.ThoughtHandler:TotalMoodOffset()
RimWorld.Need_Mood:get_CurInstantLevel()
RimWorld.Need_Seeker:NeedInterval()
RimWorld.Need_Mood:NeedInterval()
RimWorld.Pawn_NeedsTracker:NeedsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 16, 2017, 05:23:46 AM
Since when are you getting them? Which version do you use? Constantly as in "every frame" or "every couple of minutes"? Immediately when you load your game or so you have to do something? Are guests present in your game when it happens? Do you have beds? What if you destroy them all? What if you send the guests away?
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: PreDiabetic on July 16, 2017, 05:40:37 AM
Why I can FORCE drop Visitors inventory? Is this suppose to be happen like this? Because my inner cheater wants to do always.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 16, 2017, 06:46:50 AM
There's another mod that causes this to be possible. Could you post your console log or mod list?
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: bolbies on July 16, 2017, 10:27:54 AM
Quote from: Orion on July 16, 2017, 05:23:46 AM
Since when are you getting them? Which version do you use? Constantly as in "every frame" or "every couple of minutes"? Immediately when you load your game or so you have to do something? Are guests present in your game when it happens? Do you have beds? What if you destroy them all? What if you send the guests away?

I've been getting them for a little while but now that big groups of visitors come it becomes quite common. It seems to occur only when my colonists attempt charming visitors. When visitors aren't there, there aren't any errors. I will try destroying the beds and send the guests away and get back to you.

Edit: I deleted the beds and sent the guests away separately, then together, and I still get the errors. But when the visitors get out of the home area and my pawns stop trying to charm them, the errors stop.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Dal2kDemon on July 18, 2017, 09:48:05 PM
Is it normal that when guests are killed by wild animals, the faction relation drops by -5 ?

Because I use the mod that makes the map fills with many predators and guests are attacked to death quite often.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: AngleWyrm on July 18, 2017, 09:59:40 PM

(https://s-media-cache-ak0.pinimg.com/736x/5b/49/02/5b49022422cc03871c6ce364dd64a8a9--catwoman-artwork-catwoman-tattoo.jpg)
Quote from: Dal2kDemon on July 18, 2017, 09:48:05 PM
Is it normal that when guests are killed by wild animals, the faction relation drops by -5 ?

Because I use the mod that makes the map fills with many predators and guests are attacked to death quite often.

Yes: It's your fault they died on the land under your rulership;
you've admitted as much by filling your kingdom with predators.

What punishment would you like?
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: stigma on July 18, 2017, 10:19:50 PM
Quote from: Dal2kDemon on July 18, 2017, 09:48:05 PM
Is it normal that when guests are killed by wild animals, the faction relation drops by -5 ?

Because I use the mod that makes the map fills with many predators and guests are attacked to death quite often.

Yea it's normal for faction rating to drop slightly if visitors die in your territory.
I guess you can think of it this way - if your allies keep having casualties every time they visit you they probably eventually decide that it's not worth visiting you - regardless of if it's "your fault" or not.

It is also a moderating way to prevent cheezing the system by "accidentally" having caravans die all the time by "an unfortunate fire accident" or other such indirect means. it's not as bad as outright attacking, but I guess they will become apprehensive ...

I don't know at exactly which point they just stop visiting. Hopefully that happens before they actually go hostile.

-Stigma
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: faltonico on July 19, 2017, 12:46:32 AM
Hello!
Now that i have a new A17 colony i have a small present for you:
Something failed when spawning visitors: Spawned visitors without GuestComp.
  at Hospitality.IncidentWorker_VisitorGroup.CheckVisitorsValid (System.Collections.Generic.List`1 visitors) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.SpawnGroup (RimWorld.IncidentParms parms, Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.<>c__DisplayClassb:<TryExecute>b__9()
Verse.DiaOption:Activate()
Verse.DiaOption:OptOnGUI(Rect, Boolean)
Verse.Dialog_NodeTree:DrawNode(Rect)
Verse.Dialog_NodeTree:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

It happened when the outside temp was -27°C, a dialog screen appeared asking me if i would protect the guests (or something like that) i chose to protect them and they did not spawn and another error appeared:

Spawn group
Verse.Log:Message(String)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.<>c__DisplayClassb:<TryExecute>b__9()
Verse.DiaOption:Activate()
Verse.DiaOption:OptOnGUI(Rect, Boolean)
Verse.Dialog_NodeTree:DrawNode(Rect)
Verse.Dialog_NodeTree:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Using v1.17g.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 19, 2017, 03:33:33 AM
@bolbies: Hm. I'm out of ideas why this would happen. I would say some conflicting mod, since it's not circumstances and others are not getting that error.

@faltonico: It's a failsafe to see if invalid visitors were spawned. Some other mod causes the game to spawn visitors without guest components.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: faltonico on July 19, 2017, 03:44:12 AM
Thanks for the answer!.
So it is probably a faction mod? i have a lot of them Dx
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 19, 2017, 04:14:55 AM
Most likely, yeah. The ones based on the Alien Races Framework should work fine, I use some of them too.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: faltonico on July 19, 2017, 04:49:51 AM
Quote from: Orion on July 19, 2017, 04:14:55 AM
Most likely, yeah. The ones based on the Alien Races Framework should work fine, I use some of them too.
The ones i am using that are not using the Alien Race Framework are Talons (https://ludeon.com/forums/index.php?topic=20513.msg225154#msg225154), Cesarstwo Wschodnie (https://ludeon.com/forums/index.php?topic=29894.msg303756#msg303756), Star wars (https://ludeon.com/forums/index.php?topic=31647.msg323914#msg323914) (only factions) and the ones from Rimsenal (https://ludeon.com/forums/index.php?topic=11160.msg111074#msg111074).
The ones using the framework are Asari, Orassans, Xen and Crystalloids.

I guess i'll have to live with the fact that that error happens sometimes (There is no way i'm guessing which one is it xD).

Good job on the changes made in A17 btw =D
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 20, 2017, 04:03:02 AM
You can narrow it down further. "Faction only" mods shouldn't be the problem either.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: thesoupiest on July 21, 2017, 01:52:58 PM
i feel like an exception should be made for visitations within the first two quadrums. It seems a little unfair for people visiting three offworlders who crashlanded in the wilderness a few days ago to expect lavish accommodations and "have enough of them" after one visit.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 21, 2017, 06:02:56 PM
Well they don't, they come with "Extremely low expectations" which gives +20 to their moods. Also their required score to be satisfied is lowered at the beginning of the game.
Also you can send them away again immediately (although then you forfeit a chance on a positive score).
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: NoImageAvailable on July 21, 2017, 08:27:18 PM
Technical question, is there any kind of check in place for what gifts visitors can bring, based on tech level or otherwise? With CE I just had a tribal visitor carrying 2 90mm shells for a flak cannon.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Tenshi~Akari on July 21, 2017, 10:29:07 PM
I'm running across a small issue... well, mid-sized more like it.

Sometimes, a guest pawn from the visiting caravan will be stuck "standing", and caught in an endless loop w/ my own pawns attempting to charm them. Even to the point where half my colony has decided to swarm the visitor all at once, and literally everyone is stuck until something happens to the visitor. (Whether it's getting downed or passing out from exhaustion). There aren't any errors coming up, and I don't have any mods enabled that add any additional factions, so I'm kind of wondering if a recent change in the update has anything to do with this happening every now and again?
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Canute on July 22, 2017, 12:59:18 AM
Quote from: NoImageAvailable on July 21, 2017, 08:27:18 PM
Technical question, is there any kind of check in place for what gifts visitors can bring, based on tech level or otherwise? With CE I just had a tribal visitor carrying 2 90mm shells for a flak cannon.
Normaly they do, tribals carry herbal medicin then regular medicin.
If the 90mm shells appear at them, then you should mention this at CE they forget to give them the proper tech tag.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: NoImageAvailable on July 22, 2017, 04:15:42 AM
Quote from: Canute on July 22, 2017, 12:59:18 AM
Quote from: NoImageAvailable on July 21, 2017, 08:27:18 PM
Technical question, is there any kind of check in place for what gifts visitors can bring, based on tech level or otherwise? With CE I just had a tribal visitor carrying 2 90mm shells for a flak cannon.
Normaly they do, tribals carry herbal medicin then regular medicin.
If the 90mm shells appear at them, then you should mention this at CE they forget to give them the proper tech tag.

I'm not asking whether this problem exists with the base mod, I'm asking specifically what form the check (if any exists) takes so I know how to implement the fix for CE.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 22, 2017, 04:32:18 AM
@NIA: Guests will bring gifts with tech levels up to their own tech level +1.
The reasoning is that factions should generally have access to slightly higher level tech objects via gathering, raiding or trading and may specifically choose those as diplomatic gifts.

@Tenshi: I wouldn't know what's going on there. I have been mucking about with the process of charming in the previous updates to get all the errors out.
You could probably use the down tool from the developer menu to snap stuck colonists out of it.
If it happens regularly, we'll have to dig deeper.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Tenshi~Akari on July 22, 2017, 08:37:01 AM
@Orion: This is about the third time it's happened in game for me... probably should've mentioned that. Have been dev downing them because it seems I was mistaken, the more recent instance they don't even pass out from exhaustion, nor do they move when the visiting faction is leaving. At least the brighter side of it is when I rescue & release them afterwards, I get a relationship boost with their faction.  :P
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: gCoreByte on July 26, 2017, 06:32:07 PM
Guests don't use guest beds even though they're standing next to them, have no guest beds debuff.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Fallatus on July 27, 2017, 07:14:11 AM
So hey, i just had an idea: What if when visitors get injured, you could contact their Faction and make an offer to treat them?
Succeeding in treating them would give you some goodwill and depending on how good a job you did they may be more willing to let you treat them in the future.
Fail, And you will make them less likely to trust you with their injured, and might even cause you to lose goodwill if you did a bad job.

You could be contacted by Factions in need, asking if you could treat some of their own, and once accepting they will send a caravan with the injured person(s) for you to treat.
On the other hand, You could be contacted by pirates, and threatened to treat their injured or they'll attack you. And if accepting and succeeding, delaying raids from that faction.

It opens up to some interesting events.
Plus, more interaction with other factions is always good, Right?
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Canute on July 27, 2017, 10:29:15 AM
When visitors rest at guest beds, your doctors will treat them automaticly.
So it is a good idea to keep a doctor at night shift.
But you can't operate them until they are downed.
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 27, 2017, 12:22:16 PM
@gCoreByte: Something's broken on your side. It's working fine here.
@Fallatus: Nice idea! A lot of work to implement, though...
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: LiteEmUp on July 27, 2017, 02:33:29 PM
Quote from: Fallatus on July 27, 2017, 07:14:11 AM

You could be contacted by Factions in need, asking if you could treat some of their own, and once accepting they will send a caravan with the injured person(s) for you to treat.
On the other hand, You could be contacted by pirates, and threatened to treat their injured or they'll attack you. And if accepting and succeeding, delaying raids from that faction.

It opens up to some interesting events.
Plus, more interaction with other factions is always good, Right?

i definitely support this idea... orion pls make it happen lol


@orion is your mod "One Big Family" going to get a chance of an a17 update??? lol looking at the workshop page description has me sold on it, but its still on a16  :(
Title: Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
Post by: Orion on July 27, 2017, 05:51:45 PM
Yeah, I don't think it'll happen. I'm pretty busy and it's a lot of work...

Concerning One Big Family, I don't think it's all that great. It was more meant as a joke...
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Canute on August 03, 2017, 01:58:53 AM
Hehe, i got the similar thinking long time ago ! :-)
You can't create a special guest zone, but you can assign guest to one of your pawn zones, homezone is default.
When you click on one guest, you should see the Guest Tab, and at that window on the top you should see your zones, you can assign.
Don't forget the set them as default zone after you changed it.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: faltonico on August 13, 2017, 04:23:52 AM
Having to have separate rooms for guests is a thing now? that is one thing i am not ok with >_<

Edit: I also bumped into an spammy error:
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.JoyGiver_TakeDrug.BestIngestItem (Verse.Pawn pawn, System.Predicate`1 extraValidator) [0x00000] in <filename unknown>:0
  at RimWorld.JoyGiver_Ingest.TryGiveJobInternal (Verse.Pawn pawn, System.Predicate`1 extraValidator) [0x00000] in <filename unknown>:0
  at RimWorld.JoyGiver_Ingest.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.JobGiver_Relax.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I plopped some beds with devmode and made them for guests, the moment they went to sleep the console spam stopped. When they got up the spam restarted.

EDIT 2: Those guests were selling pawns!! (Image attached) Were they supposed to have slaves as a possible pool? I am using rimslaves mod just in case.
EDIT 3: I spawned a bunch of silver and bought the slaves, the spam stopped.

[attachment deleted by admin: too old]
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Canute on August 13, 2017, 05:23:10 AM
Don't forget Rimslaves are animals not pawns.
Since Rimslaves don't need training to work, i think thats the issue. They want do their job, but not part of the colony and this cause a conflict.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: faltonico on August 13, 2017, 05:43:43 AM
Quote from: Canute on August 13, 2017, 05:23:10 AM
Don't forget Rimslaves are animals not pawns.
Since Rimslaves don't need training to work, i think thats the issue. They want do their job, but not part of the colony and this cause a conflict.
The pawns that they were selling were not rimslaves but regular humanoid pawns (a bunch of Asari and a human), o.O check out the image.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Orion on August 14, 2017, 07:04:01 AM
@faltonico: You can set up the guest rooms any way you want. Just make sure they're within the guest area.

The RimSlaves mod is not compatible. Other mods that add slaves to guest traders will also cause this error.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: faltonico on August 14, 2017, 07:23:50 AM
Quote from: Orion on August 14, 2017, 07:04:01 AM
@faltonico: You can set up the guest rooms any way you want. Just make sure they're within the guest area.
I meant that they now have the sleep in barracks malus when doing a single big room for them, no matter how wonderful the room is. It wasn't like that before, and i'm certainly not willing to make individual rooms for them now. It that a new feature you included?

Too bad about the rimslaves mod, fortunately, it doesn't seem to be a game breaking bug.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Canute on August 14, 2017, 08:45:56 AM
I combine my cult altar with guest beds, and the guests are impressed and enjoy the human sacrifice every morning.
They allways leave at 100%.
I never made personal guest room, not even for prisoners.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: SpaceDorf on August 14, 2017, 09:23:06 AM
Quote from: Orion on August 14, 2017, 07:04:01 AM
@faltonico: You can set up the guest rooms any way you want. Just make sure they're within the guest area.

The RimSlaves mod is not compatible. Other mods that add slaves to guest traders will also cause this error.

It is, if you disable the traders :)
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: faltonico on August 14, 2017, 09:41:39 AM
Quote from: SpaceDorf on August 14, 2017, 09:23:06 AM
Quote from: Orion on August 14, 2017, 07:04:01 AM
@faltonico: You can set up the guest rooms any way you want. Just make sure they're within the guest area.

The RimSlaves mod is not compatible. Other mods that add slaves to guest traders will also cause this error.

It is, if you disable the traders :)
By deleting the TraderKinds_Visitor_*.xml ?

Edit: Paying a closer look to the mood malus situation, i noticed that the ones having that negative moodlet were the slaves that came with the guests. My bad -_-'
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: SpaceDorf on August 15, 2017, 03:41:07 AM
I disabled the whole planetary faction in the faction defs .. which was kind of stupid, because the the Space Traders don't show up either.

The other thing which worked for me was just deactivating the guest beds when trade caravans from the slave emporium where here.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Orion on August 16, 2017, 02:54:43 AM
I think you have some sort of incompatible race, that is not derived from normal pawns and thus doesn't have the GuestComp.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: faltonico on August 16, 2017, 06:41:17 AM
@flonz
Wouldn't you happen to have installed the borg mod by chance would you?
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Orion on August 17, 2017, 01:39:14 PM
More likely errors are lagging your game. Turn on dev mode and enjoy the glory of your broken game state.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: KLk on August 17, 2017, 02:03:56 PM
Quote from: Orion on August 17, 2017, 01:39:14 PM
More likely errors are lagging your game. Turn on dev mode and enjoy the glory of your broken game state.
i will but it doesnt happened before :S
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Orion on August 17, 2017, 02:09:49 PM
Welcome to the world of bugs and conflicts.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: KLk on August 17, 2017, 03:09:52 PM
Quote from: Orion on August 17, 2017, 01:39:14 PM
More likely errors are lagging your game. Turn on dev mode and enjoy the glory of your broken game state.
no errors, it's a mod incompatibilityi think :(
http://imgur.com/a/HUBEv
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Orion on August 19, 2017, 11:23:58 AM
How quaint. Do you use a particularly large map?
Without errors I can't really help you either...
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: NoImageAvailable on August 19, 2017, 12:21:42 PM
The saving log messages are just regular CE debug stuff, they occur on every game save and are harmless. No idea on the warning message but it sounds like some mod involving bank notes is messing up.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: qxevtnulu on August 22, 2017, 08:43:06 AM
Bug report:(Hosiptality mod and jecstools mod)
Situation A: The mod order :Hugslib>hospitality>jecstools:When the visitors or business come by vehicle , the item on the map or the movement location of the charactors cannot be chosen.
Situation B: The mod order :Hugslib>jecstools>hospitality: When the visitors or business come by vehicle , the item on the map or the movement location of the charactors can be chosen.However,all charactors stand by and stop their job except eating.
I'm not sure this Bug caused by which mod(Hosiptality mod or Jecstools mod). Thanks.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Lupin III on August 22, 2017, 08:58:13 AM
Quote from: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
Same for me, especially with traders. Also the traders and their muffalos are jumping all over the place at speed two and three and everyone is "rubberbanding" - moving forward two steps, moving back one- at speed one. The jumping (several tiles even into walls and other rooms) is only "virtual" though, on pause everything is in a sane position. I have no errors on the console during that time and speed improves noticeably with every single trader pawn leaving the map.

my  extensive mod list:
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Orion on August 22, 2017, 09:21:48 AM
I guess you guys can start by checking which mods you both have.

My guess is on CombatExtended. Good luck finding the problem.

@qxevtnulu: I guess I can add jecstools to the list of incompatible mods.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: kaptain_kavern on August 22, 2017, 10:09:42 AM
Just for the record, Orion, your mod was praised by Tynan himself (here (https://www.reddit.com/r/RimWorld/comments/6lgqb5/doctor_needed_event_allies_with_ailments_come_to/djtvcjq/))!
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Orion on August 22, 2017, 12:26:22 PM
Thanks for letting me know! That's pretty awesome :)
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: SpaceDorf on August 22, 2017, 01:57:21 PM
It is :)

Congratulations !!
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: kaptain_kavern on August 22, 2017, 01:59:27 PM
Quote from: Orion on August 22, 2017, 12:26:22 PM
Thanks for letting me know! That's pretty awesome :)
Isn't it? Congratz  8)

I was browsing Reddit in my bed yesterday and when I rode this; I booted the computer again just for you ;p - Yeah I'm not that talented with my phone ^^
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: LiteEmUp on August 22, 2017, 06:32:39 PM
Quote from: qxevtnulu on August 22, 2017, 08:43:06 AM
Bug report:(Hosiptality mod and jecstools mod)
Situation A: The mod order :Hugslib>hospitality>jecstools:When the visitors or business come by vehicle , the item on the map or the movement location of the charactors cannot be chosen.
Situation B: The mod order :Hugslib>jecstools>hospitality: When the visitors or business come by vehicle , the item on the map or the movement location of the charactors can be chosen.However,all charactors stand by and stop their job except eating.
I'm not sure this Bug caused by which mod(Hosiptality mod or Jecstools mod). Thanks.

Just to report in.. i have jectools on higher load order over hospitality..
i dont think hospitality and jectools are incompatible... i have both+ sw lightsabers+ sw force mods and all are functioning as normal for me.. btw, i have all from steam workshop if that helps...

I think your problem is probably from that vehicle mod.. you might want to post there to see if they can help you.. and i dont have any vehicle mods...
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Lupin III on August 24, 2017, 01:18:29 PM
Quote from: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
KLk, can you please share your modlist so we can check which we have in common?
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Orion on August 25, 2017, 05:07:01 AM
Update
1.17j - 25.08.2017
- Fix: Invalid minified things get cleaned up automatically
- Fix: Safety check for bed count
- Fix: Guest beds can now only be deconstructed when switched back to normal
- New: Indication where visitors arrive when they ask for permission
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: harpo99999 on August 25, 2017, 05:53:11 AM
orion, the op's dropbox only has the i version, not the j
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Orion on August 25, 2017, 06:27:43 AM
My bad. Should be good now.
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Blad on August 25, 2017, 09:56:04 AM
Orion I believe with this most recent update, everything minified is instantly deleted. Beds, Tables, Chairs, etc. all disappear when I attempt to move them/are minified.
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Canute on August 25, 2017, 10:04:04 AM
Blad,
do you used the latest version 1.17j) if you read 3 posting before yours, the patchnote say "- Fix: Invalid minified things get cleaned up automatically" ?
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Blad on August 25, 2017, 10:20:08 AM
This is the error I get
My Version is  0.17.1546  . Is this the most up to date version?

Removing invalid minified thing of type Furniture.
Verse.Log:Message(String)
Hospitality.Harmony.<>c__DisplayClass1:<DestroySafely>b__0()
Hospitality.ModBaseHospitality:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Canute on August 25, 2017, 10:28:31 AM
I didn't mean the Rimworld version,  i mean Hospitality.
Just download it again, delete the old folder, and unzip/copy it into mods.

Check if that solve the problem.
When you still got problem post the error log.
The link you got when you click at "Share logs" at the bottom of the error window.
Or the output_log.txe at the data folder (maybe need to zip it if it is too big.)
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Shotgunfrenzy on August 25, 2017, 10:29:03 AM
Quote from: Blad on August 25, 2017, 10:20:08 AM
This is the error I get
My Version is  0.17.1546  . Is this the most up to date version?

Removing invalid minified thing of type Furniture.
Verse.Log:Message(String)
Hospitality.Harmony.<>c__DisplayClass1:<DestroySafely>b__0()
Hospitality.ModBaseHospitality:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exactly the same thing here, if I uninstall a piece of furniture, it disappears off of the face of the rim. And then in the dev console it says exactly this^^

Thought it was the miniaturization mod malfunctioning but the second I uninstalled hospitality, started a random new world, spawned in a couch then uninstalled said couch, it worked fine

Version 0.17.1557
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Blad on August 25, 2017, 10:58:58 AM
Unsubscribing and Resubscribing via Steam Workshop did nothing unfortunately  :(
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: KLk on August 25, 2017, 12:51:55 PM
Quote from: Lupin III on August 24, 2017, 01:18:29 PM
Quote from: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
KLk, can you please share your modlist so we can check which we have in common?
how can i get the list with out copy by hand
Edit:
Quote
How quaint. Do you use a particularly large map?
Without errors I can't really help you either...
medium to large, but not extra large
Quote...
bank notes is a recent addedmod but the error si just a double furniture (note) so it's doesnt affect to the game at all (barely nothing)
PS i made a test and is Combat Extended U.U
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Der Failer on August 25, 2017, 01:06:57 PM
Do worry guys, it's not a bug it's feature. Orion just wants to help us, to keep our bases well organized, and what is more organized then all of this annoying furniture? Right no more furniture!

But yes i also was confused about my furniture just vanishing when i moved some stuff. But I'm sure Orion will fix it soon. :)
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: Canute on August 25, 2017, 01:41:30 PM
Quote from: KLk on August 25, 2017, 12:51:55 PM
Quote from: Lupin III on August 24, 2017, 01:18:29 PM
Quote from: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
KLk, can you please share your modlist so we can check which we have in common?
how can i get the list with out copy by hand
Edit:
You should have installed hugslib.
Then just open the error log window, and press at Share logs at the buttun of the window and post the link.
At these link, they can see your modlist and the error logs.
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Orion on August 25, 2017, 05:44:33 PM
My sincere excuses, everyone. A magic trick involving a bug and all your furniture went slightly wrong.

But it's all fixed now.

If you used the Dropbox version, just download it again now. If you use the Steam version, just restart RimWorld. I guess it's good to hear people are still using this mod :o
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: ItchyProphet on August 25, 2017, 06:12:02 PM
Great to hear, thanks for your work!
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: faltonico on August 25, 2017, 10:22:03 PM
Quote from: SpaceDorf on August 15, 2017, 03:41:07 AM
I disabled the whole planetary faction in the faction defs .. which was kind of stupid, because the the Space Traders don't show up either.

The other thing which worked for me was just deactivating the guest beds when trade caravans from the slave emporium where here.
I just tested that commenting out the node <li Class="StockGenerator_Animals"> from <defName>Visitor_Walkblem_Slavers</defName> fixes the problem, so visitors from that faction simply don't bring slaves. Much much less drastic solution xD
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: kaptain_kavern on August 25, 2017, 11:18:48 PM
Quote from: Orion on August 25, 2017, 05:44:33 PMI I guess it's good to hear people are still using this mod :o

You can be sure of that Lol. You should have seen the "panic waves" spreading on Reddit haha. More than 5 posts in a couple of hours.
We tried to explained and keep telling peoples to wait for a hopefully quick update. Good job on fixing it quick, thanks
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Canute on August 26, 2017, 02:09:03 AM
Quote from: Orion on August 25, 2017, 05:44:33 PM
If you used the Dropbox version, just download it again now. If you use the Steam version, just restart RimWorld. I guess it's good to hear people are still using this mod :o
Maybe you didn't notice.
But your mod is one of the popular and must have for most of the modding player.
Keep up the good work !!
Maybe we should ask unlimedhugs for an analysis tool of all these uploaded logs, to give an overview about used mods ? :-)

Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Orion on August 26, 2017, 05:14:32 AM
@kaptain_kavern: Thanks for answering the reddit posts!

It would be good if the RimWorld mod list would show when which mod has been updated, and maybe highlight the most recent ones. That would help people find the cause of such an issue much faster.

@Canute: It's indeed impossible to tell how many people are using a mod. You can see the subscribers on Steam, so that's already more than here, but subscriber doesn't mean they're actually using it.
Title: Re: [A17] Hospitality (v1.17i - updated 28.07.2017)
Post by: KLk on August 26, 2017, 08:24:11 AM
Quote from: Canute on August 25, 2017, 01:41:30 PM
Quote from: KLk on August 25, 2017, 12:51:55 PM
Quote from: Lupin III on August 24, 2017, 01:18:29 PM
Quote from: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
KLk, can you please share your modlist so we can check which we have in common?
how can i get the list with out copy by hand
Edit:
You should have installed hugslib.
Done
Quote...
it's CE i did a test with and without CE :(
I love both mods buth CE is more interesting, i will pray for a fix :(
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Orion on August 26, 2017, 08:39:04 AM
CE does a lot of fundamental stuff that is a challenge to be compatible too.
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Flimflamshabam on August 27, 2017, 12:51:00 AM
Would it be possible to add an exception to faction relation damage when one of a groups members starts setting your shit on fire? Think it was a caravan and not a guest group but still had a pyromaniac among their numbers go crazy and tried to arrest them but they fought back and their group became hostile
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Canute on August 27, 2017, 02:31:27 AM
LOL,
this mod only change the behavior around guests not caravans.
And no faction like it when you arrest or attack non-berserk members.

Only friendly way is that your set 1-2 colonist from your side as firewatch, once notice the first fire, and follow the pyromanic.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on August 30, 2017, 12:39:03 PM
Update
1.17k - 30.08.2017
- Fix: Hospitality now has its own event queue so it doesn't clog up raids, etc.
- Fix: Visitors now won't bring fertilized eggs
- Fix: Added check against incidents on invalid maps
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Canute on August 30, 2017, 01:19:29 PM
Quote- Fix: Visitors now won't bring fertilized eggs
*snief* ok.
They are mosttimes ruined anyway when they travel through the cold ice or hot desert (last heat wave 95C).

But the own event queue is nice, maybe so some extra visitor events ?
- Visitors got diseased and need treatment/cure.
- like chased refuge, just with visitors, they don't join but give some reward.
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: mvargus on August 30, 2017, 06:43:18 PM
Quote from: Orion on August 25, 2017, 05:44:33 PM
My sincere excuses, everyone. A magic trick involving a bug and all your furniture went slightly wrong.

But it's all fixed now.

If you used the Dropbox version, just download it again now. If you use the Steam version, just restart RimWorld. I guess it's good to hear people are still using this mod :o

I like this mod, it adds some flavor to the game.  Even if I've ended up with a lot of angry guests at times because I had no one good at being a host.
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: Dellamorte on August 30, 2017, 08:13:03 PM
Quote from: mvargus on August 30, 2017, 06:43:18 PM
Quote from: Orion on August 25, 2017, 05:44:33 PM
My sincere excuses, everyone. A magic trick involving a bug and all your furniture went slightly wrong.

But it's all fixed now.

If you used the Dropbox version, just download it again now. If you use the Steam version, just restart RimWorld. I guess it's good to hear people are still using this mod :o

I like this mod, it adds some flavor to the game.  Even if I've ended up with a lot of angry guests at times because I had no one good at being a host.
I never bother with interacting with my guests and most of the time I get a score of 100, just provide a clean environment, tables and some entertainment you should be good.
Title: Re: [A17] Hospitality (v1.17j - updated 25.08.2017)
Post by: mvargus on August 30, 2017, 08:19:35 PM
Quote from: Dellamorte on August 30, 2017, 08:13:03 PM
Quote from: mvargus on August 30, 2017, 06:43:18 PM
Quote from: Orion on August 25, 2017, 05:44:33 PM
My sincere excuses, everyone. A magic trick involving a bug and all your furniture went slightly wrong.

But it's all fixed now.

If you used the Dropbox version, just download it again now. If you use the Steam version, just restart RimWorld. I guess it's good to hear people are still using this mod :o

I like this mod, it adds some flavor to the game.  Even if I've ended up with a lot of angry guests at times because I had no one good at being a host.
I never bother with interacting with my guests and most of the time I get a score of 100, just provide a clean environment, tables and some entertainment you should be good.

True, but recently I've been running a custom start.  1 teenage colonist, with tribal level knowledge and very limited gear.  If visitors arrive at day 3 I'm probably still trying to get my base set up for me and some crops in the field.  I haven't had time or wood to build extra beds and joy items.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: faltonico on August 30, 2017, 09:57:56 PM
Quote from: Orion on August 30, 2017, 12:39:03 PM
Update
1.17k - 30.08.2017
- Fix: Hospitality now has its own event queue so it doesn't clog up raids, etc.
- Fix: Visitors now won't bring fertilized eggs
- Fix: Added check against incidents on invalid maps

Excellent!

Thanks a lot!
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on August 31, 2017, 08:26:03 AM
Quote from: Canute on August 30, 2017, 01:19:29 PM
But the own event queue is nice, maybe so some extra visitor events ?
- Visitors got diseased and need treatment/cure.
- like chased refuge, just with visitors, they don't join but give some reward.
Well, it's really just so it doesn't conflict with RimWorld storytellers anymore. Apparently they do weird things when visitors are scheduled.
Other kinds of events were already possible before, but I don't think I'll be doing that any time soon. Sorry.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: EpicGunBlast on September 06, 2017, 12:08:48 PM
I cant do anything as the lag is ridiculous now. Here is the error that is spewing out, any help would be greatly appreciated:

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Edit:
also got this when i try save my game:

Exception while saving game: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Lord.ExposeData_StateGraph () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Lord] (Verse.AI.Group.Lord& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Map] (Verse.Map& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__910 () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.<DoFileInteraction>c__AnonStorey409:<>m__59F()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on September 06, 2017, 05:03:05 PM
Well it looks like you somehow managed to break your game state. I hope you have a backup or auto save.
Otherwise you could try and use the debug tools to Destroy all non colonist characters on your map.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Hepta on September 09, 2017, 02:52:03 AM
Shouldn't the guest bed be under Furniture? I can't find it anywhere.
I moved it as low in the mod order as possible, and this is still the case.

Having read the previous pages, I must ask, does this conflict with Animal Husbandry Raids, or T's More Beds?
If not, I am at a loss.

I have plenty more mods installed, but I just have no idea where to start. X_X
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on September 09, 2017, 02:57:42 AM
There is no guest bed object (anymore). You can turn any bed into a guest bed. There should be a button when you select a bed.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Hepta on September 09, 2017, 03:00:07 AM
Ohhh! Thanks :)
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: faltonico on September 09, 2017, 05:17:43 PM
Friendlies that got downed and i rescued are staying around my base wandering after they recover. They are breaking because they don't eat, rest or do joy.
I post to see if anyone else is having that issue.
There are no related error in the log.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Flimflamshabam on September 09, 2017, 06:32:20 PM
Quote from: faltonico on September 09, 2017, 05:17:43 PM
Friendlies that got downed and i rescued are staying around my base wandering after they recover. They are breaking because they don't eat, rest or do joy.
I post to see if anyone else is having that issue.
There are no related error in the log.

I had a similar issue but the people in question were part of a caravan and not a guest group. One of them was triggering something that was constantly bringing up the log but I didn't think to save it. He was in a mental state iirc so it was something about the job giver trying to tell him to do something related to the break that was buggy or something, unrelated to Hospitality I assume and likely more related to Psychology.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Canute on September 10, 2017, 03:33:59 AM
Yep,
normaly most rescued people ask to join, if they get rejected they move to the map border and leave.
Even when there are still their caravan or friends on the map.

If this behavior don't happen to you anymore, it is a mod-conflict.
But since alot of problem with Psychology happen in the past and serveral updates happen so far.
Do you use the latest version of Hospitality ?

Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: SrGrafo on September 10, 2017, 09:06:19 AM
hey probably this was mentioned couple of times, but while I love this mod, seems like you can just drop instantly any items that the visitors have, dont know if this a bug or a feature, (feels more like a bug)

:D I dont exploit it, I respect ma visitors hah but I think it shouldnt be posible to do this
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: faltonico on September 10, 2017, 03:42:10 PM
Update:
I stopped feeding them and taking care of them. They all died from starvation inside my base.

@Flimflamshabam, i don't use Psychology, ¿do you use Researchable Stat Upgrades?
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Flimflamshabam on September 10, 2017, 09:03:17 PM
I do not, worst case scenario if they aren't leaving on their own you can open the dev menu and find the "Pass Pawn to World" button, they get removed from the map as they would normally.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on September 11, 2017, 04:09:55 AM
Quote from: SrGrafo on September 10, 2017, 09:06:19 AM
hey probably this was mentioned couple of times, but while I love this mod, seems like you can just drop instantly any items that the visitors have, dont know if this a bug or a feature, (feels more like a bug)

:D I dont exploit it, I respect ma visitors hah but I think it shouldnt be posible to do this
It feels like a bug because it is a bug. Usually it's caused by Combat Realism or the likes.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: faltonico on September 19, 2017, 05:48:01 AM
I found out the mod causing trouble, rumours & deception.
Pawns stayed doing this forever:

<jobs>
<curJob>
<commTarget>null</commTarget>
<verbToUse>null</verbToUse>
<bill>null</bill>
<lord>null</lord>
<def>GotoWander</def>
<targetA>(65, 0, 260)</targetA>
<targetQueueA IsNull="True" />
<targetQueueB IsNull="True" />
<countQueue IsNull="True" />
<startTick>1061009</startTick>
<placedThings IsNull="True" />
<locomotionUrgency>Amble</locomotionUrgency>
</curJob>
<curDriver Class="JobDriver_Goto">
<curToilIndex>0</curToilIndex>
<ticksLeftThisToil>-712</ticksLeftThisToil>
<curToilCompleteMode>PatherArrival</curToilCompleteMode>
<startTick>1061009</startTick>
</curDriver>
<jobQueue>
<jobs />
</jobQueue>
</jobs>

No idea why though.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on September 19, 2017, 11:33:06 AM
Sorry, no idea what's going on.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: maculator on September 26, 2017, 01:24:04 PM
1.17j/1.17k? I'm confuse. What's the difference?!
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Dellamorte on September 26, 2017, 05:37:18 PM
Quote from: maculator on September 26, 2017, 01:24:04 PM
1.17j/1.17k? I'm confuse. What's the difference?!
Maybe try reading the change log in the OP.
"1.17k - 30.08.2017
- Fix: Hospitality now has its own event queue so it doesn't clog up raids, etc.
- Fix: Visitors now won't bring fertilized eggs
- Fix: Added check against incidents on invalid maps"

Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Selonianth on September 28, 2017, 03:17:21 PM
Getting huge amounts of null refs anytime visitors come by to chill. Dump here (https://gist.github.com/HugsLibRecordKeeper/01c01db32cdfb813812bc4017f31423b). If you can help, telling me what's conflicting or whatever you can do, I'd appreciate it.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on September 29, 2017, 12:20:05 AM
You're getting errors when someone tries to play horseshoes. Apparently they don't have valid stats. My guess would be that you have abnormal pawn types from another mod that are not properly implemented.

But that's about all I can guess from the log.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Selonianth on September 29, 2017, 06:42:12 PM
Quote from: Orion on September 29, 2017, 12:20:05 AM
You're getting errors when someone tries to play horseshoes. Apparently they don't have valid stats. My guess would be that you have abnormal pawn types from another mod that are not properly implemented.

But that's about all I can guess from the log.
Well... that's helpful at least. I can get rid of the horseshoe post.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: sirgzu on September 29, 2017, 06:56:23 PM
i can't guestify the pod and slab beds from clutter furniture. is that normal?
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on October 01, 2017, 03:29:15 AM
No, if they are normal beds they should work just fine.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: calmatt on October 15, 2017, 01:34:05 AM
I tried looking sorry if it's been answered elsewhere, is there a way to set the default guest area? As it stands it looks like I have to manually select and restrict each guest.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on October 15, 2017, 02:16:05 AM
Use the "Make default" button? It's next to where you set the area...
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Canute on October 15, 2017, 02:41:51 AM
Quote from: calmatt on October 15, 2017, 01:34:05 AM
I tried looking sorry if it's been answered elsewhere, is there a way to set the default guest area? As it stands it looks like I have to manually select and restrict each guest.
Select any guest
Open the guest tab
On the top you got the zones, select one
Click at the "Make default" button to safe it for all current and further guests.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Canute on October 21, 2017, 10:13:08 AM
Orion,
at the older releases you allways could identify the one who trade when you moved the mouse over the event msg. It must be the visitor leader i think.
But now i notice this isn't anymore :-(
Sometimes it is hard to find the trader with the "?" could you maybe reenable this feature ?
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on October 21, 2017, 03:04:56 PM
I didn't change anything recently.... And nothing related to that in a long time either.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Canute on October 21, 2017, 03:29:43 PM
Then it must be a vanila behavior ! :-(
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on October 22, 2017, 02:10:39 AM
Can you explain how exactly it worked? Cause I don't remember...
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Canute on October 22, 2017, 03:03:03 AM
When visitors with or without something to trade show up you are geting a blue message box.
When you move the mouse over these box, you see an arrow pointing to these visitors.
Previously these arrow point straight to the visitor with the "?".

The same arrow appear with at trade caravan's message box, and this still point to the one with the "?".
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Orion on October 23, 2017, 09:52:20 AM
Hm. I see. I wouldn't know why that stopped working. How long has it been that way?
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Canute on October 23, 2017, 10:38:06 AM
I don't realy know, i think since 17(b). Since it isn't a big problem just a bit annoying that these little helper is gone.

But it isn't a Hospitality problem.
I just cleared the modlist beside hugslib/modswitch.
Create a new colony, build some structures and execute a visitorgroup.
And the arrow didn't point the the trader.

If you find/know a quick fix for that, fine i am happy. But i think we will see A18 in a not to far future, just lets see what we get there.
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: docssy on October 30, 2017, 02:47:49 PM
I might have a bug. I can't seem to get the GUEST panel settings to stick for future guests (ie: entertain, recruit)
Title: Re: [A17] Hospitality (v1.17k - updated 30.08.2017)
Post by: Canute on October 30, 2017, 06:54:23 PM
docssy,
when you select on a visitor/guest, you don't see a Guest tab ?
If you got this tab, you just need to adjust the settings at this visitor, then click at "Make default" to save these settings for all following guests.

Title: Re: [B18] Hospitality (v1.18a - updated 19.11.2017)
Post by: Orion on November 19, 2017, 12:48:08 PM
It's updated!

Please let me know if stuff doesn't work right.
Title: Re: [B18] Hospitality (v1.18a - updated 19.11.2017)
Post by: notfood on November 19, 2017, 01:37:00 PM
Sweet!
Title: Re: [B18] Hospitality (v1.18a - updated 19.11.2017)
Post by: SpaceDorf on November 20, 2017, 03:15:10 AM
What a wonderful monday
Title: Re: [B18] Hospitality (v1.18a - updated 19.11.2017)
Post by: Zookes on November 25, 2017, 11:02:05 AM
I'm fairly certain that it's not the intention of this mod to spawn a billion visitors at a time, and that they should never stop spawning until the game crashes due to the sheer numbers of pawns trotting about, but this is happening to my game after installing this mod.

Now, I have noticed that even before I installed Hospitality that the storyteller was being a bit obtuse (4-6 raids in a row within mere hours while on "base builder" difficulty on day 30-ish), but it was nothing on this scale. Does anyone have an idea of why I'm getting so many simultaneous visitor events with this mod installed? It doesn't happen otherwise...

Better yet, I'd very much appreciate some advice on debugging the storyteller, because the frequency of pawn-related events is disturbingly high (regular events like eclipses and solar flares seem to occur as expected).
Title: Re: [B18] Hospitality (v1.18a - updated 19.11.2017)
Post by: Canute on November 25, 2017, 11:27:17 AM
Since you point allready at the raid behavior, these conflict is 100% an issue from another mod.
But without errorlog, noone even got a hint except he read about a similar thing at some other mod-topic.

Since hugslib is required for hospitality, please upload a log with the "share log" button and post the link.
Or attach the output_log.txt from the data folder.
And maybe use the "mod bugs" folder.

Title: Re: [B18] Hospitality (v1.18a - updated 19.11.2017)
Post by: Zookes on November 25, 2017, 12:13:49 PM
HugsLib! Yes, thanks! That was the hint I needed to find the problem, all fixed now!

The issue was that I had some mods referring to older versions of HugsLib loaded before Hospitality (and possibly that I was using v4.0.0 instead of the latest 4.0.1). I updated to the latest, pushed Hospitality to the top - right snug under HugsLib in the mod list - and no more visitor spam!

It still doesn't explain the very aggressive amount of raids I experience at low difficulties, but at least the issue related to this mod is resolved. Thank you so much!
Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: Orion on November 25, 2017, 02:42:44 PM
Update
- New: German translation (by Andie48)
- New: Shopping area can now be selected separately from guest area
Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: frenchiveruti on November 25, 2017, 03:52:09 PM
Hi Orion, there's a bug where Guest beds don't take into account the new furnitures that increase comfort.
Also, you posted v1.19b in the changelog in the OP.
Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: Orion on November 25, 2017, 05:53:12 PM
Thanks, very observant!

I've added the problem to the issue tracker (https://github.com/OrionFive/Hospitality/issues/118).
Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: PhantomFav on November 26, 2017, 09:29:05 AM
Is there a way to stop the visits? The other faction are upset (in war) with me because their visitors aren't satisfy during the permanence. I just started a play in a cold biome without many resource... I don't have enough wood to build a new room and beds. Why the keep coming in a harsh environment with only my single hut for my pawns? ._.
Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: PGMP1979 on November 26, 2017, 09:45:26 AM
A must have for Rimworld
THANK YOU SO MUCH for you mod and the update !
I couldn't play A18 without it.
Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: Canute on November 26, 2017, 09:49:41 AM
Quote from: PhantomFav on November 26, 2017, 09:29:05 AM
Is there a way to stop the visits? The other faction are upset (in war) with me because their visitors aren't satisfy during the permanence. I just started a play in a cold biome without many resource... I don't have enough wood to build a new room and beds. Why the keep coming in a harsh environment with only my single hut for my pawns? ._.
Thats tactic to blame you, and got an excuse to start a war with you.

You don't need to create a new room for guests, but bed's are important.
Maybe just set your pawn beds as guest beds while you sleep on the ground.
Some entertainment from your sides and they are nearly happy and they will drop presents when they leave (can be very handy at early times).

Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: PhantomFav on November 26, 2017, 12:25:54 PM
The game crashes if do I activate the mod only during the period I want visits?
Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: Orion on November 26, 2017, 12:35:37 PM
Quote from: PhantomFav on November 26, 2017, 12:25:54 PM
The game crashes if do I activate the mod only during the period I want visits?
Yeah that's not how using mods works.

If you can't satisfy the visitors, use the Send Away button. That will minimise the negative effect.
Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: Malacai on November 27, 2017, 06:12:28 AM
Hey Orion, first of all thanks for this great mod, i havent played without it since you first released it. But i think i have found a bug. I am using Fluffys work tab, and specifically told someone not to "recruit guests and prisoners" but do everything else in the social and negotiating group. And yet she still attempts to recruit people. Not sure if that is a bug with your mod or with the work tab though.
Title: Re: [B18] Hospitality (v1.18b - updated 25.11.2017)
Post by: Orion on November 27, 2017, 05:51:01 PM
Hm. Since if I don't use the work tabs mod turning that activity on and off works just fine, I'm guessing the combination of mods doesn't go well.
If there's something I can do to make it work I'll gladly hear it, but I don't have time to investigate.
Title: Re: [B18] Hospitality (v1.18c - updated 2.12.2017)
Post by: Orion on December 02, 2017, 08:17:58 AM
Update
- Fix: Guests constantly start and stop joy activities when their joy meter is full
- New: Guest beds are now affected by end tables and dressers
Title: Re: [B18] Hospitality (v1.18c - updated 2.12.2017)
Post by: Jennings on December 02, 2017, 11:28:53 AM
Heck yeah. Love ya, Orion, you make a damn fine mod!
Title: Re: [B18] Hospitality (v1.18c - updated 2.12.2017)
Post by: Malacai on December 02, 2017, 05:56:18 PM
Hm, since your last update my visitors ignore my guest zone and just wander across the map and disappear again, without ever entering my homezone/base. Happened two times in a row now. I am running a lot of mods but they all worked fine together untill today, so maybe your recent update broke something?
Title: Re: [B18] Hospitality (v1.18c - updated 2.12.2017)
Post by: Orion on December 03, 2017, 03:43:01 AM
Hm, it's possible. Do you get any errors or other clues?
Title: Re: [B18] Hospitality (v1.18c - updated 2.12.2017)
Post by: Canute on December 03, 2017, 04:19:33 AM
Malacai,
there are an event that visitors just walked through your map without visiting your colony. You sure this didn't happen to you ?
Title: Re: [B18] Hospitality (v1.18c - updated 2.12.2017)
Post by: Malacai on December 03, 2017, 07:39:56 AM
I got two event letters saying "Visitors" which should mean they want to stay for a bit. But instead they just split up and left and each chose a different side of the map to leave again.

I didnt check for an error message though, but i will look for it now
Title: Re: [B18] Hospitality (v1.18d - updated 4.12.2017)
Post by: Orion on December 04, 2017, 09:14:26 AM
Christmas (?) Update
1.18d - 4.12.2017
- Fix: Guests will not steal consumables anymore
- Fix: Guests will properly pay for tee, coffee, etc. if it's in their shopping area
- New: Guests will now help with work if they feel like it
Title: Re: [B18] Hospitality (v1.18d - updated 4.12.2017)
Post by: Shotgunfrenzy on December 04, 2017, 09:25:22 AM
Quote from: Orion on December 04, 2017, 09:14:26 AM
Christmas (?) Update
1.18d - 4.12.2017
- Fix: Guests will not steal consumables anymore
- Fix: Guests will properly pay for tee, coffee, etc. if it's in their shopping area
- New: Guests will now help with work if they feel like it

This is really neat Orion, thanks :)
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: Orion on December 04, 2017, 03:37:44 PM
Christmas (?) Update Hotfix
1.18d - 5.12.2017
- Hotfix: Reservation errors

If you have already downloaded version 1.18d, please do so again, to not get various reservation errors in the console.
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: h1tmanc on December 05, 2017, 11:50:30 PM
Although I really like the idea of this mod, my only problem with it is the fact that you have to house and accommodate 10-20 visitors early on when you have just started your colony and are struggling to even look after your own people, which sucks when they are the only friendly faction and your failure to accommodate them results in a high relationship loss penalty. I have had to turn it off until my colony is more capable.
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: Canute on December 06, 2017, 02:18:23 AM
Very curious, i never got 10-20 visitors at early games.
Mostly around 2-6 visitors, and visitors from early colonies don't await too much. But bed's you should have for them.

Don't forget a happy visitors leave gift's, more visitors more gifts.
And if you realy don't want visitors or if they are too many in your opintion use the "send visitors away" button at the guest tab. They leave without some bad thoughts.
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: h1tmanc on December 06, 2017, 02:34:44 AM
Quote from: Canute on December 06, 2017, 02:18:23 AM
Very curious, i never got 10-20 visitors at early games.
Mostly around 2-6 visitors, and visitors from early colonies don't await too much. But bed's you should have for them.

Don't forget a happy visitors leave gift's, more visitors more gifts.
And if you realy don't want visitors or if they are too many in your opintion use the "send visitors away" button at the guest tab. They leave without some bad thoughts.
Ah true, it slipped my mind to send them away actually.
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: bigheadzach on December 06, 2017, 09:19:10 AM
Though if Dec 25th is getting near and you get two tribals (a man and his wife) and an a donkey, think twice about assigning them to your animal herding zone and calling it good.
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: Shotgunfrenzy on December 06, 2017, 07:10:37 PM
Quote from: bigheadzach on December 06, 2017, 09:19:10 AM
Though if Dec 25th is getting near and you get two tribals (a man and his wife) and an a donkey, think twice about assigning them to your animal herding zone and calling it good.

Haha haha haha haha he, this is perfect
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: Wraithling on December 07, 2017, 12:23:02 AM
Orion, I just encountered the following problem:

Some friendlies were passing through my base, they encountered some mechanoids and in the ensuring battle one of their guys got downed which I later rescued.

Soon afterwards a group of people from the same faction arrived as visitors. They walked towards my base in their usual slow pace, but once they reached my home area, I immediately get a message "They are awfully dissapointed with their stay -35 relations" and they carried their downed guy away.

Is this a vanilla problem?
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: Orion on December 07, 2017, 10:09:42 AM
Kinda. Vanilla dictates this behavior and tells the guests that their stay is over.
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: Pez on December 08, 2017, 05:56:55 PM
Question:  I had some visitors, and they started researching for me.  I tried doing a search to see if this is vanilla behavior for visitors, but found no info.  Is this something Hospitality is causing?

[EDIT] Never mind, I just say the "New: Guests will now help with work if they feel like it."

Thanks for the great mod.  It's one of my "must have's" for any play through.
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: Wraithling on December 08, 2017, 09:48:07 PM
Yeah, guests helping with work is a nice new feature  :D 

I've seen a guest trying to harvest my corn field and that got me worried.. he only had a 6 in growing so what if he messed up my harvest?? But luckily he never failed a single harvest  :o
Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: Canute on December 09, 2017, 03:07:51 AM
Solong they don't leave tons of unfinished object's or food poisned meal's because a lvl 1 guest cook wanted to cook some.
Looks like it is more important to adjust the skill requirement sliders correct now.

Title: Re: [B18] Hospitality (v1.18d - updated 5.12.2017)
Post by: Orion on December 09, 2017, 04:15:53 AM
Not really, cause they won't do it if they can't do it. It can still turn out poor, though, cause guests are usually not so ridiculously over skilled as colonists ;)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on December 16, 2017, 08:37:21 AM
Update
1.18f - 16.12.2017
- Tweak: Added minimum goodwill and hospitality rating for guests to help player
- Fix: Therapy mod issue
- Fix: Letter arrow now points to trader if possible
- Fix: If the guest spot is not valid, guests get removed again
- New: Added mod settings
- Fix: Removed guest flag (was obsolete for a long time already)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on December 16, 2017, 10:00:19 AM
Quote- Fix: Letter arrow now points to trader if possible
*applaud*
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Ser Kitteh on December 16, 2017, 12:12:08 PM
I heard about this new feature: friendly neighbours help out around the colony. How does that work? Does that mean their unfinished products can actually be unfinished until the next time they visit? (yes I know you can cancel it)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on December 16, 2017, 01:12:24 PM
Yes. Or you exclude the workbench from the guest area. Or you set the skill requirement high enough.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Faythe on December 17, 2017, 10:00:29 PM
Would be nice if there was a way to make it so the unfinished items could be finished by colonists using the colonists skill.  Or for colonist to be able to unmake an item. I have seen the guests make something that required a lot of skill and cost a good chunk of resources. 

The other thing to note, is there anyway to make it so that plants harvested by guests in the home area would be unforbidden?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: frenchiveruti on December 17, 2017, 11:45:12 PM
Quote from: Faythe on December 17, 2017, 10:00:29 PM

The other thing to note, is there anyway to make it so that plants harvested by guests in the home area would be unforbidden?
I think that was fixed on the f version of the mod?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: PreDiabetic on December 18, 2017, 03:27:49 AM
Hey Orion is it possible to remove some of factions from visiting? Because I use Jecrell's Rim of Werewolves, when they visit if someone attacks them othe than me they transform into werewolves dropping all their equipments for ME which is bit op as you gain free items. Or sometimes they randomly rage into werewolves killing anything on their path including my pawns.

Edit: Sometimes I'm such an idiot. I didn't think of sending them away. Sorry for wasting time.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on December 18, 2017, 04:12:09 AM
Quote from: PreDiabetic on December 18, 2017, 03:27:49 AM
Hey Orion is it possible to remove some of factions from visiting? Because I use Jecrell's Rim of Werewolves, when they visit if someone attacks them othe than me they transform into werewolves dropping all their equipments for ME which is bit op as you gain free items. Or sometimes they randomly rage into werewolves killing anything on their path including my pawns.

Maybe you should address this to Jecrell.
So werwolfes only carry/equip some pants/t-shirt and no weapons anymore.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on December 18, 2017, 08:34:25 AM
@Faythe: True, but I think that calls for a new mod. You can always cancel an item, which essentially means unmaking it. You can also adjust in the settings what the minimum skill is for a guest to attempt work. Or you can set the minimum crafting skill when you make the bills.
The forbidden harvest was fixed in the latest version.

@PreDiabetic: By making them enemies ;) Or just click on "Send Away" when they show up.

@Canute: I don't think he can fix it on his side. Hospitality adds most items in a visitor's inventory itself, so he wouldn't be able to prevent that.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: frenchiveruti on December 18, 2017, 08:49:59 AM
Quote from: Orion on December 18, 2017, 08:34:25 AM
@Canute: I don't think he can fix it on his side. Hospitality adds most items in a visitor's inventory itself, so he wouldn't be able to prevent that.
Is there a way to tell a faction, even when "befriended", can't visit anyway? Like I make a mod for a faction and I don't want them to visit the player as guests, is there a way to make that?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on December 18, 2017, 08:59:16 AM
Quote from: Orion on December 18, 2017, 08:34:25 AM
@Canute: I don't think he can fix it on his side. Hospitality adds most items in a visitor's inventory itself, so he wouldn't be able to prevent that.
Maybe, but it's still a problem/issue/feature from werwolfes, that they drop anything on ground when they transform.
When a werwolf got time on a transformation to turn of clothes, so they don't get destroyed. He even should have time to put them into his backpack.
And maybe jecrell can prevent that backpack item's don't get droped on ground anymore.
But that all need to discuss with jecrell, and he isn't very active at the forum anymore since he use discord.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on December 18, 2017, 10:43:01 AM
@frenxhi: Only hidden and hostile factions are excluded. Just like vanilla.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: bigheadzach on December 18, 2017, 10:57:29 AM
Orion,

In as much as you can specify the zone in which visitors may freely buy items, how does one go about setting aside a certain amount of one's inventory in a separate zone/stockpile?

For example, I'm running a vodka distillery and I want to sell any and all vodka over the amount I need to keep to manage my main negotiators drinking problem.

Is there a best practice for how to go about setting such an arrangement up, or do I essentially need to take my chances and move anything I want to sell into a stockpile and hope they don't buy it all?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on December 18, 2017, 11:11:21 AM
You know you can set one of your zone as guest zone ?
Then you should create a small stockpile 2x1 or 2x2 with critical priority for the vodka, and exclude this area from the guest allowed zone.
Once this small stockpile is full, the remaining vodka get stored at your main storage is is free to get bought from visitors.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: BTAxis on December 19, 2017, 11:39:46 AM
I just got my first guest, and at first everything was fine. She stayed in my guest quarters, slept in a guest room and ate the food she brought.

Then after the first night, that stopped. She didn't eat anything anymore even though she had food in her inventory and there was food in the guest zone, causing her to go into malnutrition. She also wouldn't sleep anymore, letting her sleep need drop to zero.

In the end she left dissatisfied. I'm not sure what's going on.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on December 19, 2017, 11:45:46 AM
Safe the game.
Enable developer mode, spawn another visitor event, and watch if it happen again.
Check if you got any errors (they should pop up when you got dev. mode activate).
If you got errors, use the share log button, and post the link.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: BTAxis on December 19, 2017, 12:08:16 PM
I loaded an autosave that had that guest in it before she "broke", but this time everything went fine. No errors either. I have a suspicion though.

You see the first time around, she was going to eat one of her Packaged Survival Meals, at which point a colonist tried to entertain her. This interrupted the eating job but left the meal, which then got hauled to storage by another colonist. Later, this exact sequence of events happened again with her last remaining PSM.

(My colonists are kind of dicks.)

Anyway, I noticed and sold her back her PSMs (she was out of money anyway so I basically just gave them back), but she wouldn't eat them. Possibly the game didn't consider them as her rations anymore but rather goods to take back home.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: wwWraith on December 19, 2017, 03:05:10 PM
Quote from: BTAxis on December 19, 2017, 11:39:46 AM
I just got my first guest, and at first everything was fine. She stayed in my guest quarters, slept in a guest room and ate the food she brought.

Then after the first night, that stopped. She didn't eat anything anymore even though she had food in her inventory and there was food in the guest zone, causing her to go into malnutrition. She also wouldn't sleep anymore, letting her sleep need drop to zero.

In the end she left dissatisfied. I'm not sure what's going on.
Couldn't it be just some mental break?

Quote from: BTAxis on December 19, 2017, 12:08:16 PM
I loaded an autosave that had that guest in it before she "broke", but this time everything went fine. No errors either. I have a suspicion though.

You see the first time around, she was going to eat one of her Packaged Survival Meals, at which point a colonist tried to entertain her. This interrupted the eating job but left the meal, which then got hauled to storage by another colonist. Later, this exact sequence of events happened again with her last remaining PSM.

(My colonists are kind of dicks.)

Anyway, I noticed and sold her back her PSMs (she was out of money anyway so I basically just gave them back), but she wouldn't eat them. Possibly the game didn't consider them as her rations anymore but rather goods to take back home.
I often see guests spending their PSMs to feed my wounded colonists and prisoners. But after that if they want to eat they just go to my freezer, take my meals and happily eat them, so it's not a big deal :)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: BTAxis on December 19, 2017, 04:48:04 PM
Do guests get mental breaks? I've only had the one, so I don't know.

It's good to know that guests WILL eat colony food if given the chance. Since my single guest wouldn't touch it even if I gave her free run of the compound I was a little worried this was going to be a structural issue.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: bigheadzach on December 19, 2017, 05:52:36 PM
Quote from: BTAxis on December 19, 2017, 04:48:04 PM
Do guests get mental breaks? I've only had the one, so I don't know.

Yup. Leader of a group in my game traded with me and then spent the next day or so wandering my halls and setting my furniture on fire.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: BTAxis on December 19, 2017, 07:57:58 PM
Well anyway I doubt it was that, because her mood was pretty much topped off. The guest quarters are pretty cushy.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on December 20, 2017, 07:12:47 AM
Guests should have no problem eating stuff from their inventory.
Maybe leave developer mode on for a while and see if you get errors with future guests.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: PreDiabetic on December 21, 2017, 07:11:03 PM
What causes this error?
"Tried to spawn visitors, but they are of Faction.OfPlayer"
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on December 21, 2017, 11:43:24 PM
I'm not sure about that one. I double and triple check against guests being the player's faction. Why the error shows up really beats me. As far as I can tell it doesn't do further harm, but it's definitely an odd one.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on December 22, 2017, 04:11:33 AM
Maybe a helper faction from other mod. Like an animal faction.
But thats not a faction to interact with.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Kagea on December 29, 2017, 05:52:57 PM
Thank you very much for this mod! It's amazing
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on December 30, 2017, 06:13:07 AM
Cheers!
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: justapawn_ on December 30, 2017, 12:22:17 PM
I have Refugee stats installed. Does that means this mod wont work?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on December 30, 2017, 01:05:26 PM
Nah, if you load hospitality first it'll be fine.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Edixo on January 15, 2018, 11:01:34 AM
Any way of getting this to work with Genetic Rim?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on January 15, 2018, 12:47:17 PM
Edixo,
maybe you should descripe at first your problem. If you would read the last 1-2 pages you would notice noone else got troubles.
And even then, i would report this at the Genetic Rim Thread first.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on January 15, 2018, 04:58:33 PM
You can use it with genetic rim. But at some point visitors will come with a genetic modification from the mod and your game will break.
Obviously the solution is to ask at Genetic Rim to make it so it doesn't break the game.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 01, 2018, 01:09:18 PM
Would it be possible to lower the maximum visitors that come in a party? Sometimes I only want 3-4, just to focus on a few that I can keep up with, if possible. Also, are you supposed to ever get repeat visitors? I ask because, once my colony was around 20 people it became almost impossible to try and recruit any visitors with the amount of time they spent at the colony. I thought it would be cool if you had someone come by at another point later on, and you could pick up where you left off. I want to say I thought this was included in the mod, but that I had a few pawns whose names I recognized come by again, but they had no relations with any of my colonists. I'm not 100% sure on that last point, though.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on February 01, 2018, 01:25:27 PM
You should stop to entertain every visitors and just concentrate at the one you like to recruit.
That free up you pawns.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 01, 2018, 01:52:04 PM
Quote from: Canute on February 01, 2018, 01:25:27 PM
You should stop to entertain every visitors and just concentrate at the one you like to recruit.
That free up you pawns.

C'mon, Canute, you don't think I am already doing that? Again, have some faith in me please. I feel like 90% of the time when you answer me, it is always with a basic answer. Of course everyone will forget something minor every now and then, but you always want to think that I have not tried any other solutions. I will usually only post something like this when I have ran out of other options to try, including editing the mod myself.

I have the default set to ignore all visitors, and I will only entertain and try to recruit the best one. However, once your colony population gets higher, the chance for successful recruit goes way down. So it doesn't matter if I only focus on one the whole time, I will never be able to recruit him because the chance is so low. That's why I think it would be cool if you could have the same person you were working on earlier, return at a later date, so that you may resume trying to recruit them.

EDIT: If the ability to resume trying to recruit a returning pawn were available, would the RuntimeGC Tool clear them out of the list of world pawns, when you are using those tools?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: wwWraith on February 01, 2018, 02:49:57 PM
Quote from: Harry_Dicks on February 01, 2018, 01:09:18 PM
Would it be possible to lower the maximum visitors that come in a party?

It is in the mod's options.

Quote from: Harry_Dicks on February 01, 2018, 01:09:18 PM
Also, are you supposed to ever get repeat visitors?

I believe the answer is yes, there is some probability to get a visitor from the pool of the already existing pawns instead of spawning a new one, though it's not high. And of course if that pawn was deleted by any means (RuntimeGC probably may do it if they have no relations or other "considerable" reasons to keep), they won't spawn again. Probably you can workaround it with adding some relations by devtools.

Quote from: Harry_Dicks on February 01, 2018, 01:52:04 PM
However, once your colony population gets higher, the chance for successful recruit goes way down.

I'd say it's intended. Probably it depends on your storyteller's population thresholds, though I'm not sure (mb Hospitality has its own). I think you can banish your less useful colonists, send some of them in caravans or in cryptosleep if you want to bypass these limits. Or try to change or edit your storyteller.

Btw, I can't remember when I saw someone spawned as a relative to my colonists (or even some other person) last. Not sure if I saw them in B18 at all (though I started it already with a decent amount of mods). Adding relations with "hidden" pawns by EdB Prepare Carefully (though in a few attempts when I did it they turned out to be dead in game) or devtools works, but I don't get it on randomly spawned pawns (except for Sire for vampires). I'm starting to think that some mod(s) causing it, but I'm using nearly 200 by now and as there are no visible errors I don't think it's possible to find out the cause in a reasonable amount of time. After all, it still may be just a bad luck. So this thread might be not the best place to post about it, but if someone by a chance knows something about it, please tell me.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on February 01, 2018, 03:06:35 PM
Quote from: Harry_Dicks on February 01, 2018, 01:52:04 PM
Quote from: Canute on February 01, 2018, 01:25:27 PM
You should stop to entertain every visitors and just concentrate at the one you like to recruit.
That free up you pawns.

C'mon, Canute, you don't think I am already doing that? Again, have some faith in me please. I feel like 90% of the time when you answer me, it is always with a basic answer. Of course everyone will forget something minor every now and then, but you always want to think that I have not tried any other solutions. I will usually only post something like this when I have ran out of other options to try, including editing the mod myself.

I have the default set to ignore all visitors, and I will only entertain and try to recruit the best one. However, once your colony population gets higher, the chance for successful recruit goes way down. So it doesn't matter if I only focus on one the whole time, I will never be able to recruit him because the chance is so low. That's why I think it would be cool if you could have the same person you were working on earlier, return at a later date, so that you may resume trying to recruit them.

Sorry to give you again a suggestion you allready thinked about it, but didn't mention at your request.
Normaly these basic thing, basic people oversee and to reminder them about these options mosttimes help them.


Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 01, 2018, 04:09:16 PM
Quote from: wwWraith on February 01, 2018, 02:49:57 PM
It is in the mod's options.

Correct, but it still wouldn't let me set the maximum visitors to lower than 8, I believe.

Quote from: wwWraith on February 01, 2018, 02:49:57 PM
I'd say it's intended. Probably it depends on your storyteller's population thresholds, though I'm not sure (mb Hospitality has its own). I think you can banish your less useful colonists, send some of them in caravans or in cryptosleep if you want to bypass these limits. Or try to change or edit your storyteller.

I figured it had something to do with population limits, but I wasn't sure if it was tied to your storytellers population thresholds, or if Hospitality has it's own internal algorithm. I know there are actual mods to increase your storyteller's population thresholds, but I did not try a specific save with and without these increased numbers. Unfortunately, I don't have any saves at the moment where my colony is that developed, let alone with the Hospitality mod running on them.

Quote from: Canute on February 01, 2018, 03:06:35 PM
Sorry to give you again a suggestion you allready thinked about it, but didn't mention at your request.
Normaly these basic thing, basic people oversee and to reminder them about these options mosttimes help them.

It's okay, you're trying to help. I think I'm more to blame, I can acknowledge that I can be an asshole at times :-\ This is probably more of an issue I've been having in real life that's spilling out over here. My apologies.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 02, 2018, 04:00:05 AM
The limit on the lowest group size is by design. Smaller groups are easier to keep happy.

That it's harder to recruit visitors as your colony grows is by design too. It's independent of population intent and only linked to how many colonists you already have. If you want to boost it, having very high social skills on your recruiters and beautiful colonists will help. More (good) recruiters will help too, to a degree.

The same guests will come again later, although there is some chance involved. The garbage collection mod will break this, though.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 02, 2018, 08:41:32 AM
Quote from: Orion on February 02, 2018, 04:00:05 AM
The limit on the lowest group size is by design. Smaller groups are easier to keep happy.

The only way to change this would be in through the dlls though, correct? Would you be able to tell me how hard that would be to accomplish? Or would you ever consider in the future, possibly having an additional download that users could use to replace an assembly file with a lower maximum? I understand your reasoning behind this limit, but I am also trying to customize the game specifically to me, so is it too much to ask if I want to "cheat" the numbers a bit to my liking? Another issue can be the extra load. I don't think having the 8 extra pawns on the map is all that much, but when I am late game, every little bit can matter. If I have 25 colonists, 60-100 animals, some androids and bots, and possibly a trade caravan, well honestly I just don't really care to have 8 guests running around. For me, at least, I would really like to just be able to set the mod options to whatever I like. That's kinda the point, right? Either way, not trying to tell you how to produce your mod, just my unasked for two cents. :P

Even if you don't decide to let us set the limit lower, thank you for all of your hard work. It is very appreciated, and you have made a superb mod that's unique and brings interesting mechanics to the player to interact with.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 03, 2018, 04:20:11 AM
It's not crazy difficult. You install any version of Microsoft Visual Studio, you open the sln file in the source folder of the mod, you open the file ModBaseHospitality in Visual Studio, you find line 61 "Maximum guest group size" and you change "AtLeast( 8 )" to "AtLeast(1)". Then you "build the solution", from the menu. It will spit out a new dll file somewhere (I'll leave finding it an exercise for the viewer). If you take that dll and replace the one in the mod subfolder "Assemblies", the changes will apply.

If performance is a concern to you, you should probably kill off some of your animals.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 03, 2018, 06:40:37 AM
Quote from: Orion on February 03, 2018, 04:20:11 AM
It's not crazy difficult. You install any version of Microsoft Visual Studio, you open the sln file in the source folder of the mod, you open the file ModBaseHospitality in Visual Studio, you find line 61 "Maximum guest group size" and you change "AtLeast( 8 )" to "AtLeast(1)". Then you "build the solution", from the menu. It will spit out a new dll file somewhere (I'll leave finding it an exercise for the viewer). If you take that dll and replace the one in the mod subfolder "Assemblies", the changes will apply.

Thank you, that's what I was looking for :) I have already downloaded VS and ILSpy, but I really have no idea what I'm doing. I was able to locate some custom thingClasses for some stuff I was looking at in other mods, but have no idea how to really "start" or "compile" a project, or whatever it is you call it. But with your instructions, I think I should be able to figure it out myself. Thank you, really! :)

Quote from: Orion on February 03, 2018, 04:20:11 AM
If performance is a concern to you, you should probably kill off some of your animals.

It's really werid, that when the game starts getting choppy like that, half of my colony animals suddenly want to turn into meat pies for some reason, happens every time! ::)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Kori on February 09, 2018, 11:34:38 AM
Hello Orion,

have you implemented the fix for chained guests already?
https://github.com/OrionFive/Hospitality/issues/104

I rescued some people from a crashed ship and noticed they are in restraints.
I'm using Prison Labor and the tooltip says that they are affected by prisoners chains.

Or is this intended and the fix was only to make it visible in their health tab?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 10, 2018, 03:15:12 AM
I've implemented the fix that the mod author suggested.
The fix was for visitors. Rescued people are a different matter entirely and should probably be fixed by the prison labor mod.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Kori on February 10, 2018, 04:29:39 AM
Okay, I will ask in the Prison Labor thread, thanks!
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: SrGrafo on February 15, 2018, 03:40:57 AM
oh just saw this! thanks for the reply
btw I really love this mod, advertising it a bit by naming it on the comics, hope more people use it o7  :)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 15, 2018, 04:27:05 AM
Uh, you're welcome, I guess!

Sure, I'm curious what you make, drop a link here :)
On Steam there are 180.000 subscribers to this mod, so I guess it's still being used... no idea how many of those are active players, though.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 15, 2018, 09:57:10 AM
Mister Orion, do you have a thread that we can post on about Therapy and More Mechanoids, or would it be okay to do here? I'm quite interested in the Therapy mod. For it, is there a new work type for the therapist? If so, will he just go sit in the therapy room and wait for someone to come by? Or will he only go there if he has an "appointment"? Also, if he does just sit in there all day, will other pawns just randomly stop by, if there is a therapist working, and the pawn has a big enough timed mood debuff? Does the therapist need to be "working" on their schedule, but a pawn that gets the therapy session need to be in a "joy/anything" for this time slot in their schedule?

I guess what I am asking for, is could you elaborate a little bit more on how all of this works, and/or maybe any common mistakes people make trying to set this up at first? Thanks!

Also, I hope you don't mind me discussing your other mods on here, and if you don't want to then I understand, it's no problem. Either way, thank you for all of your hard work, you can tell that you really put in some effort to make things very nice. I really appreciate it!
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Ruisuki on February 15, 2018, 10:29:02 AM
theres a therapist mod?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 15, 2018, 10:43:50 AM
There is both Therapy and Rim Disorders. Therapy was made by Orion, though.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: BlackSmokeDMax on February 15, 2018, 09:46:09 PM
Quote from: Orion on February 15, 2018, 04:27:05 AM
Uh, you're welcome, I guess!

Sure, I'm curious what you make, drop a link here :)
On Steam there are 180.000 subscribers to this mod, so I guess it's still being used... no idea how many of those are active players, though.

Just in case SrGrafo doesn't/didn't see you ask for the link....  https://rimworldme.tumblr.com/

Have had it bookmarked for a long time now, great comic!
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 16, 2018, 01:44:04 AM
Ah, thanks for the link!

I guess it's okay to discuss my other mods here. I don't think anyone will mind.

Therapists have to be working / anything and patients have to be joy / anything.
If someone feels the need for a session they will lie down on the couch and wait for a therapist to come by.
There are no appointments or anything like that since I wanted to keep it simple. Therapist is a new work type.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: mrm on February 18, 2018, 02:24:28 PM
Hey, I have a problem/bug with "no enough guest beds" -7 debuff. Until now it was working fine, but it broke after I moved my prisoner to the other room and set prison beds as guest beds because i needed more guest beds for incoming guests. I was using prison beds as guest beds before, and also few of the medical beds if needed - all was working good, as soon as I set the beds, my incoming guests instantly changed their "beds" mood detecting the beds from far away. But now my guest are sleeping in the cornfield and have a bunch of mood debuff, they left with "they had enough of my hospitality" popup. I thought it will fix itself when new guest will come, but no. I also tried reloading the game without any success.

/edit

Sorry my bad! I forgot I removed the prison from their area of accommodation so they wont recruit MY prisoner to THEIR faction. Speaking of bugs, i got one here. If my guest recruit my prisoner, i get a popup about a new recruit, but its their recruit, not mine. So why we don't change something here?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Kori on February 18, 2018, 02:45:10 PM
I just noticed that the beds from the clutter mod can't be turned into guest beds. Clicking the button does nothing while beds from other mods work fine.
Is there something I can add to the XML to make them compatible?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 19, 2018, 02:43:41 AM
@mrm: Yeah it's a known bug and I'll look into it once I find the time again. Got 3 jobs and modding ain't one of them.

@Kori: That's pretty odd. You could compare the clutter bed xml with a bed that does work and see what's different about them. If you tell me the differences, I can probably tell you what's causing the problem.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 19, 2018, 07:52:48 AM
I need to say this first: it's been about 9~10 weeks since I've had a regular RimWorld game, and I've only done test runs, but I honestly cannot remember if guests can ever stay the night at your base without Hospitality, but I'm pretty sure that they won't, and "guest beds" only come from this mod. If I'm wrong, then my apologies :)

Quote from: Kori on February 18, 2018, 02:45:10 PM
I just noticed that the beds from the clutter mod can't be turned into guest beds. Clicking the button does nothing while beds from other mods work fine.
Is there something I can add to the XML to make them compatible?
Is there an error that can pop for this? Is there a possibility that the graphics/RGB alpha mask stuff is just using the same colors as a regular bed? Because I am about 95% sure I have seen some mods will use custom graphics for the different settings of beds. A whole new texture for regular, prisoner, hospital, or prisoner hospital bed. But guest bed only comes from Hospitality, so that means any modder that does this probably won't have a texture for guest beds.

Or is it actually impossible for guests to use the bed? I suppose you could test it, when say a group of 4 or whatever guests come. Can't you have, say, 3 guest beds, and then 1 or all of the guests will get a mood debuff for not enough beds? Maybe see if it still doesn't remove the debuff when you make one of Clutter's beds into a guest bed.

Quote from: Orion on February 19, 2018, 02:43:41 AM
@Kori: That's pretty odd. You could compare the clutter bed xml with a bed that does work and see what's different about them. If you tell me the differences, I can probably tell you what's causing the problem.
I haven't looked myself, but do you have to apply a patch to a bed base abstract def to make all beds be able to be turned into guest beds? I was thinking you did something like that, so that beds added in by mods can still be changed into guest beds as well. If that's the case, is there a chance that Clutter isn't inheriting from the same defs that you are applying this patch to?

EDIT: Also, something I was thinking about, that I think could be some nice quality of life additions, if you were to consider ever adding them :)
Make it so that guests have a designated spot to leave their gifts, sort of like a "guest stockpile". Or you could let any guests drop of their stuff in your regular stockpiles? That might not work because they would have to carry everything there. Maybe, we can have a designated area that guests will do a "pitstop" at on their way out, and drop all of their goods there. This way, I don't have to always go back to the guest bed rooms to see what the guest dropped. Or even worse, it gets dropped in some weird and/or far off corner of the base/map. It then has the chance of deteriorating outside, rotting, or whatever without me noticing.

Could we have the ability to let guests not "help" with any work around the base that will require them to put their name on something they crafted? This means, no more half finished apparel, weapons, or artwork. I would have to always adjust my guest allowed zones to fix this. This meant that in more workshops I could allow the guests into some areas but not others. Either way, this one isn't as important :)

Finally, I know you said that this wasn't the idea behind the mod, but in my opinion, I think others would like the ability to be able to turn down the maximum group size to whatever they would like, as well.

Thanks for all of your hard work! :)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on February 19, 2018, 10:07:16 AM
It isn't that all clutter bed's can't be a guest bed, only a few don't got the option/button to turn them into guest beds.
Thats why i think it's a mistake of mrofa and his bed's and not hospitality.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 19, 2018, 10:47:50 AM
Quote from: Harry_Dicks on February 19, 2018, 07:52:48 AM
I'm pretty sure that they won't, and "guest beds" only come from this mod.
That's correct.

Quote from: Harry_Dicks on February 19, 2018, 07:52:48 AM
Is there an error that can pop for this? Is there a possibility that the graphics/RGB alpha mask stuff is just using the same colors as a regular bed? Because I am about 95% sure I have seen some mods will use custom graphics for the different settings of beds. A whole new texture for regular, prisoner, hospital, or prisoner hospital bed. But guest bed only comes from Hospitality, so that means any modder that does this probably won't have a texture for guest beds.
This is possible. Maybe the mod does some fancy stuff with beds to give them different looks based on their type. This will naturally clash with guest beds.

Quote from: Harry_Dicks on February 19, 2018, 07:52:48 AM
I haven't looked myself, but do you have to apply a patch to a bed base abstract def to make all beds be able to be turned into guest beds? I was thinking you did something like that, so that beds added in by mods can still be changed into guest beds as well. If that's the case, is there a chance that Clutter isn't inheriting from the same defs that you are applying this patch to?
It's more complicated than that. Hospitality actually creates variations of all loaded beds that can then be hot-swapped when the button is clicked. But indeed, should the def be different, this wouldn't work. On the other hand, it is practically impossible to create a bed from a different base def because beds are hardcoded so strongly into the game.

Quote from: Harry_Dicks on February 19, 2018, 07:52:48 AM
Make it so that guests have a designated spot to leave their gifts, sort of like a "guest stockpile". Or you could let any guests drop of their stuff in your regular stockpiles? That might not work because they would have to carry everything there. Maybe, we can have a designated area that guests will do a "pitstop" at on their way out, and drop all of their goods there. This way, I don't have to always go back to the guest bed rooms to see what the guest dropped. Or even worse, it gets dropped in some weird and/or far off corner of the base/map. It then has the chance of deteriorating outside, rotting, or whatever without me noticing.
This is one of the cases where the amount of work to accomplish it outweighs the result so far that I won't even consider implementing it.

Quote from: Harry_Dicks on February 19, 2018, 07:52:48 AM
Could we have the ability to let guests not "help" with any work around the base that will require them to put their name on something they crafted? This means, no more half finished apparel, weapons, or artwork. I would have to always adjust my guest allowed zones to fix this. This meant that in more workshops I could allow the guests into some areas but not others. Either way, this one isn't as important :)
This one is actually on my list because it bothers so many people.

Quote from: Harry_Dicks on February 19, 2018, 07:52:48 AM
Finally, I know you said that this wasn't the idea behind the mod, but in my opinion, I think others would like the ability to be able to turn down the maximum group size to whatever they would like, as well.
Yeah, I'm sure you might find some people who wouldn't mind. But I also think I'd be able to find the same amount of people who would turn it down, exploit it, and then complain that it's possible  ::)

This is all good feedback, so, thanks!
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Kori on February 19, 2018, 11:01:15 AM
Thanks for your replies, I've found what was causing the incompatibility with clutter beds.
They use <thingClass>Clutter_Furniture.Beds</thingClass>
I've changed it to <thingClass>Building_Bed</thingClass> and now it works. :)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: wwWraith on February 19, 2018, 12:05:37 PM
Quote from: Orion on February 19, 2018, 10:47:50 AM
Yeah, I'm sure you might find some people who wouldn't mind. But I also think I'd be able to find the same amount of people who would turn it down, exploit it, and then complain that it's possible  ::)

You can make this setting available only in dev or god mode, then these people won't have a right to complain ;)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 19, 2018, 01:44:04 PM
Quote from: wwWraith on February 19, 2018, 12:05:37 PM
Quote from: Orion on February 19, 2018, 10:47:50 AM
Yeah, I'm sure you might find some people who wouldn't mind. But I also think I'd be able to find the same amount of people who would turn it down, exploit it, and then complain that it's possible  ::)

You can make this setting available only in dev or god mode, then these people won't have a right to complain ;)
;D

Last I'll say of it, I promise. But we can cheat pretty much anything else we want in the game, and tailor anything to our satisfaction, plus it's already in the options but with a limit, so why this arbitrary restriction? That's rhetorical, because I know you've said why already :)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 19, 2018, 01:55:18 PM
Quote from: Kori on February 19, 2018, 11:01:15 AM
Thanks for your replies, I've found what was causing the incompatibility with clutter beds.
They use <thingClass>Clutter_Furniture.Beds</thingClass>
I've changed it to <thingClass>Building_Bed</thingClass> and now it works. :)

Glad it worked out for you :)

Looking at Clutter Furniture, he does have a new independent texture for each bed. Well, most of them it at least looked like from quickly browsing over it.

I think beds normally only have one texture, can't remember.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 19, 2018, 04:18:28 PM
Quote from: Harry_Dicks on February 19, 2018, 01:44:04 PM
Quote from: wwWraith on February 19, 2018, 12:05:37 PM
Quote from: Orion on February 19, 2018, 10:47:50 AM
Yeah, I'm sure you might find some people who wouldn't mind. But I also think I'd be able to find the same amount of people who would turn it down, exploit it, and then complain that it's possible  ::)

You can make this setting available only in dev or god mode, then these people won't have a right to complain ;)
;D

Last I'll say of it, I promise. But we can cheat pretty much anything else we want in the game, and tailor anything to our satisfaction, plus it's already in the options but with a limit, so why this arbitrary restriction? That's rhetorical, because I know you've said why already :)
Apart from the mods you choose, and the difficulty settings, what you can tailor won't break the balance or feel like cheating. Unless you actually go and cheat. So there has to be that line.
I could make it possible in dev mode only, but then I'd have a feature that noone will understand who doesn't know exactly how it works.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Kori on February 19, 2018, 05:29:23 PM
I'm really sorry Orion, but I agree that the option for the minimum group size would be very nice....  :-X
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 19, 2018, 05:43:00 PM
Oh no, look what I've gone and started! I.. I'm so sorry Orion...

Quote from: Orion on February 19, 2018, 04:18:28 PM
Apart from the mods you choose, and the difficulty settings, what you can tailor won't break the balance or feel like cheating. Unless you actually go and cheat. So there has to be that line.
I completely agree, but this is also something that is entirely subjective. I mean this in the nicest way possible, but it's like you've decided for the player what is an isn't acceptable, ya know? While also teasing them with what they could have, but you put an artificial restriction on it. :)



AWW MAN I HOPE THIS WORKS!
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Kori on February 19, 2018, 07:03:09 PM
Quote from: Harry_Dicks on February 19, 2018, 01:55:18 PM
Looking at Clutter Furniture, he does have a new independent texture for each bed. Well, most of them it at least looked like from quickly browsing over it.

I think beds normally only have one texture, can't remember.

Oh no, that's why mrofa uses a different thingClass, to support this mod's RandomBedTex feature. No more random Hello Kitty beds when the thingClass is set to Building_Bed. :(
Great, I knew I should wait if I have more questions for Orion before saying that I agree that there should be this minimum group size setting. :D

Well.. Orion?  ;)
Is it possible to support beds with a different thingClass or should I walk over to mrofa's thread and ask if he can change it in the clutter dll instead?
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 19, 2018, 07:46:42 PM
Kori you could also take this into your own hands, and just make Clutter's beds into their own defs per the bedspread you want to use.

Not saying that to shut you down, but just know that's another option :)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Kori on February 19, 2018, 08:01:44 PM
That's what I already did, thanks! :)
Having the choice between the textures instead of randomness is a good thing, too.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 20, 2018, 01:54:29 AM
I don't think mrofa can fix this on his side, unless he actually uses the core bed class. But that's not something one can expect.
There's no easy fix for this. I'd have to make a patch specifically for his mod. And tbh I'm not really in the mood to spend my spare time fixing anything these days.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Canute on February 20, 2018, 03:26:20 AM
I don't think a min/max group size at the options would be a good thing.
That easyly could be exploided.
Since this mod give the ability to recruit visitors you are geting more good canditates if you set the min. very high.

But a pre-start define about the visitor group size modifier could be useful, if people don't like large visitor groups.
But i think then the calculation about the faction gain/loose should be adjusted too.
I think currently it is a fixed number depend how well satisfied your guest are.
That should be modified that the amout of guests take into account.
Less guest less faction gain, many guests more faction gain.
Not to speak about the gifts these guests left when they leave.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 20, 2018, 04:19:11 AM
Yeah actually if the group is set to be smaller that makes it easier as well. It's easier to please 2 guests than 8, and 2 will cause less bad will than 8 as well.
You can already change the max to a degree, but it's limited so it can't be exploited.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Kori on February 20, 2018, 09:43:50 AM
Can we please just drop the reason that some setting in a mod allows people to "exploit"?

Orion it is your mod, you can do whatever you want with it.
Just please stop talking about exploits, that makes zero sense and is ridiculous. This whole mod is an exploit compared to vanilla gameplay.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 20, 2018, 10:20:39 AM
There are four people asking for it because apparently it's currently the fashionable thing for people to ask about. Once the stars realign or someone suggests something else, that'll be all the rage.
Also I'm only counting two, you being one of them.

If you don't find my arguments valid or you don't understand them, then it's your right to disagree. But don't tell me what arguments I'm allowed to base my decisions on.

I'm done with this discussion.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 20, 2018, 11:19:04 AM
I don't think any feelings are meant to be hurt, we're all friendly here.

I will not say that Kori or I speak for anyone else but ourselves, but to say that we're the only ones who would want that option because we are the only ones to post about it isn't right. I would go as far as to say that there's probably a hundred others that will feel the same way about a lot of opinions that are posted here, whether they post it or not. The replies:views on these threads is evidence of that.

Anyway, it's nothing personal, Orion. It's that I highly disagree with your reasoning, for exactly the reason Kori said. I can see now how adamant you are about keeping this limitation as it is, which of course is your decision to make.

I'll move on, and still continue to be a cheerleader for your work, but I won't lie and say that I'm not disappointed with your decision and the reasoning that lead you to it.

Hope everyone has a great rest of the day :)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 20, 2018, 01:34:58 PM
I don't think you can take the amount of views as evidence for anything. This thread has been active for 3 years already (alpha 9!) and this is a the first time this is coming up. Obviously that's not evidence for anything either since it's only been one version since you can actually change the maximum amount of guests at all. And I'd really wish people wouldn't make me regret adding new features like that every time. I've learned that whatever I change will cause a noticeable amount of people to dislike it or be upset.

Thanks for trying to keep it light, though.
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 20, 2018, 02:37:13 PM
Quote from: Orion on February 20, 2018, 01:34:58 PM
I don't think you can take the amount of views as evidence for anything. This thread has been active for 3 years already (alpha 9!) and this is a the first time this is coming up. Obviously that's not evidence for anything either since it's only been one version since you can actually change the maximum amount of guests at all.
You're right. I think I just worded what I meant to say poorly, as I was on mobile and getting ready to walk into an interview (things went great, keeping my fingers crossed!). What I meant was: I think that a lot more people may feel this way, even if they don't post about it. It's just usually your biggest fans like us that are on here a lot, so we end up being the ones that usually start these new requests & ideas :)

Quote from: Orion on February 20, 2018, 01:34:58 PM
And I'd really wish people wouldn't make me regret adding new features like that every time. I've learned that whatever I change will cause a noticeable amount of people to dislike it or be upset.
I think I can speak for most everyone here, that isn't anyone's intent. We love new features and updates (I do at least), so I really hope this won't affect your future implementations.

I want to also say that I can completely understand your reasoning, behind not wanting to upset anyone with any changes such as the one we have proposed. However, if a player purposefully goes into any of their options or settings, and changes something that then makes the game "too easy" or ruins it for themselves, then I think that's on them. Especially if you have a warning or something, saying the "recommended amount" in all caps or maybe you require the player to click a check box first, acknowledging that they are taking the mod options past the recommended settings and could possibly remove the challenge.

I feel like if a player ignores these warnings, ruins the challenge for themselves, and then goes and complains about a mod maker's options that they have in their mod that allows them the ability to make things too easy for themselves, well I'm sorry but that person is a dumbass. Not only are being silly, but now they are actually ruining other player's potential new fun (like mine) because I've got to now not only try to overcome your objections, but also whatever bullshit those dummies have done too.

Meh, with your line of reasoning, it makes me think it comes down to this: dumb people ruining things for everyone else. Since they now have something new to possibly complain about, then it's going to ruin the fun for everyone else that could have enjoyed these new options, and liked your mods even more.

Not saying anyone's voice matters more than anyone else's, but I would suggest you don't give a damn about what those people say ;)
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Orion on February 21, 2018, 05:38:21 AM
I don't think it's so easy to draw the line between "dumb people" and "non dumb people", but I get what you're saying.

I do like the idea of having some sort of safety toggle. Maybe I can use that.

Success with your application (?)!
Title: Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
Post by: Harry_Dicks on February 21, 2018, 08:08:17 AM
Quote from: Orion on February 21, 2018, 05:38:21 AM
I don't think it's so easy to draw the line between "dumb people" and "non dumb people", but I get what you're saying.
I'm guilty of not having much faith in my fellow humans' brain department. I think my bias comes more from I hate when I feel like people are speaking about something that they have no business doing so (again from my own opinion, I understand this). I don't claim to be a genius or smarter than everyone else, but I'll keep my mouth shut if I know that I don't know what I am talking about, or I will at least preface what I'm saying with a notice that my knowledge is incomplete.

Quote from: Orion on February 21, 2018, 05:38:21 AM
I do like the idea of having some sort of safety toggle. Maybe I can use that.
Aw yiss! :D You can even have it buried very deep in the mod options or whatever you need to be comfortable with it. You could even require God Mode to be on to enable this option.

With the mod Prepare Landing, if anyone is familiar with it, it has some very extensive and awesome filtering tools for the world map. However, and I did not know this when I was using it until someone told me, you can actually edit the world cells with the mod. So last night, when I was having so much trouble deciding where to start a game, I ended up making a mountainous arid shrubland in the middle of a regular desert, with 30/60 growing days. Anyway, to enable the world cell editing, you have to have God Mode enabled. You could have a mountainous jungle swap in the middle of an icesheet surrounded by whatever else you wanted, with the right rock types, too.

Quote from: Orion on February 21, 2018, 05:38:21 AM
Success with your application (?)!
I think things actually went very well, thank you for asking! They called me back, I have second interview this Friday! ;D
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on February 23, 2018, 09:31:09 AM
I've been toiling away at a lot of fixes. I hope it was worth the wait.

Update
1.18g - 23.02.2017
- New: Option to disable crafting or artistic work for guests (set by default)
- New: Visitors will now ask before arriving when there are no guest beds
- New: Translation keys for mod options
- New: Added option to disable option limits
- New: Guests will stay longer when manhunters or berserking pawns are present
- Tweak: Guests will not leave because of a wounded guest
- Fix: Clarified that sending away guests immediately won't affect relations
- Fix: Prevented error when generating map
- Fix: Visitors are now not aware of undiscovered insects or mechanoids
- Fix: Guests will not come to bases without any colonists
- Fix: Changed wanderer text to be less confusing
- Fix: Diplomats won't interrupt working guests
- Fix: Guests didn't recruit prisoners to the player's faction
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Harry_Dicks on February 23, 2018, 11:50:48 AM
Quote from: Orion on February 23, 2018, 09:31:09 AM
I've been toiling away at a lot of fixes. I hope it was worth the wait.
I think this is definitely worth the wait for whatever you give us. It's all on your own good will, how could beggars be choosers? :)

Quote from: Orion on February 23, 2018, 09:31:09 AM
- New: Option to disable crafting or artistic work for guests (set by default)
- New: Visitors will now ask before arriving when there are no guest beds
- New: Translation keys for mod options
- New: Added option to disable option limits
- New: Guests will stay longer when manhunters or berserking pawns are present
- Tweak: Guests will not leave because of a wounded guest
- Fix: Clarified that sending away guests immediately won't affect relations
- Fix: Prevented error when generating map
- Fix: Visitors are now not aware of undiscovered insects or mechanoids
- Fix: Guests will not come to bases without any colonists
- Fix: Changed wanderer text to be less confusing
- Fix: Diplomats won't interrupt working guests
- Fix: Guests didn't recruit prisoners to the player's faction
This looks absolutely fantastic! And Orion... thank you :) "New: Added option to disable option limits"
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on February 23, 2018, 06:40:35 PM
Downloading the update and overwriting the older version is the way to do it right? Dont have to uninstall the older download?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Harry_Dicks on February 23, 2018, 06:49:39 PM
Quote from: Ruisuki on February 23, 2018, 06:40:35 PM
Downloading the update and overwriting the older version is the way to do it right? Dont have to uninstall the older download?

I don't think that's ever the right way to do it. I am not the mod author but I recommend always deleting the old folder and installing the new one. If the mod author has changed around the files and maybe combined some defs into others, then this means if you are only overwriting you stand the chance to have older files hanging around which can screw everything up.

Until I've seen someone post a good reason why I should overwrite when updating a mod I will continue to use this practice.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on February 23, 2018, 07:12:19 PM
Alright bro i trust you
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on February 24, 2018, 02:14:26 AM
Deleting the old is allways a good idea, prevent you a bit more to have troubles.
When the folder name of the mod change because of a version number, it might be a good idea to rename it to the old one.
Because Rimworld think it is a different mod because of the folder name and you need to reactivate the mod again.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on February 24, 2018, 03:10:07 AM
Yeah first delete the old one, then put the new one in the folder.
Overwriting will almost definitely mess things up.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Kori on February 24, 2018, 12:29:29 PM
Very good update, thank you!
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on February 24, 2018, 07:00:36 PM
Quote from: Orion on February 24, 2018, 03:10:07 AM
Yeah first delete the old one, then put the new one in the folder.
Overwriting will almost definitely mess things up.
Does it matter whether you deactivate it from the mod menu first or can I just delete the old folder first without worry?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Kori on February 24, 2018, 07:33:02 PM
Quote from: Ruisuki on February 24, 2018, 07:00:36 PM
Does it matter whether you deactivate it from the mod menu first or can I just delete the old folder first without worry?

You can just delete it.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on February 25, 2018, 03:18:02 AM
Quote from: Ruisuki on February 24, 2018, 07:00:36 PM
Quote from: Orion on February 24, 2018, 03:10:07 AM
Yeah first delete the old one, then put the new one in the folder.
Overwriting will almost definitely mess things up.
Does it matter whether you deactivate it from the mod menu first or can I just delete the old folder first without worry?
When rimworld don't find the modfolder on startup anymore it deactivate the mod anyway.
So you never need to deactivate a mod before you delete the folder.
Many modder add the version to their folder name too.
In this case i don't delete the top folder, i just delete anything inside (About,....) and copy them from the zip into it.
Add this way you don't need to reactivate the mod at Rimworld and skip the annoying Rimworld restart after the modlist change.

Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: rovingthief on February 27, 2018, 05:34:08 AM
Hello, How do I make the visitors go in the specific place? They always hangs on my kitchen area.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Harry_Dicks on February 27, 2018, 08:10:48 AM
You guys have no idea how much time I have saved myself by having these shortcuts on my desktop, speaking of having to go in and delete older versions. Probably a good few hours at this point. If you're off of Steam and your mod addiction is as deep as mine, you will be constantly swapping around different mods and versions or whatever, I do at least. Highly recommend having at least a few shortcuts. This includes your Config folder which is an entirely different directory.

(https://i.imgur.com/hOgxKJV.png)
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on February 27, 2018, 09:32:37 AM
Quote from: rovingthief on February 27, 2018, 05:34:08 AM
Hello, How do I make the visitors go in the specific place? They always hangs on my kitchen area.
- Design an area your guest should be around. Just a regular area.
- Select a visitor, open the guest tab. On top of that guest tab you should see all your zones.
- Select the zone the visitor should hang around.
- Press "make default" to set these zone for all following visitors.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Lethe on February 28, 2018, 01:22:56 AM
Quote from: Orion on February 23, 2018, 09:31:09 AM
- New: Option to disable crafting or artistic work for guests (set by default)
- New: Visitors will now ask before arriving when there are no guest beds
- New: Translation keys for mod options
- New: Added option to disable option limits
- New: Guests will stay longer when manhunters or berserking pawns are present
- Tweak: Guests will not leave because of a wounded guest
- Fix: Clarified that sending away guests immediately won't affect relations
- Fix: Prevented error when generating map
- Fix: Visitors are now not aware of undiscovered insects or mechanoids
- Fix: Guests will not come to bases without any colonists
- Fix: Changed wanderer text to be less confusing
- Fix: Diplomats won't interrupt working guests
- Fix: Guests didn't recruit prisoners to the player's faction

>Guests will stay longer when manhunters or berserking pawns are present

Yay! I haven't ran into this, but I'm glad I won't. Same with guests working on art or crafting unfinished pieces.

>- Fix: Visitors are now not aware of undiscovered insects or mechanoids

I have ran into that and it's great it's fixed.

Hospitality is a great mod and I've been running it since I started back in a16. ;D Just out of curiosity, do you have events that will happen if we have bad enough relations with factions? Would they end up raiding us like our enemy factions do?

Thanks for all your hard work! Very happy with your mod. :D

And, just to possibly beat some dead horses again, but I'm glad you added max size limits to guests. I think remember getting 20 or more guests in earlier builds and it's nice to lower it so my colonists aren't outnumbered 3:1 by guests. I like watching and looking at everyone who comes in, so I'm personally happier with less than 14 or 16 as my max setting (I'm thinking about going lower). It makes every visit more meaningful to me to have a smaller number of guests.

Perhaps adding a new perspective to some other users asking for a minimum setting, instead of asking for a flat setting of x minimum, they're just trying to express that the algorithm for number of guests that appear isn't super awesome to them? I think currently it might be set to a uniform random number occurrence, but perhaps instead of a just a 'uniform random' option having it be a weighted calculation that deals with faction relationship + wealth of colony along with length of time colony was established for might be a nice option to have? It'd make sense to have higher number of guests if and only if your colony has been around for awhile AND is wealthy [makes it a nice tourist spot then] along with possibly having great relations with them.

It was kind of weird having my less than 2 season old colony with only my starter 3 folks get like 8-9 guests my first visit. But, I personally don't have strong feelings on the matter. It was 'weird', but fun to have so many guests and I think I doubled my colony size after that first visit lol. Thinking back on it, it'd be quite easy for users of the mod to just slowly change their max size of visitors over time. Like, I could've set it to 3 max at the beginning and slowly increased it as time went on. That's the easier solution I suppose than whipping up a fancy new formula option. I guess no one thinks of the obvious at the time.

Anywho, love the mod once again, with or without any changes to it. I never thought of having guests help out, until you added it. I think I have yet to have them help out, but it's a nice reasonable touch to add in. Also great that you added a min skill setting for it so you don't have food poisoning because someone just /had/ to help lol.

Cheers!
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on February 28, 2018, 04:46:58 AM
Thanks for the indepth review, Lethe.

If your relations go into the negative, default RimWorld raids should kick in. It actually never happened to me, so I find it hard to relate to people who complain that their guests leave unhappy. Maybe something that could use more testing.

The amount of visitors is actually determined by the storyteller. So everyone has quite a different experience of this. I could overwrite it, but never bothered, except for min/maxing.
With Cassandra I haven't had too large groups early in the game, yet.

Yeah, helping guests was a suggestion that made it on the todo list as a wild idea and eventually I got around to implement it. It was quite a lot of work, and a huge can of worms in the end. I haven't heard a lot of positive about it yet, so thanks.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Harry_Dicks on February 28, 2018, 05:16:16 AM
Lethe has further explained my reasoning for my thinking, allowing me to kick this dead horse one last time ;D

But that is exactly what I want to do - start with only 3 guests max, and then maybe 4 or 5, but only whenever I am ready. Also, it makes each guest that much more important to me, and I might grow attached or want to keep a specific one. Even in late game, when I've got a full colony, if I only have 2 or 3 or 4 guests comes, then each of them will stand out that much more. However if I've got 10 or 12 guests on the map, there is no way in hell I am going to be able to remember anything about anymore than 1 or 2 of them, and the rest will just become random pawns that run around my colony that I have no care about for their stay.

One more thing mentioned: events/incidents. I have been on a huge event/incident kick lately, trying to add as many to my list as possible. Check out how many I'm up to! One thing I think I noticed from Hospitality is that there are only 1 or 2 events? Visitors and raids, I believe? Anyway, would you be keen on ever adding in anymore? I'm thinking that we could come up with a ton of really interesting and unique things to happen, if you open to it! I think that new events/incidents kicking off seem to add a lot more flavor to the game.

(https://i.imgur.com/WXkq08Z.png)

Some stupid examples that I can think of relating to Hospitality, that could or could not require an insane amount of coding, also some new ideas are in my head about pawns leaving the colony (from the now updated Rumours and Deception for B18, download link on my thread). Some are also negative events, because personally I am okay with stuff like this to keep the games interesting, but with the option to enable/disable any of these events/ideas via the scenario editor:

Things go poorly with the particular group visiting, maybe everyone from the visiting colony starts socially fighting with pawns from your colony.

The visiting group are actually disguised pirates, which only reveal themselves after spending some time at your colony. After revealing themselves, they could try to fight your colonists from the inside of the base, where you aren't expecting it. Could it be possible they are there to just fight and kill your guys, or could they try to abduct a pawn? (The mod "Darkest Night" for RimWorld has these "night creatures" that will "carry your pawns away into the night" if they get downed around these enemies. Something similar for this event?)

The visiting group tries to befriend one of your colonists, and tries to recruit them back to their colony.

The visiting group are actually disguised pirates, but never reveal themselves. They are actually sabotaging your defences, so that when the next pirate raid (from their particular faction?) comes, half of your turrets don't work, or some of them work at half efficiency, or all of your doors are jammed and locked open, or whatever.

Visitors can now bring animals with them, which they could leave as gifts for your colony as they would normal gifts.

Visitors can now bring in diseases, which can have all sorts of different variables for how these diseases can affect your colony. Maybe the pawns are carries of an invisible headiff, which is contagious, and can affect either humans or animals, in either positive or negative ways. The result of getting sick from visitors could be time delayed, as well. Maybe the visiting group that came in the winter time ends up getting half of your colony sick in by spring time, making the yearly crop sowing schedule get all screwed up, who knows!

EDIT: Something to think about later - can you have transferable diseases in this game? Could you have them act like dirt/filth, and get tracked onto floors and different pawns(animals/everything) and get moved around the map, eventually accumulating into something (a pile of dirt/filth) but in this case into a sort of invisible contagious disease hotspot?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on February 28, 2018, 07:08:42 AM
Quote from: Orion on February 28, 2018, 04:46:58 AM
If your relations go into the negative, default RimWorld raids should kick in. It actually never happened to me, so I find it hard to relate to people who complain that their guests leave unhappy. Maybe something that could use more testing.
I believe thats mosttimes the vault of these players. They don't know how to handle guests.
- they maybe forget to made entertain as default settings for guests
- or they forget to assign someone to neglotation.  Or some with bad social skill so they upset the guests more then they other would entertain.
- not to speak that you give your bed's temporary to guests if you didn't build enough guests beds yet.



Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Kori on February 28, 2018, 02:12:38 PM
Quote from: Orion on February 28, 2018, 04:46:58 AM
Yeah, helping guests was a suggestion that made it on the todo list as a wild idea and eventually I got around to implement it. It was quite a lot of work, and a huge can of worms in the end. I haven't heard a lot of positive about it yet

It's a very good feature, I love it!
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Lethe on February 28, 2018, 03:20:41 PM
Quote from: Orion on February 28, 2018, 04:46:58 AM
Thanks for the indepth review, Lethe.

If your relations go into the negative, default RimWorld raids should kick in. It actually never happened to me, so I find it hard to relate to people who complain that their guests leave unhappy. Maybe something that could use more testing.

The amount of visitors is actually determined by the storyteller. So everyone has quite a different experience of this. I could overwrite it, but never bothered, except for min/maxing.
With Cassandra I haven't had too large groups early in the game, yet.

Yeah, helping guests was a suggestion that made it on the todo list as a wild idea and eventually I got around to implement it. It was quite a lot of work, and a huge can of worms in the end. I haven't heard a lot of positive about it yet, so thanks.

Oh, I didn't know it'd scale differently based on storytellers. I play with Phoebe and occasionally Randy, hence my larger sized visitors groups. I've never had guests leave unhappy. :x I suppose with higher difficulties and/or early colonies have that be more of an occurrence. I think a friend of mine had some leave unhappy guests when they couldn't socialize with their guests at all as due to crazy rimworld events were occurring to them. They've also had some guests help them out with some work around the colony and were pleased by the feature. The one thing I'd be thrilled to see is guests cleaning lol. I've restricted my guest area away from outside (indoors only) due to them tracking in mud everywhere. That helped a lot. Thankfully they don't seem to stay long enough for cabin fever to become an issue.

Tbh, I'm pretty impressed with you working three jobs and managing to mod. That sounds like some crazy awesome super powers of attention, focus and dedication.

Oops, looked like I caused Harry to kick the dead horse again lol. I imagine he has a +40 catharsis buff atm from it.
</relevancy to Orion>


<relevancy to Harry> Harry, do you play Phoebe too, or Cassandra? I think my friend has Cassandra colonies and they've had more repeat visitors than me. That's probably also controlled by the storyteller preset stuff Orion has. Do you think my manual suggestion for you to slowly toggle max guest sizes up yourself in settings could be the solution for ya?

As far as Harry's events go, I wouldn't run them personally. :x If I wanted more events and craziness I'd go to a more hardcore mode lol. But others would probably like them and it seems like you have modding experience, Harry. I don't think you'd need to work with Orion to add events that'd require hospitality to be installed for. Unless you wanted permission/blessing. I think you could probably add those things in yourself. :D

As far as sickness goes malaria, flu, plague and sleeping sickness are ingame. Along with gut worms and muscle parasites. That might be a good go-to to look into core defs about, since you seem curious about sicknesses. You could just make an event that procs off of guests visiting for one of your colonists developing those illnesses.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Harry_Dicks on February 28, 2018, 05:49:51 PM
On mobile so pardon the poor formatting, please. Anyway, I would alternate between Phoebe and Cassandra, and now HP Lovecraft.

But the whole guests/disguise/events/incidents are all way beyond me at the moment. I can only do xml modding, C# is a whole nother beast.

I think I'm not wording how I'm thinking about disease properly.

I'm thinking if we could actually have a "germ" model/system built into the game, that can be used to transfer these diseases and illnesses that pawns catch from one to another. If dirt/filth works the way that I understand it to, then I think with the proper skills it would be possible.

Right now (and I'm not 100% confident but this is how I'm assuming most of it works) pawns can track dirt around on their persons. This can also be "cleaned/collected" if you have the Doormats mod.

I'm thinking something like this, but instead of leaving filth/dirt everywhere, pawns could start leaving behind germs, which will have a chance of getting subsequently passing by pawns sick, or making them new carriers of these germs.

Pawns can also get new hediffs that can be invisible for a specific time, which could allow them to unknowingly be spreading a disease everywhere before they know they are sick and can receive treatment.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 01, 2018, 03:29:35 AM
@Diseases: They currently work a lot like that, except that they won't hide in dirt but spread through proximity. I think it's a better design, since the player can actually see what's going on. With the dirt system it would just seem like your characters randomly become ill, with a lower chance if everything is always cleaned.

@Cleaning: Why guests don't clean is a mystery to me. It should be fixed with the hauling, but something still excludes that task.

@Guest amount: I see why smaller groups would be appealing to you. This is indeed something you can now fix yourself with the options.

@Events: I could see some events work well, but it's quite some work to make them. I can also see that some players really wouldn't want them.
So I don't think I'll be working on that anytime soon. Especially because it's a lot of work and I don't have / take a lot of time for modding anymore these days.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Harry_Dicks on March 02, 2018, 06:50:12 PM
New idea for further immersion, because I like to actually be away from all other factions on the world map, for role play reasons. Could we disable guests coming in winter months? The idea being, that I am so far and remote, that no one could make it out there to me. I usually play on maps like the one I've posted below, and will pick a very, very remote corner by myself to play in.

(https://i.imgur.com/OX25Fnz.png)
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 03, 2018, 05:01:58 AM
That's a very specific request. I'm afraid I have to tell you to just turn visitors off when you don't want them to show up...
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Harry_Dicks on March 03, 2018, 05:56:03 AM
Oh c'mon. You mean you don't want to go back and forth for the next few days about why you should include it as an option? ;D
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 03, 2018, 01:48:05 PM
 ::)
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on March 08, 2018, 12:28:06 AM
These pyro guests are making me want to hurt someone.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Harry_Dicks on March 08, 2018, 08:14:34 PM
Quote from: Ruisuki on March 08, 2018, 12:28:06 AM
These pyro guests are making me want to hurt someone.

Try the straightjacket mod from the Call of Cthulhu series.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on March 09, 2018, 03:02:58 AM
But with the B18 straightjacket the Force function don't work anymore, do you remember ?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Harry_Dicks on March 09, 2018, 06:35:13 PM
Quote from: Canute on March 09, 2018, 03:02:58 AM
But with the B18 straightjacket the Force function don't work anymore, do you remember ?

I had never actually tried them in game, and forgot about that post. Maybe we could get Jecrell to fix them hopefully soon :)
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Vaulter69 on March 09, 2018, 08:19:56 PM
i have been getting the no guest beds debuff when using bamboo from vegetable garden mod as materials for beds , any one having this problem too?

edit: debuff goes away when restricting them to home instead of unrestricted, which is somewhat of a bummer cause i wanted them to help mine the deep drills outside.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 10, 2018, 02:41:41 AM
I think you found a genuine bug. I'll add it to the list.

And of course you can just include the drills in your home zone...
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Lethe on March 15, 2018, 03:09:28 PM
Does inspired recruitment work on guests or just prisoners? (Talking about mental inspiration added to base game b18.)

I have finally gave my guests a much larger allowed area in my colony and I've seen them haul, harvest, interact with animals and research! I'm especially loving them researching. It really helps in the beginning of the game and helps offset the time and resources it takes for keeping guests happy. Yay!
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 15, 2018, 04:41:56 PM
Actually, I don't know. I think probably not...
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on March 19, 2018, 08:11:00 PM
what are the chances of a guest returning after some time? I wasnt able to nab someone with great skills due to my colonists not being prepared. Also, will the required amount of friendships reduce by moving your colonists to a secondary colony temporarily? If so, does this only apply if done before the arrival of guests?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 20, 2018, 02:42:45 AM
Tricky questions there. The chance for the same person to return depends on so many factors, I really can't tell you.
There's one thing I know, though, and that is if you use the Garbage Collection mod, the chance is pretty much zero.

The required amount should not change when you move pawns around.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on March 20, 2018, 02:56:08 AM
Hey orion thanks for the reply. Ive never heard of such a mod so maybe ill get lucky and get her back before my colony grows too much.

Hm...so in my second colony i have 4 people there and only require 1 friendship to recruit. In my main i have 11 and require 3. Youre saying if I move 10 people from the latter to the former ill still require 3 friendships? It never goes down to adjust for current population, even for future guests? So is it a 'if you reach this many this is always gonna be the minimum quota' type deal?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 20, 2018, 04:48:36 AM
Well the required amount is relative to the amount of colonists you have. This should be all your colonists anywhere. If it's lower in another colony that'd be a bug that you can exploit by sending people away when recruiting.
It's not how it's meant to be, though.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on March 20, 2018, 05:00:44 AM
Quote from: Ruisuki on March 20, 2018, 02:56:08 AM
Hey orion thanks for the reply. Ive never heard of such a mod so maybe ill get lucky and get her back before my colony grows too much.
I think he mean Runtime GC, there is a function about worldpawn's.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on March 20, 2018, 06:37:25 AM
Quote from: Orion on March 20, 2018, 04:48:36 AM
Well the required amount is relative to the amount of colonists you have. This should be all your colonists anywhere. If it's lower in another colony that'd be a bug that you can exploit by sending people away when recruiting.
It's not how it's meant to be, though.
Oh...well it looks like I found a bug then. A bug....I like! >:C)

Quote from: Canute on March 20, 2018, 05:00:44 AM
Quote from: Ruisuki on March 20, 2018, 02:56:08 AM
Hey orion thanks for the reply. Ive never heard of such a mod so maybe ill get lucky and get her back before my colony grows too much.
I think he mean Runtime GC, there is a function about worldpawn's.
Huh...I meant to add that mod eventually to improve my gamespeed, as it does slow down at times when right clicking. So if I install runtime gc shes cleaned up for good. Noooooo come back to visit soon my perfect
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on March 21, 2018, 05:43:41 AM
Actually...turns out my colonists in the secondary colony cant interact with guests even though I have the option checked under the guest tab.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on March 21, 2018, 06:39:37 AM
Did you forget to assign someone to Neglo... maybe ?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on March 21, 2018, 07:02:22 PM
Nah i have that set as well. At first I thought it was only affecting one group of guests but the second as well. Maybe they need a closed room?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 22, 2018, 09:05:50 AM
Do you get any errors? Can I take a look at your log (Ctrl-f12)?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: zekaonar on March 23, 2018, 07:17:13 PM
I just encountered a bug entering my 3rd spring and I'm hoping someone could point me at a fix or help troubleshoot.  A group of visitors just arrived and they are standing on the edge of the screen where they arrived and not doing anything, just frozen.  If I try to send them away they still don't do anything.  I let it sit for a few days to see if anything happened, but then travelers passing through spawned in the same location and also they aren't doing anything.  I haven't changed mods recently, I have many successful visits in the past with Hospitality, I tried changing mod order and putting Hospitality last.  I looked through the xml of the visitors and nothing jumps out at me, but I don't know what to look for.  I don't see any error messages and nothing irregular in the log.  troubleshooting advice?

Edit: the behavior went way when I restored an slightly older save.  A new batch of visitors are behavior correctly.
Not sure what could make NPCs stop doing their thing.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 24, 2018, 03:59:22 AM
Sorry, beats me too. Could be some rare clash with another mod that only happens under very specific circumstances.
In the end, all it takes is one error when they spawn to break their and possibly future guests' behavior.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on March 24, 2018, 04:19:29 AM
I got trouble's with visitor and caravans in the past too.
But that wasn't related from Hospitality, more from errors that cause other mods.
If that happen again, try to use the "share log" button or attach the output_log.txt to the message.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: TryB4Buy on March 29, 2018, 12:33:30 AM
Hey orion, is there a non-steam version of your Therapy mod? http://steamcommunity.com/sharedfiles/filedetails/?id=1076950211
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 29, 2018, 09:51:02 AM
No, but you could obtain one from any Steam user. They just have to copy it from their workshop folder (\Steam\steamapps\workshop\content\294100).
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: TryB4Buy on March 30, 2018, 11:42:57 PM
So who wants to throw up a dropbox zip of that for me? None of my steam friends play rimworld.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on March 31, 2018, 03:03:33 AM
TryB4Buy loook at:
https://rim-world.com/therapy-mod/

Orion. is that site from you ?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on March 31, 2018, 04:22:55 AM
i hope so. The last line mentions Therapy might even affect addiction in future updates. Would be nice if it sped up the loss of addiction instead of ending it outright.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on March 31, 2018, 07:04:05 AM
It's not my site. But I don't mind having my mods listed, as long as they're not misrepresented or claimed to be made by someone else.

I don't know about the addiction thing. I never planned on doing that. Although I guess it would be a reasonable improvement. But then, I'm not actively modding anymore.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on March 31, 2018, 09:23:09 AM
QuoteIt's not my site. But I don't mind having my mods listed, as long as they're not misrepresented or claimed to be made by someone else.
I was think about the " Do you like this mod?
Consider donating a small amount to thank the author" button for a paypal donation.
I just wanted be sure it goes to the right one.
But since you said it isn't your site, you maybe should investigate into it.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on April 01, 2018, 03:16:09 AM
Yeah it actually links to me. So no worries there. But indeed with these things there's quite some potential for abuse.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: verity on April 02, 2018, 10:06:09 AM
I'm sorry, disregard the message, it seems that time where disabling Hospitality helped was merely a fluke.

There might be a bug with hospitality, possibly in conjunction with another mod. We can't stop the party (and several other events).
I would ask you to check out this thread since everything's already detailed there:
https://ludeon.com/forums/index.php?topic=40745.0 (https://ludeon.com/forums/index.php?topic=40745.0)

I only just tested and noticed that the bug goes away if I disable Hopsitality, but I did't cross check with all other mods, it might well be a conflict.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: mataschmata on April 12, 2018, 08:35:15 PM
I have a problem, I really need help here.

I really want a specific faction to visit but in the whole 11 years I've played on this save, they have not visited me once! My relationship with them is 80 (i've sent them tons of silver) yet they never visit.

I am closer to them than I am any other faction. I checked the group candidates and it says VisitorGroup for this faction is enabled so I don't know what's wrong. I've gotten visits from every other friendly faction.

mods: Hugslib, Humanoid Alien Races 2.0, Beast Man Tribes, Children and Pregnancy, Hospitality, EdB Prepare Carefully, RBSE Hardcore Edition, LT-Doormat
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on April 13, 2018, 02:32:34 AM
Hmm,  you could use the developer tools and trigger visitor incidents until they show up.
Or you could edit your save game, find the visitor queue and edit the first item and change the faction ID to that of the faction you want.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Malacai on April 13, 2018, 10:08:12 AM
I just got a bug with my visitors. They appeared on the map as usual, but instead of heading for my base they just walked along the edge of the map for a bit and then disappeared again. I am pretty sure i had the same bug in an earlier alpha already, but no idea if it was ever fixed.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: mataschmata on April 13, 2018, 10:25:55 AM
Quote from: Orion on April 13, 2018, 02:32:34 AM
Hmm,  you could use the developer tools and trigger visitor incidents until they show up.
Or you could edit your save game, find the visitor queue and edit the first item and change the faction ID to that of the faction you want.

I did try this to see if it was possible and it worked, but I really would rather not cheat. I'd like to find out why they aren't visiting, so I can play the game normally without forcing them to come via save file editing and developer mode.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on April 13, 2018, 02:56:52 PM
Quote from: Malacai on April 13, 2018, 10:08:12 AM
I just got a bug with my visitors. They appeared on the map as usual, but instead of heading for my base they just walked along the edge of the map for a bit and then disappeared again. I am pretty sure i had the same bug in an earlier alpha already, but no idea if it was ever fixed.
The bug is 100% not from Hospitality, some other mod cause trouble for sure.
Did you try to move Hospitality at the end of your modlist ?

mataschmata,
sometimes you just could be unlucky. Since you show this kind if visitor's can appear
the dices might be against you. Even when your relations are very high with them.
I bet you hope to wanted to recruit some pawn's from these faction, and be disapointed that they never appear.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on April 13, 2018, 05:49:05 PM
Quote from: mataschmata on April 13, 2018, 10:25:55 AM
I'd like to find out why they aren't visiting, so I can play the game normally without forcing them to come.
Then it's pure chance. You'll just have to play longer. Generally the chances are higher that the same factions come again, if they were satisfied.
If they were very satisfied, the chance that a new faction will come increases as well.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: mataschmata on April 15, 2018, 12:30:52 AM
Quote from: Orion on April 13, 2018, 05:49:05 PM
Quote from: mataschmata on April 13, 2018, 10:25:55 AM
I'd like to find out why they aren't visiting, so I can play the game normally without forcing them to come.
Then it's pure chance. You'll just have to play longer. Generally the chances are higher that the same factions come again, if they were satisfied.
If they were very satisfied, the chance that a new faction will come increases as well.

This save file is on year 11 and it's the closest faction to my base. I suppose it's not a bug, but it's ridiculous how unlucky I must be for this to happen. Is there a way I could specifically trigger this one tribe to visit me once so I can increase the chance? When I used console commands I had to call in 12 consecutive visitor groups before I got it.

Also small note, at one point (around year 7 I think) they had a trade caravan here and one of them got hurt so I rescued them and sent them back, and improved relations. Do chances decrease if a faction pawn gets hurt on your map?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on April 15, 2018, 02:23:54 AM
Yeah, by editing your save file, as I mentioned before.

Pawns getting hurt won't decrease chances. A higher relationship will increase chances, though.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on April 15, 2018, 03:21:36 AM
I think Orion mean, that when a new visitor groupd comes in, you should tell them to leave shortly before they reach your base. Don't do it right after they enter the map, then they will come back a few day's later again.
This made the visitor a bit mad, and they won't come back for a while.
And like Orion mention, this will increase the chance for another faction group to appear next.

Once the right faction came, and you entertain them well, they come's to visit your often.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: leon8179 on April 25, 2018, 08:56:36 AM
I like your mod and I play every colony with this mod since then. However, it seems that you change the behavior of gifting in comms console. It makes the sense for the cost to go up but I think there should be a hard cap. Is there anyway to modify this?
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on April 26, 2018, 07:10:17 AM
You can change the source code for the mod and recompile it. You can also edit your save game and lower the cost again.

Or you befriend a new faction where the cost is still low.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: vovik on April 27, 2018, 12:20:05 PM
Awesome mod, now i can list through more pawns easially before recruiting. (this gave me numerous good pawns)

Other thing to notice - this mod kinda "interacts" with another mod - "pick up and haul" in a bad way - guests can leave areq with lots of stuff from my colony. I`d propose/ask adding "can haul" option to settings in addition to "enable guests helping". Or somehow fix interaction with mod, i would appreciate more haulers in colony from time to time.
Pick up and haul: https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on April 28, 2018, 02:02:28 AM
I can tell that the Pick Up And Haul modder is much more active than me. So I recommend asking him for a fix first.

My code is open source so he can easily inspect it, but also submit changes to it, if necessary:
https://github.com/OrionFive/Hospitality
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Sardaine on June 18, 2018, 12:21:15 PM
Hi,

I have Hospitality active in my play but it's not really working. I can set the beds to visitors, but the visitors won't sleep anywhere/nor do any work/prompt any message when they leave if they liked it or not/leave anything when they leave. Furthermore the tab where you see the "try to recruit/entertain" etc (can't remember the name of the tab, sorry) shows up empty.. Looks like plain vanilla visitors.
Any help would be appreciated.

Thanks. Mod list and log are below

Active mods (all other mods seem to work fine btw):

<modNames>
         <li>Core</li>
         <li>HugsLib</li>
         <li>JecsTools</li>
         <li>Miscellaneous 'CORE'</li>
         <li>Medieval Times</li>
         <li>Combat Extended</li>
         <li>Medieval Times + Combat Extended Compatibility Mod</li>
         <li>Medieval World (No Guns/Low Tech)</li>
         <li>Hospitality</li>
         <li>Expanded Prosthetics and Organ Engineering</li>
         <li>Psychology</li>
         <li>Camping Stuff</li>
         <li>[RF] Basic Bridges [b18]</li>
         <li>[RF] Basic Bridges - Fishing Add-On [b18]</li>
         <li>Set-Up Camp</li>
         <li>Mending</li>
         <li>Corrected WorkGivers</li>
         <li>Billy's Improved Caravan Formation</li>
         <li>Combat Extended Guns</li>
         <li>Call of Cthulhu - Straitjackets</li>
         <li>Horses (B18)</li>
         <li>Animals Logic</li>
         <li>Vanilla Animal Overhaul</li>
         <li>Giddy-up! Core</li>
         <li>Giddy-up! Ride and Roll</li>
         <li>Giddy-up! Caravan</li>
         <li>Giddy-up! Battle Mounts</li>
         <li>ActiveResponseTraining</li>
         <li>RunAndGun</li>
         <li>Defensive Positions</li>
         <li>Achtung! v2</li>
         <li>EdB Prepare Carefully</li>
         <li>Double Population</li>
         <li>Animal Tab</li>
         <li>QualityBuilder</li>
         <li>AllowDeadMansApparel</li>
         <li>QualitySurgeon</li>
         <li>Allow Tool</li>
         <li>MT - Mood Adjustments</li>
         <li>A Dog Said...</li>
         <li>Colony Manager</li>
         <li>Dubs Skylights</li>
         <li>Firepit + Torch Sconce</li>
         <li>[sd] bridges</li>
         <li>Tilled Soil</li>
         <li>Furnace</li>
         <li>VGP Vegetable Garden</li>
         <li>VGP Garden Fabrics</li>
         <li>VGP Garden Medicine</li>
         <li>VGP Garden Tools</li>
         <li>VGP_CoffeeTeaDrugs</li>
         <li>Quarry</li>
         <li>Misc. Bees'n'Honey</li>
         <li>[sd] medicaddons</li>
         <li>[sd] nopower comms console</li>
         <li>Tribal Essentials [b18]</li>
         <li>[RF] Smooth Stone Walls [b18]</li>
         <li>Medical Tab</li>
         <li>Children</li>
         <li>The Birds and the Bees</li>
         <li>Rimworld: Medieval Edition</li>
      </modNames>

This is the log when booting Rimworld:

RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

CombatExtended :: Harmony_GenRadial_RadialPatternCount :: Info: Post GenRadial patch maximum radius: 119.4194
Verse.Log:Message(String)
CombatExtended.Harmony.Harmony_GenRadial_RadialPatternCount:Patch()
CombatExtended.Harmony.HarmonyBase:InitPatches()
CombatExtended.Controller:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Combat Extended :: initialized
Verse.Log:Message(String)
CombatExtended.Controller:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML Verse.ResearchProjectDef defines the same field twice: requiredResearchBuilding.

Field contents: HiTechResearchBench.

Whole XML:

<ResearchProjectDef><defName>Electricity</defName><label>electricity</label><description>Generate and use electricity for cooking and other simple tasks.</description><baseCost>1200</baseCost><techLevel>Industrial</techLevel><requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding><researchViewX>3</researchViewX><researchViewY>2.5</researchViewY><prerequisites><li>MedTimes_AdvancedMedievalSmithing</li></prerequisites><tab>AdvancedTech</tab><requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding></ResearchProjectDef>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Combat Extended :: Ammo removed
Verse.Log:Message(String)
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Combat Extended :: Bounds pre-generated
Verse.Log:Message(String)
CombatExtended.BoundsInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Reloader: analyzing Fluffy_ColonyManager, Version=18.3.8.335, Culture=neutral, PublicKeyToken=null
Verse.Log:Warning(String)
Reloader.Reloader:<CacheExstingMethods>b__3_1(Assembly)
System.Collections.Generic.List`1:ForEach(Action`1)
Reloader.Reloader:CacheExstingMethods()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Injecting guest beds into the following facilities: EndTable, Dresser, VitalsMonitor, sd_medicaddons_medieval_surg_washpan, sd_medicaddons_medieval_surg_instruments, sd_medicaddons_medieval_surg_lamp, sd_medicaddons_industrial_surg_instruments, sd_medicaddons_industrial_surg_lamp, sd_medicaddons_spacer_surg_vitalsmonitor, sd_medicaddons_spacer_surg_instruments, sd_medicaddons_spacer_surg_lamp
Verse.Log:Message(String)
Hospitality.<GetFacilitiesFor>d__6:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
Hospitality.Hospitality_SpecialInjector:Inject()
Hospitality.ModBaseHospitality:Inject()
Hospitality.ModBaseHospitality:Initialize()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Created guest beds for the following beds: SleepingSpot, Bed, DoubleBed, RoyalBed, HospitalBed, Bedroll, BedrollDouble, MedTimes_Cot, MedTimes_CotDouble, DoubleSleepingSpot
Verse.Log:Message(String)
Hospitality.Hospitality_SpecialInjector:CreateGuestBedDefs(ThingDef[], CompProperties_Facility[])
Hospitality.Hospitality_SpecialInjector:Inject()
Hospitality.ModBaseHospitality:Inject()
Hospitality.ModBaseHospitality:Initialize()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

[HugsLib] v4.1.1 initialized Hospitality, Psychology, GiddyUpCore, GiddyUpRideAndRoll, GiddyUpCaravan, BattleMounts, RunAndGun, DefensivePositions, AllowTool, Children
Verse.Log:Message(String)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Combat extended loaded: True
Verse.Log:Message(String)
GiddyUpRideAndRoll.Base:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML Verse.ResearchProjectDef defines the same field twice: requiredResearchBuilding.

Field contents: HiTechResearchBench.

Whole XML:

<ResearchProjectDef><defName>Electricity</defName><label>electricity</label><description>Generate and use electricity for cooking and other simple tasks.</description><baseCost>1200</baseCost><techLevel>Industrial</techLevel><requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding><researchViewX>3</researchViewX><researchViewY>2.5</researchViewY><prerequisites><li>MedTimes_AdvancedMedievalSmithing</li></prerequisites><tab>AdvancedTech</tab><requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding></ResearchProjectDef>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on June 18, 2018, 01:05:53 PM
Sardaine,
none of these error's belong to Hospitality.
But you should try to move Hospotality to the end of your modlist and check if the Guest tab don't remain blank anymore.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: SetArk on June 18, 2018, 05:07:24 PM
Hail!
Quick question!
I've read something on Reddit about making gift shops.
And i've seen that there's the Shopping Area on guests window.
So, how does it work?
I've just create an Area and put items o Shelfs/Ground there? And if they want, they'll buy then leaving Silver?
Or there's an special furniture or building i must use?
Thx in advance.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on June 19, 2018, 03:10:53 AM
They just buy item on the ground in the shopping area, and drop silver on ground.
No special building/furniture needed.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on June 19, 2018, 04:19:18 AM
Shelfs should also work, but not every storage mod is supported.
Don't forget to click Make Default after selecting the area. The shopping area has to be within the guest area.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: SetArk on June 19, 2018, 11:16:27 AM
Thx!
Gonna make then a nice market for my guests!
Loving the mod, it's a really  Must for me now.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: anonnz on July 01, 2018, 05:50:56 AM
ETA on 1.0?

Great mod.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on July 01, 2018, 04:50:32 PM
Sorry, no. Expect the worst. I didn't even get around to playing 1.0 yet (which is sort of vital for the update).
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Syrchalis on July 01, 2018, 07:42:52 PM
Since faction reputation is much harder to get now and more important maybe a good visit could give some rep? Like 10 or so (or score/10). I've played quite a bit of 1.0 already so that's what this idea is based on.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on July 02, 2018, 02:51:49 AM
A good visit allways gave some good reputation.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: hadiyanfaz on July 08, 2018, 02:39:47 PM
Quote from: Orion on July 01, 2018, 04:50:32 PM
Sorry, no. Expect the worst. I didn't even get around to playing 1.0 yet (which is sort of vital for the update).

as long as i played rimworld, this mod one of the best mod i can get, its make rimworld feel more alive, gIve new aspect in relation between the faction.

please update it to 1.0 Orion, best luck for you. :)
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on July 09, 2018, 02:11:32 AM
Thanks. I will, but I really don't know how long it will take.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Ruisuki on July 09, 2018, 03:53:09 AM
1.0 is still in beta anyway isnt it? Ill stick with b18 all good orion
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on July 09, 2018, 01:36:12 PM
It is, and I think by the time I'm getting somewhere it'll be released. This is also because last-minute changes can cause me to have to redo things, which I really don't have the time for.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: hadiyanfaz on July 09, 2018, 04:28:50 PM
Quote from: Orion on July 09, 2018, 01:36:12 PM
It is, and I think by the time I'm getting somewhere it'll be released. This is also because last-minute changes can cause me to have to redo things, which I really don't have the time for.
got your point... cant wait hospitality arrival at 1.0... xD
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: matpstar on July 26, 2018, 01:48:04 PM
This MOD is very very fascinating! I love it!
I want to ask a question. Can guests help me with my construction?
I saw them transporting and researching, but they didn't make Wind turbine instead of me without skills...
(sorry,my english skill is 0...xD )
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: CH3N9 on July 26, 2018, 02:28:36 PM
Tried played the game without this mods on 1.0...Felt the needs for this mods!
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on July 27, 2018, 03:01:46 AM
Theoretically guests should be able to help with constructions. I haven't seen it yet either, though.
There is a skill requirement, before they help, so it might be that noone suitable came around yet.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: thisbloke on July 27, 2018, 02:25:46 PM
Quote from: CH3N9 on July 26, 2018, 02:28:36 PM
Tried played the game without this mods on 1.0...Felt the needs for this mods!

Then its probably a good thing I've never used this mod. I hope it comes  to 1.0 soon though.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on August 03, 2018, 10:25:28 AM
Jeez. I'm trying to get a feeling for how hard it is to make allies in 1.0, so I can get the balancing *roughly* right. For all the hours I've played so far, I didn't manage to make a single ally yet. And obviously, cheating would defeat the point.

Hospitality always made it easier to raise faction relationships, but given how hard this is now (I don't even know how hard yet) and how important, I feel I have to tone it down severely.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Madman666 on August 03, 2018, 07:47:45 PM
I really hope not. It isn't really that hard. Its all the same way - its really hard early game, cause you don't have anything. And its dirt cheap lategame, cause you just gift them with your leftovers and overproduce (beer\clothing) and secure 100 relations with ease. Hospitality was always a way to get nice boost to relations early game. I really hope it stays that way.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Syrchalis on August 03, 2018, 08:12:52 PM
Quote from: Orion on August 03, 2018, 10:25:28 AM
Jeez. I'm trying to get a feeling for how hard it is to make allies in 1.0, so I can get the balancing *roughly* right. For all the hours I've played so far, I didn't manage to make a single ally yet. And obviously, cheating would defeat the point.

Hospitality always made it easier to raise faction relationships, but given how hard this is now (I don't even know how hard yet) and how important, I feel I have to tone it down severely.
Transport pod, take the guy you like the least, shoot him to allies, free 40 rep and one less pyro in your colony.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Madman666 on August 03, 2018, 08:25:59 PM
Its cheesy as all hell. And it will get nerfed anyway.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Canute on August 04, 2018, 02:29:06 AM
Quote from: Syrchalis on August 03, 2018, 08:12:52 PM
Transport pod, take the guy you like the least, shoot him to allies, free 40 rep and one less pyro in your colony.
That is a nice idea.
When visitor notice at your colony some transport pod, they will ask to use them, and you are geting some good reputation + visitor gifts.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on August 04, 2018, 03:57:05 AM
Good points and ideas there. Keep em coming :D
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Syrchalis on August 04, 2018, 06:48:19 AM
No really, it's really easy to get reputation, once you have microelectronics researched. Transport pods are only 1000 points and they have been made cheaper. Once you have them you can shoot anything, colonists, (prisoners I think?), any item ... to other faction bases and you get loads of reputation.

If you only do it with trading and trade-gifting then it's hard, but even then you could use a caravan to send gifts to other factions. It's slower, but equally effective.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Madman666 on August 04, 2018, 06:53:27 AM
Yep. While i do not use transport pods ever (steel... cough), its quite easy to send a caravan with gifts, once you have some to spare (mid game). So i really don't think any altering to relation gains from happy visitor are needed.

Trading bonus to relation i treat like an extra something to hold relations from falling (with rough faction that lose relations over time). Usually its enough to negate it completely.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: matpstar on August 05, 2018, 01:50:56 AM
Quote from: Orion on July 27, 2018, 03:01:46 AM
Theoretically guests should be able to help with constructions. I haven't seen it yet either, though.
There is a skill requirement, before they help, so it might be that noone suitable came around yet.
Thank you for teaching me! ;D
I want to escape with the guest 's spaceship...but it seems to be difficult. :P
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on August 05, 2018, 05:00:57 AM
Btw, for those who can't await it, there is a 1.0 version now that you can test. It will ruin your saves, so keep backups.
You can download it here and put it in your mods folder: GitHub (https://github.com/OrionFive/Hospitality)
Please report any issues you find via the GitHub issues page or post them here. Thanks!
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: whintersan on August 05, 2018, 04:14:29 PM
Thank you!! I've been checking back every day for a 1.0 version. The game doesn't feel the same without it.
Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: modderei53 on August 08, 2018, 08:44:53 AM
Hey guys, this mod sounds awesome, tried it but unfortunately got these error messages while booting up the game. https://justpaste.it/6tf91

Ingame I get these logs. https://justpaste.it/4tcms

Title: Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
Post by: Orion on August 08, 2018, 10:44:22 AM
I've uploaded a fix that you guys probably want (on GitHub).

@modderei: This looks like something is going quite wrong. Please try loading it only with HugsLib, to see if you still get errors. If you do, check the assemblies folder of Hospitality. Let me know what's in there.
The mod folder should be within steamapps/common/RimWorld/Mods. And the assembly folder should only contain "Hospitality.dll". Did you have an earlier version? Make sure you delete it first!
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 09, 2018, 09:22:20 AM
It's official now. Have fun guys, and remember to let me know if something doesn't work right!
Also, if you haven't yet, it'd be awesome if you could comment on / sign up for the beta (https://extra-nice.net/skirmish-beta-testing/) for my upcoming party game "Skirmish". We're working hard on a demo for this year and every tester counts!

Update
1.19 - 09.08.2018
- Updated to B19
- New: Hefty penalty when noone from a group returns
- Fix: "Not enough beds" when area is the whole map
- Fix: Various small fixes
- New: When recruited, guests will give their inventory to a group mate
- New: Guests will now equip what they have bought
- Tweak: Guests are now more picky towards what they will buy
- Tweak: Less goodwill gain/loss per visit
- Removed: Hospitality does not change the refugee chased event anymore (more compatibility)
- Removed: Hospitality does not change the wanderer joins event anymore (more compatibility)
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: ZE on August 09, 2018, 10:23:22 PM
lol that game looks hilarious looking forward to testing w/b19 hopitality when i get the chance
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: harperers on August 14, 2018, 08:19:34 PM
Whenever i get a visitor they leave as soon as they visit as if they were just passing through, even though i get the visitor message beforehand.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 15, 2018, 02:06:56 AM
Which version do you use? Does it match your RimWorld version? Do you get errors? Do you have the load order correct?
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Setit on August 17, 2018, 06:49:14 AM
I get this error that I think causes hospitality to not work properly

Error while instantiating a mod of type ModCheck.HarmonyStarter: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: Method not found: 'Verse.Log.Error'.
  at ModCheck.HarmonyStarter..ctor (Verse.ModContentPack content) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00119] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:513
  --- End of inner exception stack trace ---
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0012c] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:519
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528
  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x001b8] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:338
  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:268
  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:263
  at Verse.LoadedModManager.CreateModClasses () [0x00066] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:128
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.LoadedModManager:CreateModClasses() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:132)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Canute on August 17, 2018, 08:29:29 AM
Setit,
it allways would be good to have a full log. Since this mod require Hugslib, just press CTRL-F12 and post the link. So we got more infomation like about Rimworld release, modlist and maybe previous errors.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: harperers on August 17, 2018, 05:05:16 PM
Alright, so that stopped happening (needed to fix load order) but now if a visitor ever gets downed while they are visiting and i rescue them, they refuse to leave and you dont get bonuses for it like you used to.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 18, 2018, 02:23:23 AM
Which version do you use? Does it match your RimWorld version? Do you get errors? Do you have the load order correct?
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Shin on August 21, 2018, 12:29:53 AM
So, where are people finding a hugslib for b19?  The hugslib github has b18 and 1.0 releases, only :/.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 21, 2018, 02:18:49 AM
1.0 will work.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Shin on August 21, 2018, 02:57:20 AM
b19 won't even load it--version mismatch.  I mean, I imagine one only have to go tweak the required field in the about xml file or whatever...  Is that what everyone's done?
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Canute on August 21, 2018, 04:44:24 AM
Shin,
to play beta/unstable version isn't something for everyone.
You should know a bit about it and read the forum.
The new released was named at first 1.0 but they said it is a typo and would be 0.19 or B19. Hugslib got released for 1.0 and didn't got updated to B19 yet.
But beside the error of wrong version, hugslib should work.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 21, 2018, 03:34:57 PM
You don't have to change anything. You need RimWorld 0.19, HugsLib 1.0 and Hospitality 0.19. It will work just fine without changing any files. I'm running it that way too.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Shin on August 22, 2018, 01:45:16 AM
You just ignore the errors?
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 22, 2018, 03:05:30 AM
I don't get any errors... Could you post a log of what you get?
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Canute on August 22, 2018, 06:21:26 AM
I think he speak about the version mismatch error he get while using the 1.0 version on 0.19.
Orion and me allready said, you can ignore this error. And if you got some talent, you can adjust the about.xml  of hugslib with a texteditor  with a correct version (hint: use the same line  from hospitality) .
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Syrchalis on August 24, 2018, 05:20:51 PM
Currently having the issue that I can't assign guest beds, the button simply won't show up. Unfortunately I'm not getting any errors, so it's unlikely that a log will help, but I can provide one if needed.

I've recompiled the mod and looked at the related classes, but I can't find any issues there.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 25, 2018, 02:38:44 AM
Which version are we talking about? Is your mod order correct?
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Syrchalis on August 25, 2018, 05:29:53 AM
0.19.2006
I tried placing it directly after HugsLib and also at the end of my modlist. No effect either way.
https://git.io/fAq5Z

It sure can be a mod conflict, but it's not that likely if it doesn't work at either end of the mod list. I doubt any mod patches Building_Bed, so not exactly sure what's even causing this.

Edit: I tested it with only HugsLib and Hospitality - still can't swap beds over to guest beds. So it most certainly is Hospitality.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: tchiseen on August 26, 2018, 06:00:40 AM
19.2006 Broke a ton of mods

AllowTool and RandomPlus were two that I was using, and were broken, and are now fixed, in case you need examples of what changed.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 27, 2018, 01:32:21 AM
Good call, tchiseen. Sounds like I have totake a look at what has changed.

Btw, you do have a mod called "Animal Logic" or "You Sleep Here" that patches beds. But in this case I think it's indeed an issue with the latest version of the game.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Syrchalis on August 27, 2018, 01:38:19 AM
Well, as I said, I did test it with only HugsLib and Hospitality as well. I'm not sure what exactly the issue is though. What mostly changed in the recent versions was that it's no longer a development build. It broke my private mod too, because it changed the order in which things are loaded and my mod was loaded before DefOfs were initialized, which made it not work properly.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 27, 2018, 02:05:07 AM
Alright, well, I've tried it with the latest version, and it works just fine for me. So it must be another mod you're using...

When you say you tested with HugsLib and Hospitality only - did you start a new colony for that?

Otherwise, I can only imagine that it's a difference between the Steam and non-Steam version...
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Syrchalis on August 27, 2018, 06:26:56 AM
Steam version? I thought you left that one at B18?

Anyway - apparently the issue is that the github version (either branch) is not the same as the dropbox one. At some point the mod might have had issues and I loaded the github one to recompile it. So that probably is the entire issue.

With the dropbox B19 version it works.

Excuse my confusion, I am only used to having a steam and non-steam (usually GitHub OR Dropbox) version. Not three (Steam, Github AND Dropbox).
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on August 27, 2018, 06:50:37 AM
I meant the Steam version of RimWorld... My mod is indeed B18 on Steam (until B19 is public).

Hm, possibly I didn't push all the latest fixes to GitHub. That could indeed cause trouble. Otherwise, it should be identical to the one on Dropbox.

Anyway, I'm glad you could resolve the issue!
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: matthock on September 28, 2018, 12:13:47 PM
So, weird issue. I had a pyromaniac visitor who started setting all my stuff on fire in the middle of a visit. Is there any way to deal with this without the faction declaring war on me? I went from +40 to -95 in the course of about 3 minutes. Arrest firebug -> declare war, instant -75, followed by another -20 for the expedition not returning.

While I'm not sure this can be considered a bug, per se (visiting and pyro both working properly), it does seem there should be a cleaner way to handle my visitors committing felonies in my colony :D
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Canute on September 28, 2018, 12:33:36 PM
There are a mod Snapout, which allow to calm down other pawn's with a mental state.
But i am not sure if that work's on visitors.

But pyromanic isn't that worse, you just let a pawn follow him to clear of the fire until he calm dowm self.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Madman666 on September 28, 2018, 01:14:08 PM
This issue is mostly that visitor behaving like a criminal (pyro, bingin on stuff that doesn't belong to him, trying to slaughter animals or damaging furniture) should be considered guilty and thus could be apprehended without any major consequences. If your subordinate made a ruckus somewhere and then got his ass kicked for it any normal person would probably come get him back and apologise for his actions. It d be nice if hospitality system flagged mentally broken pawns as jerks, that can be imprisoned without instant -95 relations. Relation drop could be instead done when a group of visitor's faction comes to get him back if you refuse to let him go.

That would probably require a considerable work to do, so at least removing the penalty when the pawn in question is uncontrollable state is enough.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on September 28, 2018, 02:12:04 PM
Yeah, all of it would be a considerable amount of work. Especially for something that hasn't happened to myself in the 5 years that I've been playing RimWorld now.
So yeah, I rather spend my time on more awesome features.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Madman666 on September 28, 2018, 02:35:48 PM
Yeah, its a bit rare, but it does happen sometimes. Its fine totally fine though if you have something else interesting you d rather use your modding time for :P
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: bigheadzach on September 28, 2018, 03:05:33 PM
Although a compromise might be that if the incoming guests HAVE one of those potentially disruptive traits, a warning might be good so I can have someone tail them around the colony with a fire extinguisher. :D
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on September 29, 2018, 02:50:44 AM
I guess that could be done, but it'd be false alarm most of the time. At some point I considered just not spawning guests with traits like that. But that's just not the RimWorld way, is it?
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Madman666 on September 29, 2018, 03:00:26 AM
Nope its definitely not xD
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: onerous1 on October 06, 2018, 01:35:35 PM
I was wondering why random pawns were joining my colony without asking permission until I read the changelog for B19:

- Removed: Hospitality does not change the refugee chased event anymore (more compatibility)
- Removed: Hospitality does not change the wanderer joins event anymore (more compatibility)

Increased compatibility is good however the changes to those events were one of my favorite features of hospitality. Would personally adding this feature to my game be difficult (ie. editing multiple files and 200 lines of code)? Or is it something simple such as inserting a few lines in a file somewhere?
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on October 06, 2018, 02:33:47 PM
If you know what you're doing it's just a bit time consuming. You have to check out the version of the mod before the features were removed, and then distill them into their own mod.
Any they should be their own mod...
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: onerous1 on October 08, 2018, 10:18:22 PM
Thanks for the reply. I'll see if I can give it a shot.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Madman666 on October 09, 2018, 06:35:14 AM
Dayum, those penalties for visitor group not returning are pretty steep... Two guys show up to visit, local muffaloe goes mad like a second later, rushes them and tramples them both before i can eve react - boom -20 relations. Just ouch. On the other hand positive relations increase for a 100 score visit could use a slight buff honestly.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on October 09, 2018, 04:01:33 PM
It's pretty easy to get a 100 score, so I think it's fine. You'll want to keep your guests protected!
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: bigheadzach on October 09, 2018, 04:46:21 PM
Give them a clean motel room that is bigger than an outhouse and make sure the guy assigned to chat them up doesn't spit when he talks, and 100s are achievable. If you trade with them before they leave, they are likely to give you back some of the things you sold to them!
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Madman666 on October 09, 2018, 10:17:23 PM
I am not saying its hard to get 100 score, i am saying it could use a buff, because sometimes ridiculous circumstances over which i have no influence of whatsoever (i obviously can't teleport people when animal goes mad from half map away right next to a visitor that spawned a second ago) does like double or triple relation damage, than successful stay does positive. Its a bit dissapointing when you do all the preparations, score 100 twice in a row and then game decides to spawn one guy, which gets immediately rekt and you lose more than you've gained over more than a week.

I think if you don't want to increase the positive relation buff of a stay, you should at least balance the damage from group not returning around their quantity. In no way it should penalize you -20 for 2 guys and for 20 not going back. Combined with standart -5 for each dead person its way too harsh and vulnerable to accident abuse by storyteller. Chemical fascination guy comes - breaks, overdoses - blam -25.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: viperwasp on October 18, 2018, 05:22:18 PM
This is one of my most favorite mods. Can't wait until 1.0. Thanks.
Title: Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
Post by: Orion on October 18, 2018, 06:37:27 PM
I have been neglecting the forum a bit. You can already download a version via the GitHub link. I'll see that I upload a zip tomorrow.
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Orion on October 19, 2018, 05:56:19 AM
And there it is. 1.0. Have fun!
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: viperwasp on October 20, 2018, 01:18:05 AM
Thanks!

Oh I got this error...

I'm using Fluffy's Worktab mod and EDB Prepare Carefully.
Along with many other mods but those two in my opinion
are more likey to cause this error as a conflict with Hospitality? Or is it standalone Hospitality.

White did not get a relax job.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.JobGiver_Relax:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: viperwasp on October 21, 2018, 11:50:33 AM
Also got this error...

Again not sure what mod is at fault or if it's simply a mod conflict. Let me know if you need further information. I can reproduce this error sometimes when I call a Visitor group via Dev Tools? Not sure if that helps. 

Exception translating '{PAWN_titleIndef} from {1} is visiting the colony.

{PAWN_pronoun} is named {PAWN_nameFull}.{3}{4}': System.FormatException: Input string was not in a correct format.
  at System.String.ParseFormatSpecifier (System.String str, System.Int32& ptr, System.Int32& n, System.Int32& width, System.Boolean& left_align, System.String& format) [0x00000] in <filename unknown>:0
  at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.Translator.Translate (System.String key, System.Object[] args) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Translator:Translate(String, Object[])
Hospitality.IncidentWorker_VisitorGroup:CreateLord(Faction, IntVec3, List`1, Map)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.<>c__DisplayClass9_0:<TryExecuteWorker>b__0()
Verse.DiaOption:Activate()
Verse.DiaOption:OptOnGUI(Rect, Boolean)
Verse.Dialog_NodeTree:DrawNode(Rect)
Verse.Dialog_NodeTree:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Canute on October 21, 2018, 12:07:39 PM
viperwasp,
i bet you got hugslib at your modlist too. So please use the share logs button or CTRL-F12 and post the link  too next time you post the error msg.
That include your modlist or maybe include some other previous errors.

Only Hospitality is mention at the error, but i don't think it cause the error except Orion just upload a new version or you maybe use an old one.
Do you use mods that add custom events/incidents ?
Start to deactivate them would be a good start to find the issue.

Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: viperwasp on October 21, 2018, 12:41:21 PM
I have most recent version. I do think it's likely another mod conflicting. I will try to repo the error again and provide full log. Quite a few mods I use. So I may do some debugging until I figure out which ones are conflicting.

No mods I got that specifically add new events etc. But they may adjust that in the back ground or something. Like a small part of the mod I don't know about. But either way I will check into. Thanks.
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Orion on October 21, 2018, 04:01:17 PM
There is a chance it's a genuine bug. I've seen it reported before in 1.0, so possibly the string has changed in 1.0, which causes it.
The relax job error is clearly a mod conflict. Else this error would be have been reported before.
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: viperwasp on October 21, 2018, 06:55:36 PM
Quote from: Orion on October 21, 2018, 04:01:17 PM
There is a chance it's a genuine bug. I've seen it reported before in 1.0, so possibly the string has changed in 1.0, which causes it.
The relax job error is clearly a mod conflict. Else this error would be have been reported before.

Unless I did something wrong I was able to reproduce some errors with only Core, Hugslib, and Hospitality in exactly that order. With what I hope and assume is a full log. I don't know if these errors are that serious. For a moment I thought they may be vanilla. But I took out Hugslib and Hospitality and tried for 20 minutes and could not repo. Still anything is possible. Also possible that these bugs only show up in extreme situations or rarely.

So I'm not expecting them to be fixed unless they really are an issue and that they are possible to fix. If they only appear when I sort of brute force them that is fine. So I'm sorry if this is a waste of time. Thank you.

So how did I get these errors you may ask? Well I run a test to see if I can generate error. I call it a "Brute Force"
1. I start a whole new game.
2. I spawn 10-20 colonists with Dev Tools.
3. This step step is sometimes optional depending on what I'm doing. I think I got some of these errors with and without doing this. But typically I use the Dev tool function that builds a whole base... well it places some of each Vanilla or modded items and spawns a set of colonists. It's to test Bills and other functions. Pawns will complete tons of stuff.
4. In these cases since Hospitality functions around Visitors I spawn multiple groups of visitors as a few of these errors appear 20% of the time that I spawn some visitors.
5. I may spawn some more colonists and or visitors as needed back and forward. 

So doing this I guess it's possible to get bugs that won't appear otherwise. In that case the mod is not at fault. And you can ultimately decide if this can be fixed or if it should even be fixed. I think I also got one of these two errors without doing all this brute forcing but that could take hours of game play to test if not longer. I don't want to waste your time by talking even more. These errors have not broken anything as far as I could tell in game. And the only reason I brute force like this is that I would rather find possible issues before I'm 30+ hours into a game.

Do with this as you will.

https://gist.github.com/HugsLibRecordKeeper/11bad5c8bf25328e10c06975570ed3b3

P.S I have Hospitality set to NOT give visitors help jobs. If that helps you or not. But I had that one at one point and I think the errors were the same. Thanks.
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Orion on October 22, 2018, 05:01:11 PM
Thanks for the effort. Fortunately none of them are show-stoppers. I'll see to them when I have time next week.
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Madman666 on October 22, 2018, 10:44:14 PM
It'd be really nice to have things like diplomatic impact of (un)successful visits, guest deaths, groups not coming back, recruitment difficulty in mod's options. Would it be hard to add it, @Orion?
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: viperwasp on October 24, 2018, 06:06:49 PM
Another error log. Some of the old errors again too. But the reason I'm typing this is a new error was found. Trying to Spawn Visitors, but they are of Fraction.OfPlayer?

Error log
https://gist.github.com/HugsLibRecordKeeper/0772fc1e00211c1b7d8c80806453928d

Trying to spawn visitors, but they are of Faction.OfPlayer.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.IncidentWorker_VisitorGroup:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.IncidentQueue:IncidentQueueTick()
Hospitality.Hospitality_MapComponent:MapComponentTick()
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


This could easily be an issue with any of the 70+ mods I'm using. I never got this error with only Hospitality running. However to be fair I only got this error hours into my new game. So who knows. Thanks and good luck. This time the all these errors occurred in normal game playing. Not using Dev tools to try and force them out etc.
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Orion on October 25, 2018, 02:32:41 AM
Thanks for the thorough report. I've seen this one a couple of times in earlier versions. I assume it's in combination with some other mod, since I can't reproduce it.

Not much I can do about it :/
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Shieldxx on October 25, 2018, 03:25:13 AM
Brings so much life in, thanks for this awesome mod!
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Ironman on October 25, 2018, 04:17:31 AM
Started up a new colony in 1.0, and the whole time I've been having an issue with guests not eating or sleeping.  They just ignore their needs completely.  They'll starve to the point of malnourishment, or pass out due to exhaustion, while having plenty of food in inventory and guest beds available the whole time. I've had to use the "Send away" option in the guest tab every time to force them to leave before they have mental breaks due to negative mood.

I looked back about a half dozen pages in this thread and didn't seen anyone else mentioning it, so I figured I'd ask about it.  Known issue, or specific to my experience?

I've seen a HugLib link asked for in a number of responses, so here it is: https://gist.github.com/HugsLibRecordKeeper/d2315a7a16df6d704e78429488c42cd2

I love this mod, and it was working fine for me in B18.  Would love some help getting it to behave in 1.0.


(side note, unrelated: You know you've played too much Rimworld when you see the Verification question of "the last month of the year" and type in Decembary"
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Canute on October 25, 2018, 04:23:02 AM
About viperwask error
at the error log you find
Exception translating '{PAWN_titleIndef} from {1} is visiting the colony.

{PAWN_pronoun} is named {PAWN_nameFull}.{3}{4}': System.FormatException: Input string was not in a correct format.
  at System.String.ParseFormatSpecifier (System.String str, System.Int32& ptr, System.Int32& n, System.Int32& width, System.Boolean& left_align, System.String& format) [0x00000] in <filename unknown>:0
  at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.Translator.Translate (System.String key, System.Object[] args) [0x00000] in <filename unknown>:0

These {PAWN_titleIndef} made me curious, can it be that a title from a Star_wars mod got added and cause the problem ?
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: viperwasp on October 25, 2018, 04:36:51 AM
Quote from: Canute on October 25, 2018, 04:23:02 AM
About viperwask error
at the error log you find

can it be that a title from a Star_wars mod got added and cause the problem ?

Haha yes I do use the Starwars mod! You can see the full list of mods I use in my recent log. I don't know a whole lot about these errors messages. And some of them are probably caused by other mods.

However I got that same error in this log.
https://gist.github.com/HugsLibRecordKeeper/11bad5c8bf25328e10c06975570ed3b3

That's the original with only Hugslib and Hospitality. And it also has the same error your describing I think. So yeah this is not easy to figure out. So regardless of if a mod is causing the same error it's doing without any error. And if Orian can't even reproduce it? Unless he is using Steam version and it's only effect Ludeon or something silly like that. Than I don't know what? I may re-download and test it again from a fresh download. But I won't do that for a couple days. I did not even just disable my mods I completely deleted them when I ran the test.

Could game settings cause the difference? I don't think game setting would matter but I'm trying to think of differences.



Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Orion on October 25, 2018, 04:40:20 PM
Ironman, you got more errors / warnings than you can shake a stick at.
The errors you are getting are from Dubs Hygiene mod, although it's not clear if it causes them.
Some of your mods use a different Harmony version, that probably causes issues as well.
Did you by any chance remove mods without starting a new game? That would explain the ruined state of your save game.
I can't tell what causes the Hospitality issues - but I guess you could start with all the issues that other mods report.

Canute: Don't worry too much about the translating exception. I think I know how to fix it. I just haven't had time for it yet.
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Ironman on October 25, 2018, 11:47:17 PM
Quote from: Orion on October 25, 2018, 04:40:20 PM
Ironman, you got more errors / warnings than you can shake a stick at.
The errors you are getting are from Dubs Hygiene mod, although it's not clear if it causes them.
Some of your mods use a different Harmony version, that probably causes issues as well.
Did you by any chance remove mods without starting a new game? That would explain the ruined state of your save game.
I can't tell what causes the Hospitality issues - but I guess you could start with all the issues that other mods report.

Thanks for the response!  I'll be upfront from the start: I know next to nothing about modding/coding, and that report log was basically gibberish to me.

With that said, I'm surprised at what you're saying here because aside from a strange issue with stone chunks not storing properly in steel skips (Extended Storage mod), the Hospitality guests issue is the only issue I've seen in this play through. Everything with Dub's Hygiene is working fine, hell everything with all the rest of the mods is working 100% properly (based on play experience). I certainly don't know anything about a "ruined state of the save game", the playthrough loads (and plays) just fine except for this 1 issue.

I've definitely added a few mods to the play through after it started (While You're Up [1.0],VGP Garden Tools and Ceiling Light [1.0], More Furniture [1.0]). They were all mods that had notes in the description saying they were ok to add to current games, and I've not had problems with any of them.   The only mod I've removed from the playthrough was a light fixtures mod, which didn't have any assets in map and was (as far as I can tell) a safe removal.  The Hospitality/guests issue was present before anything was added or removed though.

If there is anything "easy" you could suggest for me to try, I'd really love to get it working.  If the issue is too complex though, I'll understand as well.  Once again though, thanks a ton for the response!
Title: Re: [1.0] Hospitality (updated 19.10.2018)
Post by: Orion on October 26, 2018, 03:03:41 AM
Sorry, I should have clarified - by issues I mean the errors and warnings you are getting - not anything you experience playing - those are only second level symptoms (first level being the errors and warnings).

You get tons of broken references when saving / loading, so your save game is not in a good condition (or there is a mod missing).

Unfortunately there isn't an easy fix. Usually you would want to reverse problems as soon as they arise (for example by loading a previous save game that is not broken yet).
Title: Re: [1.0] Hospitality (updated 28.10.2018)
Post by: Orion on October 28, 2018, 12:04:36 PM
Update
1.0.2 - 28.10.2018
- New: Added setting to forbid guests from operating
- New: Guests now use label color of their faction
- Tweak: Lowered group lost penalty
- Fix: Broken text when visitor arrives
Title: Re: [1.0] Hospitality (updated 28.10.2018)
Post by: cyberian on October 30, 2018, 04:57:38 AM
Btw should traders also use the guest room or only normal visitors?

Normal visitors seem to work fine with me. But I often have trouble with traders like bulk trader camping outside my walls and then having some internal problems some guy dies and then they won't leave anymore for a long time. Might not be caused by Hospitality though in general it seems to work fine.
Title: Re: [1.0] Hospitality (updated 28.10.2018)
Post by: Canute on October 30, 2018, 06:37:34 AM
No Traders/Caravan don't use guest settings.
There is a mod called Trading Spot, you can assign the gathering spot for Caravan's

The problem that caravan or even visitor don't leave anymore is mosttime based on other race mods, do you use any other race ?
Or does an error appear during gameplay ?

Title: Re: [1.0] Hospitality (updated 28.10.2018)
Post by: Warforyou on October 30, 2018, 07:17:16 AM
I have several race mods installed (zabrak, twilek and asari) and I had both caravans and visitos of each race come and leave without any issues so far.
Title: Re: [1.0] Hospitality (updated 28.10.2018)
Post by: Canute on October 30, 2018, 07:34:21 AM
Hospitality normaly doesn't change anything to traders , only to visitors.
Even when it maybe don't belong to this mod, post an error log when you got caravan's don't want leave.
Hugslib share logs prefered, because that also include the modlist.
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Orion on November 03, 2018, 09:59:12 AM
Update
1.0.3 - 03.11.2018
- Fix: Compatibility with Job Splitter (thanks Alex TD)
- Fix: Finally added update message for 1.0
- Fix: Visitors leaving immediately without error
- Update: German translations (thanks to rw-chaos)
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: RainbowChipsette on November 04, 2018, 12:13:26 PM
Excuse me if I'm asking a stupid question, but the description says that you need to make a guest area, and that it is made the same way as an animal area, so I made a area, but I cannot find way to make it the guest area anywhere...
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Canute on November 04, 2018, 02:17:54 PM
Just create a zone you want that your guest should wander arounds.
Select a guest, select Guest Tab, select the zone you created before.
Maybe click at "Make as default" so all futher coming guests use that zone too.
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: NoCanDo on November 11, 2018, 04:40:52 PM
Lots and lots of errors of these type: https://pastebin.com/f6u3tPWs

Currently my log is at 700+ errors of this type.
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Orion on November 12, 2018, 04:40:29 AM
As far as I can tell this is a bug of Psychology, triggered by Hospitality. I don't think I can fix it from my end, though.
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Madman666 on November 17, 2018, 04:06:29 PM
Found an exploit - you can gift guests stuff beyond their max mass carrying capacity and they drop most of it, when leaving. Unless its a weird conflict or something.
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Canute on November 18, 2018, 03:41:34 AM
Yeah they should call their family so they can pickup that stuff ! :-)
It isn't the same when you visit your parents, you came with a minicar and when you depart you need a truck ? :-)
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Orion on November 20, 2018, 07:10:18 AM
Hm. Isn't it a mod that enforced carry limits?
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Madman666 on November 20, 2018, 08:16:49 AM
If it is, its probably Pick Up and Haul, i dont' have anything else, that has anything to do with inventory and carrying capacity. It doesn't change the amount you can carry, but it probably does add that limit, so one pawn can't pick up whole map or something...
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Canute on November 20, 2018, 08:51:47 AM
Normaly pickup&haul don't let pickup more then they can carry.
You could order them to pickup the whole map, but they would stop after they reached their limit.
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Madman666 on November 20, 2018, 09:00:42 AM
Its supposed to only work for colonists, but as far as i know guests are more or less colonists, just without possibility of direct control. Can't imagine anything else making them drop stuff on leaving.
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Orion on November 20, 2018, 05:38:51 PM
Yeah that must be it. Sorry. Can't really do much about that.
Title: Re: [1.0] Hospitality (updated 03.11.2018)
Post by: Madman666 on November 20, 2018, 06:16:16 PM
Too bad, but oh well.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Orion on November 21, 2018, 12:06:38 PM
And here are some fixes for the latest issues.

Update

1.0.5 - 21.11.2018
- Fix: More error checking when finding spot
- Fix: Android Tiers' bug (ShouldGuestKeepAttendingGathering)
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: HSneak on November 21, 2018, 07:37:53 PM
Since the 1.0.5, my android keeps "Hanging out with someone" which wasn't happening before (error log said something like "it should get calledoff but it isn't" [sorry I forgot to save it]) making my pawn and android only doing that and skipping all their needs/jobs (hang out 'til starvation), I think this is from Psychology but I could be wrong since I have a sh*t ton of mods, more than an acceptable number <_<
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: publicuser on November 21, 2018, 10:01:07 PM
Why GitHub not update to 1.0.5? or just need to download develop version?

[attachment deleted due to age]
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Orion on November 22, 2018, 02:39:59 AM
@publicuser: Just download the one in Dropbox.
@HSneak: I guess it's the next problem from the stack of issues Psychology and Androids introduces. I'm not sure why I have to fix all of them... But I'll see what I can do. An error log would be appreciated.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: HSneak on November 22, 2018, 03:30:25 AM
Quote from: Orion on November 22, 2018, 02:39:59 AM
@I guess it's the next problem from the stack of issues Psychology and Androids introduces. I'm not sure why I have to fix all of them... But I'll see what I can do. An error log would be appreciated.

Since my game takes 45-60 minutes to pop up, I won't be able to do it now, i'll post an error log this afternoon (EU time). And I posted here since the bug appeared after I updated your mod, btw it's just a heads-up since you can't ask for fixes when you use 400+ mods (except when it's evident), so don't feel obliged to do it :D
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: publicuser on November 22, 2018, 05:13:34 AM
Quote from: Orion on November 22, 2018, 02:39:59 AM
@publicuser: Just download the one in Dropbox.

Cant download from Dropbox in China, hope you can keep updating github
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: HSneak on November 22, 2018, 01:49:43 PM
@Orion

Here's the log : https://git.io/fpBxq

Don't judge me please (for the number of mods), as I said, the android keeps hanging out with someone else making them unable to do anything else... This happened after I updated to 1.0.5 (reloading a save [saved with 1.0.5] with 1.0.2 doesn't fix the issue since both of the android and the pawn are still hanging out), reloading a previous save from 1.0.2 with 1.0.2 loaded gives the good old :

Exception ticking X1 (at (60, 0, 91)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.GatheringsUtility.ShouldGuestKeepAttendingGathering (Verse.Pawn) <0x000bc>
at Psychology.InteractionWorker_HangOut.RandomSelectionWeight (Verse.Pawn,Verse.Pawn) <0x00023>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly/<>c__DisplayClass0_1.<Replacement>b__0 (RimWorld.InteractionDef) <0x00042>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000dc>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x0043b>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x0003d>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch1 (object) <0x0016a>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x003d7>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


which is ok for me since I just ignore it :)
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Orion on November 22, 2018, 06:11:16 PM
@publicuser: I added the releases.
@HSneak: That is a lot of mods. Your solution does mean you can't ever update the mod again... I'll have to read your log when I have more time.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: publicuser on November 22, 2018, 09:29:09 PM
Quote from: Orion on November 22, 2018, 06:11:16 PM
@publicuser: I added the releases.

Thanks
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: HSneak on November 23, 2018, 03:04:44 AM
Quote from: Orion on November 22, 2018, 06:11:16 PM
@HSneak: That is a lot of mods. Your solution does mean you can't ever update the mod again... I'll have to read your log when I have more time.

The errors i'm talking about are @the end of the log, repeating themselves, now I don't know if that's how you read a rimworld log  ;D don't push it, as I said, it's just a heads-up and thank you very much for your efforts !

Another thing, I was thinking about this and perhaps it's not your mod at all, I mean perhaps your new update fixed interactions between androids and other pawns which showed that androids aren't compatible with Psychology. Dunno...
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Canute on November 23, 2018, 03:27:40 AM
HSneak,
mosttimes not only the last error is the problem.
You allready have many error previously.
InfiniteStorage, where did you got the mod ? Did you download the master from Github maybe ? Download the 1.0 from the releases.
And allways look under release first, sometimes the Master isn't a useable mod since the Assemblies are missing.

Some other error's are there too.
Psychology are giving an error after loading.

Since you don't use steam, you should check for mods updates.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Orion on November 23, 2018, 03:50:50 AM
@HSneak: To be honest, there's hardly any larger mod the androids don't break. Ever since it got popular I have had nothing but trouble (from people using the androids mod).

But yeah. Given the number of mods you're using, you're on your own here.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: HSneak on November 23, 2018, 05:55:19 PM
@Canute: Thx for the advises ! indeed I noticed that InfiniteStorage wasn't working correctly (I thought that even the "master" zip would work, but it seems not), and to be quite honest i'm surprised so many mods are working +/- together without major bugs.

@Orion: Yeah, you shouldn't worry about your mod alone, since I'm pretty sure it works well, and I never had expectations for any mod fix since I started modding my game with so many mods ;D but I can't resist it, modding until the game crashes and trying to figure what's the cause is the best part for me !
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Canute on November 23, 2018, 06:09:01 PM
QuoteI can't resist it, modding until the game crashes and trying to figure what's the cause is the best part for me !
If you like it, you should visit the support/modbug forum more ! :-)
Many people (like you) seek help with their modlist ! :-)
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: MrCaka on December 07, 2018, 12:28:00 PM
I did a translation for the mod but I do not know how I can contribute.  :(
is a translation into Brazilian Portuguese.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Ochinchilla on December 17, 2018, 01:42:33 AM
I can't seem to set an area limitation for my villager. I downloaded the mod through the Dropbox link, and the only other mod I have is ToggleHarvest. Help?
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Canute on December 17, 2018, 04:17:25 AM
Quote from: MrCaka on December 07, 2018, 12:28:00 PM
I did a translation for the mod but I do not know how I can contribute.  :(
is a translation into Brazilian Portuguese.
If you use the reply button, you got the option to attach files to your message.
Then you can attach an archive with the translation to your answer.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Orion on December 18, 2018, 12:56:26 AM
I've already got his translations.

@Ochinchilla: Can you be any more specific about the problem? Could you also include an error log? Press CTRL-F12 after trying to set the area.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Hunor on January 02, 2019, 02:21:08 PM
Hello, I was told on the discord server to bring this log here. Basically guests could not spawn. A moderator said that I didn't have enough "points" to spawn said pawn(s). The Modded factions that I currently have and can visit me are: Arcane fold(Rimworld of magic), Security Force(Polarisbloc) and the Arachne faction. The security force one works flawlessly but the other two just don't. Might be their fault but still, take a look at the log if you have the time. ;D
https://gist.github.com/HugsLibRecordKeeper/28dd19cbabb23a474fc4e5c8f2eed81b
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Orion on January 03, 2019, 06:25:26 AM
No, that's not correct. It's not about the amount of points. Some mod modifies the pawn list of to-be-spawned guests while it's being iterated.
Given that normal factions work just fine, it must be either another mod that you're using, or the factions themselves that cause the breaking behavior.
Probably the author of these factions never tried to have them as guests (or it's not possible, but Hospitality makes it so).

I'm sorry. I can't help you at this point. You could try some other factions to see if it's random or specific to some factions.
Also try to move Hospitality further down the load order. Sometimes this helps.

You can use the dev options to try spawn visitor groups. Also check if raids work correctly.

Let me know when you find out more. Maybe I can help.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Orion on January 03, 2019, 06:27:34 AM
Oh yeah, given that the traveler incident also has the same error, this problem is not related to Hospitality. So in either case this is the wrong address. But like I said, maybe I can help.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Hunor on January 04, 2019, 02:55:49 AM
Ok, it seems only the Arachne mod doesn't want to spawn the guests. Replaced that with the Orassans and never got the error again. I guess the spiders were not meant to be recruitable tru your mod, seeing that (so far, not 100% sure) they had 99% difficulty in recruitment as prisoners (from raids, not arrested traders). I did try the spawn tool and only with them I had the issue. Raids were fine, guests groups weren't.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Orion on January 04, 2019, 04:03:26 AM
Probably they override some property like family relationships or whatnot. Friendly groups break more easily than raids.
Title: Re: [1.0.7] Hospitality (updated 07.01.2019)
Post by: Orion on January 07, 2019, 11:22:22 AM
Update
1.0.8 - 07.01.2019
- New: Guests can now be forced to join at a high cost
- Fix: More tooltips for UI
- Fix: Upset faction can't be invited again immediately
- New: Portuguese Brazilian language
- Fix: Added code to check for broken ChemicalDefs of other mods

Btw, the changelog had reached more than 20000 characters (celebrations!), so I've removed most of the fix/tweak texts from past versions.
Title: Re: [1.0.8] Hospitality (updated 07.01.2019)
Post by: publicuser on January 07, 2019, 11:26:38 PM
Github release version not updated to 1.0.8
Title: Re: [1.0.9] Hospitality (updated 09.01.2019)
Post by: Orion on January 09, 2019, 05:50:02 AM
Thanks for reminding me. It's all up now.
Title: Re: [1.0] Hospitality (updated 21.11.2018)
Post by: Mehni on January 09, 2019, 09:30:40 AM
Quote from: Orion on January 03, 2019, 06:25:26 AM
No, that's not correct. It's not about the amount of points. Some mod modifies the pawn list of to-be-spawned guests while it's being iterated.

Hi :) First off, thanks again for the hotfix you did earlier for Numbers. It's much appreciated.

Am the guy that pointed the log-poster to you. InvalidOperationExceptions can also happen when calling a System.Linq.Enumerable method on an empty collection, which is what happens in PawnGroupKindWorker_Normal.MinPointsToGenerateAnything. Modifying the pawn list would result in a "Collection was modified" type message. I've triggered that error enough to be certain :D

I agree with you that it's a poorly configured faction, but I also believe Hospitality could check prior to sending a group. If not that, can I request that you add the faction (def)name or type to the exception thrown?

P.S. Nice touch on the code to check for broken chemicaldefs. Hopefully that will wake up some modders: that simple negligence is enough to break world gen.
Title: Re: [1.0.9] Hospitality (updated 09.01.2019)
Post by: Beathrus on January 09, 2019, 11:49:19 AM
Is it possible to make a square marking, like a party spot for guests? That will make that area as a guest area so I can use it for selling them things? Instead of filling up the guest barracks with items?
Title: Re: [1.0.9] Hospitality (updated 09.01.2019)
Post by: Orion on January 09, 2019, 05:25:56 PM
@Mehni: Thanks for clarifying the error. I guess I dismissed it too soon.

I guess I could add a check and throw some errors around like with the chemicals. That one seriously pissed me off and cost me so much time.

@Breathrus: I don't quite get your request. You can put your sellables anywhere you like. Just draw your shopping area around it and make sure it's inside the guest area.
Title: Re: [1.0.9] Hospitality (updated 09.01.2019)
Post by: Beathrus on January 10, 2019, 07:46:01 AM
Quote from: Orion on January 09, 2019, 05:25:56 PM
@Mehni: Thanks for clarifying the error. I guess I dismissed it too soon.

I guess I could add a check and throw some errors around like with the chemicals. That one seriously pissed me off and cost me so much time.

@Breathrus: I don't quite get your request. You can put your sellables anywhere you like. Just draw your shopping area around it and make sure it's inside the guest area.

Ah, Okay. Thank you. So its like an Area I draw? Its a Zone?
Title: Re: [1.0.9] Hospitality (updated 09.01.2019)
Post by: Canute on January 10, 2019, 07:53:25 AM
Yes, zones.
When you look at the guest tab, you see 2 zone selectors.
The top where the guest are freely to move.
And the other the zone they are allowed to buy stuff from.
If you only see Home and Area1, you just need to create new ones.
Title: Re: [1.0.9] Hospitality (updated 09.01.2019)
Post by: Beathrus on January 10, 2019, 08:11:46 AM
Quote from: Canute on January 10, 2019, 07:53:25 AM
Yes, zones.
When you look at the guest tab, you see 2 zone selectors.
The top where the guest are freely to move.
And the other the zone they are allowed to buy stuff from.
If you only see Home and Area1, you just need to create new ones.

Alright! I get it now! Thanks again everyone!
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Hunor on January 20, 2019, 04:37:22 AM
I think I found an incompatibilty(-ish). When having the "no water no life" mod on the guests don't spawn with any water so they always leave the -100 or so review of my colony cuz of dehydration.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on January 20, 2019, 05:13:48 AM
Thanks for reporting. I'll add it to the list.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: MostNimbus on January 20, 2019, 07:49:49 AM
Hello! I'm getting these error since the last update. After these guests would just stay still with "Standing" job and eventually leave because of hunger. Anyone get these too? Thanks!

(https://cdn.discordapp.com/attachments/257987178834034688/536340922410074125/unknown.png)
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on January 20, 2019, 09:51:29 AM
Hm. How curious. Care to upload a complete log (Ctrl-F12)? Is there any reason why they might not find anything to do and can't eat? Like their area is set to nothing, or there's nothing to do in their area? Or it's some custom faction that doesn't bring food?

I tried it myself, and indeed, when the area doesn't contain anything to do or is not drawn, you will get this error.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: MostNimbus on January 20, 2019, 10:24:47 AM
Thanks for attention! Here's the log: https://git.io/fhuXE
I know it has a ridiculous amount of mods but since you could reproduce the error I hope it's okay. Sorry if the log is impossible to read

Also I noticed that most of the time they get stuck if they don't have a joy source and relax socially at the table.

Edit: Built a joy source and managed to get them all stuck. Here: https://git.io/fhuXM . Changing the area of accomodation to "None" seems to fix the error
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on January 20, 2019, 11:49:58 AM
How... you can't set the area of accommodation to none... Can you post a screenshot of the area that a guest gets stuck in?
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Asmith on January 20, 2019, 03:51:44 PM
Hello,

Great mod, I have been using it for many versions now, so thank you.

I have just recently started in 1.0, and for the start of my game everything was working fine as usual.  I'm not sure what changed but now visitors will leave immediately sometimes disappearing before I can even look at them.  I noticed several months (and pages) back someone else had this problem, and you released a patch for it, but it seems not to have worked in my case.  Is there an easy workaround for this?

Thanks again.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on January 20, 2019, 06:55:01 PM
Double check if you're using any of the incompatible mods. If the visitors can't reach their designated area, or it's non-existent, they will also leave again.
This could theoretically be causes by custom door mods or enemies occupying their area.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: MostNimbus on January 21, 2019, 07:01:58 AM
I noticed that Misc. MapGen might be the problem. In rare cases it generates joy structures that can't be accessed by visitors. No errors so far since I turned it off. It's a shame it's incompatible but thanks for help!
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on January 22, 2019, 03:25:39 AM
Hm. Interesting. Inaccessible structures shouldn't be the issue. Only if they have no options at all.
Note that the fact you had no problem yet is not conclusive for MapGen being the problem. It could very well be something that happens / you do later on in the game.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Kori on January 23, 2019, 05:02:33 AM
QuoteKnown conflicts:
- No water no life (guests will dehydrate)

All my guests carry water and drink regularly. :)
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on January 24, 2019, 02:59:22 AM
Thanks for letting me know! Maybe it's already fixed or it was just one guy's problem.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Ra1612 on February 12, 2019, 09:50:46 AM
Since installing this mod, prisoners and guests started to flirt with my colonists. And just now I got a new lover's notifications for one of my colonists and a guest. I can remove it with dev tools, but is it intended to work like that?
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Lethe on February 12, 2019, 06:47:24 PM
Quote from: Ra1612 on February 12, 2019, 09:50:46 AM
Since installing this mod, prisoners and guests started to flirt with my colonists. And just now I got a new lover's notifications for one of my colonists and a guest. I can remove it with dev tools, but is it intended to work like that?

I've experienced that in b18's hospitality. I wonder if it's an interaction with Psychology...
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on February 13, 2019, 04:49:04 AM
Hospitality enables guests to interact with colonists (at all). Because it's fun. Tynan saved himself all the trouble by making guests not talk with colonists in vanilla.
Flirting is just a subfeature of talking. "Intended to work like that" is maybe an overstatement. But it does work like that. Take it or leave it :/
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Ra1612 on February 13, 2019, 06:46:46 AM
Na I am fine with that, your mod is essential for the game :D it was only weird because I had 12 male and only 2 female colonists and had to change some new recruits' gender, only to have a male colonist fall in love with a guest.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on February 13, 2019, 10:46:22 AM
Yeah that's life for ya. Maybe I should add a mental break for when a colonist fell in love with a guest who left, he/she will leave the colony to follow, or kill him/herself in despair.
That sounds like proper RimWorld drama and appropriate punishment for not recruiting that person at all costs.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Lethe on February 13, 2019, 08:20:18 PM
Quote from: Orion on February 13, 2019, 10:46:22 AM
Yeah that's life for ya. Maybe I should add a mental break for when a colonist fell in love with a guest who left, he/she will leave the colony to follow, or kill him/herself in despair.
That sounds like proper RimWorld drama and appropriate punishment for not recruiting that person at all costs.

If you put in events like these, I think some of us would appreciate the ability to disable them. :x

I'd be interesting to see if their lover come back to visit them more frequently compared to the other faction pawns. It'd give the player a chance to recruit the lover. I think it'd be cute... -shrugs-
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on February 14, 2019, 07:25:36 AM
To make that possible I'd have to rewrite the system that selects the pawns that spawn. It's currently controlled by RimWorld's convoluted spawning system which is impenetrable to slight adjustments.
Maybe I'll do that one day. It's been bugging me for quite some time anyway. But then, it also allows other mods to affect what's being spawned.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: vandal on February 15, 2019, 05:37:36 AM
nice to see you are still here orion. Now that 1.0 is out it really feels like a milestone with your mods being essentials for my playthrough
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on February 15, 2019, 06:40:31 AM
Yeah, I'm not playing RimWorld anymore, so I'm mostly just keeping things updated and fixed. Like Tynan, I guess ;)
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: forumgod on February 15, 2019, 09:12:07 AM
Something is causing my visitors to waste all their time standing in place and dropping all of their meals on the ground and then starving. I have both pick up and haul by Uuuggg https://ludeon.com/forums/index.php?topic=40701.0 and Combat extended which might interact with how their inventory works.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on February 16, 2019, 03:25:36 AM
Someone recently posted this issue on Steam as well. I think some mod updated and broke functionality.
I'm afraid it's up to you to find out which one and to file a complaint.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on February 16, 2019, 05:15:49 AM
Could you post a list of your mods? You can take it from a log file (Ctrl-f12). I want to cross reference with the guys from Steam to narrow down which mods could cause the issue.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: forumgod on February 16, 2019, 05:49:40 AM
Quote from: Orion on February 16, 2019, 05:15:49 AM
Could you post a list of your mods? You can take it from a log file (Ctrl-f12). I want to cross reference with the guys from Steam to narrow down which mods could cause the issue.

https://gist.github.com/HugsLibRecordKeeper/843775b95dec2c3f8068c5d64eb4da56
not shown is the latest Combat Extended version
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: publicuser on March 01, 2019, 01:45:14 AM
Sometimes visitors arrive my map, but they don't walk to my base, just walk along the edge of the map, then walk out of the map.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on March 01, 2019, 02:57:59 AM
Do you mean passing travelers?
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on March 01, 2019, 03:00:50 AM
@nickdos: If you disable Pick Up And Haul, does it still happen? (it has to be a new group of guests... Once broken they're broken)
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Canute on March 01, 2019, 03:29:04 AM
Quote from: publicuser on March 01, 2019, 01:45:14 AM
Sometimes visitors arrive my map, but they don't walk to my base, just walk along the edge of the map, then walk out of the map.
That's a vanilla thing.
You can have Visitor's they stay at your map.
And Traveller they just pass through your map without any interaction.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: publicuser on March 01, 2019, 06:18:42 AM
Quote from: Orion on March 01, 2019, 02:57:59 AM
Do you mean passing travelers?
Quote from: Canute on March 01, 2019, 03:29:04 AM
Quote from: publicuser on March 01, 2019, 01:45:14 AM
Sometimes visitors arrive my map, but they don't walk to my base, just walk along the edge of the map, then walk out of the map.
That's a vanilla thing.
You can have Visitor's they stay at your map.
And Traveller they just pass through your map without any interaction.

Not traveller, they are visitors.
Event say they have items to trade, and have a question mark over the pawn
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Canute on March 01, 2019, 07:11:30 AM
Ok, that you didn't mention before.
That visitor's leave the map, without visit their guest area is untypical.
I smell some modconflict there.
When no error show up at the logwindow, try to move hospitality at the end or beginning and check if that change anything.
Use Dev command to create visitor event's if you can reproduce it.

Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on March 01, 2019, 11:01:12 AM
This one usually has to do with guests not being able to ge to / into their guest area.
Make sure it exists and is reachable. If you use custom door mods, these can cause guests to not be able to get in.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: publicuser on March 01, 2019, 09:04:36 PM
Quote from: Orion on March 01, 2019, 11:01:12 AM
This one usually has to do with guests not being able to ge to / into their guest area.
Make sure it exists and is reachable. If you use custom door mods, these can cause guests to not be able to get in.

I just disable visitors to enter my bedrooms. Guest room, dining room, rec room, workshop and other places are open.

By the way, it's not happened before. It seems happened with recently 1 or 2 hospitality version, and my modlists not changed.
Other mods update also may cause the bug.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on March 02, 2019, 04:55:52 AM
How did you disable guests from entering bedrooms?
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: publicuser on March 02, 2019, 05:32:05 AM
Quote from: Orion on March 02, 2019, 04:55:52 AM
How did you disable guests from entering bedrooms?

Locks mod(Doors can exclude visitors)
https://ludeon.com/forums/index.php?topic=35913.0
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on March 02, 2019, 12:03:08 PM
Yeah there's your problem. The mod overrides the doors and guests think they can't enter the base.
Try and set up their area outside the base to test this hypothesis.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: publicuser on March 02, 2019, 09:34:50 PM
Quote from: Orion on March 02, 2019, 12:03:08 PM
Yeah there's your problem. The mod overrides the doors and guests think they can't enter the base.
Try and set up their area outside the base to test this hypothesis.

Bedrooms doors are forbidden will cause visitors can't enter other unlocked doors?

I will try your hypothesis to unlock the bedrooms and see what happens

Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Canute on March 03, 2019, 03:20:56 AM
You should try at first, to create a guest zone without any doors.
If you don't play permadeath, you can just excute a visitor incident with the dev commands and reload the safegame later.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on March 03, 2019, 03:42:12 AM
Quote from: publicuser on March 02, 2019, 09:34:50 PM
Bedrooms doors are forbidden will cause visitors can't enter other unlocked doors?
No - ANY door can't be entered by guests as long as you use that mod.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: publicuser on March 03, 2019, 03:57:21 AM
Quote from: Orion on March 03, 2019, 03:42:12 AM
Quote from: publicuser on March 02, 2019, 09:34:50 PM
Bedrooms doors are forbidden will cause visitors can't enter other unlocked doors?
No - ANY door can't be entered by guests as long as you use that mod.

I don't think so. I use locks mod from the beginning of the savegame, and guests visit is ok for many years(ingame time), the bug is happened recently.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: publicuser on March 03, 2019, 04:11:45 AM
I find someone has same problem in a Chinese website

https://tieba.baidu.com/p/6051362095?pid=124341726514&cid=0&red_tag=3372972082#124341726514
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: publicuser on March 03, 2019, 04:31:30 AM
Quote from: Canute on March 03, 2019, 03:20:56 AM
You should try at first, to create a guest zone without any doors.
If you don't play permadeath, you can just excute a visitor incident with the dev commands and reload the safegame later.

I do a quick test in dev mode, trigger a visitor incident and all doors are unlocked, but the visitor still walk along the edge of the map and not walk to my base

picture 2: visitors walk to different directions


[attachment deleted due to age]
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on March 03, 2019, 12:47:31 PM
Read carefully: It does not matter if the doors are locked or not. With the door mod all doors appear locked to visitors and they will leave.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: publicuser on March 03, 2019, 09:02:31 PM
Quote from: Orion on March 03, 2019, 12:47:31 PM
Read carefully: It does not matter if the doors are locked or not. With the door mod all doors appear locked to visitors and they will leave.

I do another quick test, I disable locks mod and trigger visitor incident, it seems guest visit become normal

But how to explain visitors not leave for many years with locks mod at the early stage of the savegame

Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on March 04, 2019, 04:06:19 AM
Maybe ther area was set to home. Maybe there was a way to reach their area that was not blocked by doors. Maybe the doors mod got updated which broke pathfinding.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: jptrrs on March 04, 2019, 06:38:17 PM
Hi, Orion!
I'm developing a mod that adds a lot of functionality to the game beds, and I just realized it's completely incompatible with Hospitality. Since I can't even imagine playing without your mod, I need badly to make it work. Would you care to look into it and point what I could do to make it so?
It seems the issue is I'm relying on a new class for the beds, derived from Building_Beds, and with an attached comp. When your code swaps the bed for a Building_GuestBed (from what I could figure out from it) the new class and associated comps get wiped, causing a number of problems.
Anyway, I'd love to talk if you're available.
Thx!
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: Orion on March 05, 2019, 04:49:28 AM
Hey,

I guess you'd have to patch Hospitality's method that creates the guest bed definitions and replace the bed class with yours.

I don't have much time to look into it, but I guess that should work.
Title: Re: [1.0.12] Hospitality (updated 19.01.2019)
Post by: jptrrs on March 05, 2019, 08:13:50 PM
Quote from: Orion on March 05, 2019, 04:49:28 AM
Hey,

I guess you'd have to patch Hospitality's method that creates the guest bed definitions and replace the bed class with yours.

I don't have much time to look into it, but I guess that should work.

Ok, good to know. I found out there is a tutorial on using Harmony to do this stuff and I'm trying it out then. I'll come back if I screw everything and need rescuing :-D
Thanks.
Title: Re: [1.0.13] Hospitality (updated 10.03.2019)
Post by: Orion on March 10, 2019, 11:34:06 AM
Update
1.0.13 - 10.03.2019
- New: Highlight for "Make Default" to clarify what is set
- New: Added "..." button in guests tab that opens the personal guest tab
- Fix: "Guests drop food" bug
- Fix: Shopping area saying "unrestricted" instead of "no shopping"
- Fix: Target version
- Tweak: "Area of accommodation" renamed to "Allowed area"
- New: Included Maeyanie's code for configuring selling price factor (create a file "Hospitality.cfg" in RimWorld's config folder, add the line PriceFactor=0.85 and tweak is as desired)
Title: Re: [1.0.13] Hospitality (updated 10.03.2019)
Post by: Jiro on March 14, 2019, 11:32:03 AM
Suddenly, when I make a new guest area from the guest tab, it doesn't appear, and guests/travelers don't respect the area restrictions. Having trouble with some elephant-riding traders who keep coming into the main building and eating at the table with all their animals, I've tried all I can think of to fix this and I haven't found a solution online. Did anyone else experience this issue?
Title: Re: [1.0.13] Hospitality (updated 10.03.2019)
Post by: fledermaus on March 14, 2019, 02:40:50 PM
Traders aren't guests I think. So they don't use Hospitality's system.
The Trading Spot mod will let you choose where traders mostly hang out, but they'll still wander around some...
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: Orion on March 30, 2019, 08:46:49 AM
Update
1.0.14 - 30.03.2019
- New: Known visitors will now return more often
- Tweak: Amount of guests visiting now increases slowly over playtime (fewer guests at start of new game)
- New: Opt-in setting to receive notification when guests buy things
- New: Guests' social tab shows friend status
- New: Special relationships (like relatives) now count as 2 friends
- Fix: Brazilian/Portuguese fix by Marcos
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: Orion on March 30, 2019, 07:14:33 PM
I don't see how the screenshot is proof, but I'm glad for you that it works.
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: sievish on April 10, 2019, 01:33:53 PM
Hi Orion! Im new to Rimworld AND your mod, and so far I love both!
I was just wondering if there was a way I could limit the amount that people are visiting, or at least move it back to the default-- just make it a more rare occurrence. I really just wanted the recruit-guest capability, but the constant visitors makes it feel like im running a hotel sim more than a survival sim..
any tips? is there a way I can tweak the file? sorry if the setting is obvious, super new to it!! thanks for your hard work it.
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: Orion on April 10, 2019, 03:02:29 PM
There are mod options that allow you to change some settings. The frequency of visitors is related to the amount of allied/neutral factions around you and how far they are away.

You can also immediately send them away again. Or piss them off, then they won't come back so soon either.
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: stille_nacht on April 11, 2019, 02:34:22 PM
Is there any non-rp reason to actually build out a hotel, or is it basically always better to just have a massive joint guest/recreation/sleeping room as your "hotel"?
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: Canute on April 11, 2019, 04:05:13 PM
You need to good your guests a good feeling.
This can be a good environment, like good beds much recreation ...
Mosttimes my guests use my home area and use the normal recreations objects.
But if you base isn't that comfortable, you should use the Entertain flag, so your pawn's speak with them and maybe increase their opinion toward your colony.
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: forumgod on April 19, 2019, 01:14:02 PM
Visiting caravan guards use my base facilities and don't leave until they starve
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: Canute on April 19, 2019, 03:06:18 PM
The mod shouldn't change anything about caravan's.
That caravan member use your table's is normal behavior or do they work at your workbenches for you? Does they are maybe prisoner and you got prison labor ?

And when they don't leave some error at the logwindow should appear at my expierence.
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: vovik on April 19, 2019, 06:22:14 PM
Dunno about guest/recreation room, i always make large recreation rooms that are suited fo far more people simultaneously than i usuallt have, so its okay to have a guest room nearby.
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: Canute on April 20, 2019, 03:16:16 AM
That's why you can guests assign guests to zones. On default they are on your home zone, so they will use your recreation too (which increase your opinion to you).
And you should try out Home zone as shoping zone too. The other guests got money too, not only the ones who trade. :-)
Ofcouse they mosttimes buy cheaper stuff then your masterwork craftings.
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: Canute on April 20, 2019, 04:06:12 AM
Orion,
a small suggestion about the negotation task.
Currently the pawn follow the guest and try to talk with him, but when the guest is faster it is a long task.
Could you made it that the guest pause/stop his current task when the pawn start to engage the guest ?
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: Orion on April 20, 2019, 06:42:37 AM
 Sorry, I tried my best to make it work well.
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: Canute on April 20, 2019, 08:22:33 AM
I know from GiddyUp mod, when a pawn want to mount an animal, the animal stop his current task and wait for the pawn to mount up.
So i thought something similar for the negotation.
But it is ok, then my social pawns are allways geting Bionic legs first ! :-)
Title: Re: [1.0.14] Hospitality (updated 30.03.2019)
Post by: forumgod on April 25, 2019, 01:55:40 PM
Is there any other way around using fashionrimsta? I don't want sims clutter garbage in my rimworld game. I live in Boreal forest and the visitors die of hypothermia during winter
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Orion on April 25, 2019, 03:18:20 PM
You could use a smaller map... make sure guests always stay inside during their stay... any other mod that adds warm clothing...
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: forumgod on April 26, 2019, 06:51:54 AM
Quote from: Orion on April 25, 2019, 03:18:20 PM
You could use a smaller map... make sure guests always stay inside during their stay... any other mod that adds warm clothing...

There is plenty of warm clothing in vanilla though, my colonists don't have any issue with the cold, only guests come without the necessary clothing
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Orion on April 26, 2019, 11:28:59 AM
There was an issue with reused pawns still wearing what they wore the first time. So they wouldn't adapt to temperature changes.

I've uploaded a version called "Experimental" which should fix that issue. Would you try it out for me?
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Chibisuke on April 29, 2019, 11:11:51 PM
Orion anything you can do about visitors coming and helping with hauling, but you have pawns set to negotiate with them before the actual interaction happens they run off (happens mainly with when they are helping with hauling) so you end up with a pawn chasing visitors around the whole day trying to interact.
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Orion on April 30, 2019, 01:42:19 AM
Hm. Maybe I can disable entertaining them while they are helping.
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Chibisuke on April 30, 2019, 02:06:54 AM
Quote from: Orion on April 30, 2019, 01:42:19 AM
Hm. Maybe I can disable entertaining them while they are helping.
or maybe end all current task when being entertained.
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Orion on April 30, 2019, 03:01:57 AM
I don't think you'd like it if they dropped your stuff all around the base because they got interrupted...
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Chibisuke on April 30, 2019, 03:21:28 AM
Quote from: Orion on April 30, 2019, 03:01:57 AM
I don't think you'd like it if they dropped your stuff all around the base because they got interrupted...
well right now if the pawn finally catches them and initiate the entertain (progress bar comes up) they drop the stuff anyway.It's just they run off before that progress bar can start. So maybe make them end current task when the pawn initiates the interaction which might give enough time for the progress bar to start, not sure maybe just disable entertaining them when they helping like you suggest. It only becomes troublesome when they are hauling other jobs are usually fine.

edit: spelling
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Chibisuke on April 30, 2019, 03:59:24 AM
Like right now Orion. If the visitors are hungry they will pull out food from their inventory, and go to closest table to eat. If a pawn entertains them during this period, they will stop, they will drop their food and stand there to be entertained, then afterwards pull out another meal and continue heading for closest table to eat. ( Good way to steal their food XD).

This isn't the case however if they are helping out, mainly happens with hauling. They will kind of stand there, but before the entertain bar can start, they continue with helping out and run off, getting too far for the pawn to entertain. And the process loops with the pawn chasing them and trying to entertain and them running off.

My suggestion would be something similar to this mod:

https://github.com/Weilbyte/SnapOut

Where it "stuns" the colonist (in this case the visitor) before starting the calming down process (this case the entertaining job) and they go back to what they were doing afterwards.
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Canute on April 30, 2019, 05:26:39 AM
Quote from: Orion on April 30, 2019, 03:01:57 AM
I don't think you'd like it if they dropped your stuff all around the base because they got interrupted...
Personaly i wouldn't care.
The guest hauled stuff before, and he prolly will haul stuff after the chat.
The time gain not to chase the guest  through the whole base until he could engage him it is worth.


Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Orion on May 01, 2019, 03:25:30 AM
I will look into how the other mod does it. Maybe I can get it to work better.
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: forumgod on May 01, 2019, 12:57:41 PM
Visitors arrive malnourished, tired, recreation-starved and with mental break moods and trading caravans haven't come in years. Many of the visitors cause this error too: Tony doing ThinkNode_DutyConstant with no duty.
Verse.Log:Error(String, Boolean)
RimWorld.ThinkNode_DutyConstant:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

What the hell is wrong with your mod? Removing the mod breaks my save.
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Canute on May 01, 2019, 02:33:16 PM
nickdos,
if you are using the latest version of this mod, i think some other mod would cause it.
Are these visitors from a special faction maybe ?
Did you try to move Hospitality at the end of the modlist or pretty on top ?

Does any other error's show up at the logwindow ?

And normaly you should be able to remove that mod, but you need to switch guest bed's back to normal.
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: forumgod on May 01, 2019, 07:26:03 PM
Quote from: Canute on May 01, 2019, 02:33:16 PM
nickdos,
if you are using the latest version of this mod, i think some other mod would cause it.
Are these visitors from a special faction maybe ?
Did you try to move Hospitality at the end of the modlist or pretty on top ?

Does any other error's show up at the logwindow ?

And normaly you should be able to remove that mod, but you need to switch guest bed's back to normal.


No I don't have any faction mods, I have the latest version, Hospitality is at the bottom of the load order, I don't get any error messages and caravans don't work even if I use the dev command to spawn them.

If I remove it I get a infinite looping error like this
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__4()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Thanks for fucking up my hundreds of hours of playtime save
Title: Re: [1.0.15] Hospitality (updated 25.04.2019)
Post by: Canute on May 02, 2019, 02:29:01 AM
QuoteThanks for fucking up my hundreds of hours of playtime save
No problem, i bet any mod author is happy to help you with this ! :-)

But honestly, when you look at the steam workshop and notice how many subscriber that mod got, and only a few got problems mosttimes caused by other mods.

You can investigate a bit self. Since you use hugslib anyway you got the quickstart feature from the icon on top right. Just shift-click on it to create one.
At the debug action menu (on icon on top mid) you got "Do incident (map" select VisitorGroup.
Maybe you need to do it twice until a group.

If they are Visitors arrive malnourished, tired, recreation-starved and with mental break moods , you go to the main menu, deactivate half of the mods and try it again.
Ofcouse you could just deactivate Hospitality, and check if that happen without that mod too.

At this way you can find the mod who cause that.

But when the problem don't appear on a new colony, the problem appear during gameplay and is hard to track down.
Maybe a full log could be helpful. Use the green "Share log" button from the log window.
Or attach the original rimworld logfile to your answer together with the modconfig.xml (your modlist).

Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: antstar on May 08, 2019, 07:43:15 AM
So... I just had a lone guest turn up; no sleep, no food, go juice withdrawl. She went berserk pretty much straight away, attacked a colony animal, was downed by animal in 1 hit KO. None of this is what I have a problem with - it makes for good story.

What I have a problem with is that the "chief was angered". because none of the party returned. How would he know, she just got here? She will return, and probably not even late.

I would like to suggest that only when all party members are dead or recruited should chief be angered, because that was kinda bullshit...
Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: Canute on May 08, 2019, 08:17:25 AM
QuoteWhat I have a problem with is that the "chief was angered". because none of the party returned. How would he know, she just got here? She will return, and probably not even late.
How could a tribal clan send you drop pod with the quest reward ?
It is just a gamemechanic.

QuoteI would like to suggest that only when all party members are dead or recruited should chief be angered, because that was kinda bullshit...
Imagine you are a chief of a factory.
You send out one of your production crew on vacation or adv. training to your neightbour factory. And then you notice your best crafter got hired from that factory.
Do you get angered ?
Sure you would get more upset if the whole crew would join the other factory.

The current mechanic is fine like they are, the benefits you got from visitors (faction gain and gifts) are worth it that you keep your map "safe".
Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: Orion on May 08, 2019, 11:44:19 AM
 
QuoteI would like to suggest that only when all party members are dead or recruited should chief be angered, because that was kinda bullshit...
That is indeed the case. In your situation that one person was the entire party.
I will, however, look into why sometimes guests arrive all starved... which is, as you might call it, bullshit.
Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: antstar on May 08, 2019, 04:24:46 PM
Well, I got -10 from Chief angered and +13 when she left the map healthy. But I guess point is when a visitor comes to town jonesing for some crack, loses it, stabs an animal... The chief should have been apologising to me :P

We melted her knife and confiscated her drugs, though :D
Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: Orion on May 08, 2019, 04:57:00 PM
No, it's completely on you for being friends with them.
Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: Skryabin on May 10, 2019, 09:30:50 PM
Hi all! There is probably an answer to my question in this thread, but it is over 100 pages to look through. Maybe someone can give me an answer (or a link to it): how dating and new romance with the possibility of marriage with visitors happen in this mod? Thank you!
Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: Canute on May 11, 2019, 04:23:40 AM
Same like with regular visitors.
But with this mod you can assign zone's to visitor and ofcouse to your pawn.
At this way you can give them more chances for a nice chat so they become friends and more.
But you can't force a romance.

Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: Vectricity on May 24, 2019, 11:48:43 AM
Quote from: antstar on May 08, 2019, 04:24:46 PM
Well, I got -10 from Chief angered and +13 when she left the map healthy. But I guess point is when a visitor comes to town jonesing for some crack, loses it, stabs an animal... The chief should have been apologising to me :P

We melted her knife and confiscated her drugs, though :D
Sounds to me like everything is functioning correctly. Also, if a group of visitors isn't to your liking, you know you can send them away as early as the moment they arrive, yes?
Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: forumgod on May 24, 2019, 12:46:07 PM
Visitors that visited my colony before still arrive to the colony mind broken and with empty need bars, probably because of the large distance of my base to the edge of the map. Fresh faces arrive just fine. Do you clear their moods and fill their needs in between visits?
Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: Canute on May 24, 2019, 03:51:53 PM
The visitor's will walk to their designatated zone at first.
Then they will eat,sleep and use your recreation object.
Maybe you should keep some pawn's ready to rescue some of these visitors.
That's the disadvance of large maps.
Title: Re: [1.0.16] Hospitality (updated 07.05.2019)
Post by: Orion on May 24, 2019, 05:16:36 PM
https://github.com/OrionFive/Hospitality/issues/245
Title: Re: [1.0.17] Hospitality (updated 10.06.2019)
Post by: Orion on June 10, 2019, 12:37:10 PM
Update
1.0.17 - 10.06.2019
- New: Added setting for minimum group size
- New: Travelling guests will never have mental breaks
- New: Guest tab shows the amount of guests and beds
- Fix: Guests now only get entertained when they're inside of the guest area
- Fix: Returning visitors get their needs reset
- Tweak: Buying food improved
Title: Re: [1.0.17] Hospitality (updated 10.06.2019)
Post by: Raf's on July 11, 2019, 02:49:12 PM
Getting erros with the new version.

"Something failed when spawning visitors: Object reference not set to an instance of an object
  at HugsLib.Settings.SettingHandle`1[System.Int32].op_Implicit (HugsLib.Settings.SettingHandle`1 handle) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.GetGroupSize () [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.SpawnGroup (RimWorld.IncidentParms parms, Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.<>c__DisplayClass9_0:<TryExecuteWorker>b__0()
Verse.DiaOption:Activate()
Verse.DiaOption:OptOnGUI(Rect, Boolean)
Verse.Dialog_NodeTree:DrawNode(Rect)
Verse.Dialog_NodeTree:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)"

Don't if it's the mod or another mod I have but it ran with the other version of Hospitality fine.

Edit: The new option sometimes don't seem to load also, and the spawn guest option in the debug menu is not working.
Title: Re: [1.0.17] Hospitality (updated 10.06.2019)
Post by: Goldenpotatoes on July 11, 2019, 04:11:30 PM
Can you add a mod option for assigning item blacklists for gifting? Playing with Combat Extended essentially means the visitors will more or less give you all of their ammo before leaving as a token of their appreciation, which is rather annoying and super exploitable.
Title: Re: [1.0.17] Hospitality (updated 10.06.2019)
Post by: Orion on July 16, 2019, 05:04:27 AM
@Raf's: Do you use Soft Warm Beds, by any chance? This mod breaks every time Hospitality is updated, and the error looks a bit like what you're getting.

@Goldenpotatoes: Sounds like something worth fixing, yeah. I think I'll take a look at what makes ammo ammo and hardcode that they won't gift it.
Title: Re: [1.0.17] Hospitality (updated 10.06.2019)
Post by: Canute on July 16, 2019, 06:04:34 AM
Quote@Goldenpotatoes: Sounds like something worth fixing, yeah. I think I'll take a look at what makes ammo ammo and hardcode that they won't gift it.
Maybe generel item under a special market value ?
Title: Re: [1.0.17] Hospitality (updated 10.06.2019)
Post by: Orion on July 16, 2019, 07:53:39 AM
It's easier. Their category is called "Ammo".
Title: Re: [1.0.17] Hospitality (updated 10.06.2019)
Post by: Canute on July 16, 2019, 08:34:21 AM
But sometimes some modder forget and misdesign the value of some of their items.
And then guest drop alot of these 0.01 silver items.
That's why i suggest the market value too.
Title: Re: [1.0.17] Hospitality (updated 10.06.2019)
Post by: Orion on July 16, 2019, 09:29:42 AM
I'm not taking into account that other modders do stuff wrong. That's a can of worms I'm not going to open.
Title: Re: [1.0.19] Hospitality (updated 16.07.2019)
Post by: Trentennisfigati on July 16, 2019, 11:50:06 AM
Downloaded 1.19 from github but it still says 1.18 in description
Title: Re: [1.0.19] Hospitality (updated 16.07.2019)
Post by: Orion on July 17, 2019, 02:12:28 PM
Yeah, sorry about that. I changed the number a bit too late. Won't have any negative effects.
Title: Re: [1.0.19] Hospitality (updated 16.07.2019)
Post by: Orion on July 20, 2019, 08:56:46 AM
Hey guys, if you've been enjoying this mod and always wanted to give a token of appreciation, that's possible now!

I've set up a Patreon page where you can become a patron for a tiny donation. For less than a coffee's worth, I will love you forever and also you will be able to vote for which feature should be added next.

(http://ufo2.site44.com/become_a_patron_button.png) (https://www.patreon.com/orionmods)
Title: Re: [1.0.20] Hospitality (updated 06.08.2019)
Post by: Orion on August 06, 2019, 09:23:29 AM
There's a new update. The main feature was voted for on Patreon. Also, there's two "micromods" on the Patreon page now, that you might enjoy: Animals Are Fun (https://www.patreon.com/posts/micromod-animals-28661521) and Rescued Pawns Will Ask (https://www.patreon.com/posts/micromod-rescued-28671721).
Title: Re: [1.0.19] Hospitality (updated 16.07.2019)
Post by: Chibisuke on August 07, 2019, 01:06:09 AM
Quote from: Orion on July 20, 2019, 08:56:46 AM
Hey guys, if you've been enjoying this mod and always wanted to give a token of appreciation, that's possible now!

I've set up a Patreon page where you can become a patron for a tiny donation. For less than a coffee's worth, I will love you forever and also you will be able to vote for which feature should be added next.

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

i saw this and i just had to do it. thanks for all the hardwork since alpha days XD
Title: Re: [1.0.20] Hospitality (updated 06.08.2019)
Post by: Orion on August 07, 2019, 03:25:15 AM
Thanks buddy! It's much appreciated! Don't forget to vote for the next feature ;)
Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: Orion on August 12, 2019, 08:16:42 AM
I've finally managed to track down two hideous bugs that have been troubling people for a long time:

Update
- Fix: Mod config no longer breaks when minimum guest group size is changed
- Fix: Guests not leaving when another pawn on the map is downed or mental
Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: Schwartz on August 14, 2019, 12:17:09 PM
Small bug:

Entertainers don't care about what the guests are doing currently. They will often interrupt meals, which results in the meal dropping and the colonists claiming it as their own. Basically this is a mechanic that allows the player to steal food.

Perfect example: Guest just woke up and naturally wants to eat. Guest triggers entertainer because he hasn't been entertained in a while.

The rate of entertainment could also be lowered a bit. If the player has sufficient entertainers selected, the guests are being bothered non-stop and don't get much else done.
Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: Orion on August 14, 2019, 01:44:17 PM
Good points! There is a problem, though. Guests are practically always doing something. So I'd have to specifically say some activities shouldn't be interrupted.
Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: Schwartz on August 14, 2019, 01:57:06 PM
I'd say eating is an important one. Joy activities also, probably. Joy and Entertainment both serve the same purpose, don't they? If guests manage to keep themselves happy, that's one colonist job we can use elsewhere.

How about this: Eating will always take precedence. And joy takes precedence if the visitor hospitality gauge is over a certain %?
Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: Canute on August 15, 2019, 02:44:48 AM
Normaly most people would enjoy a chat during lunch (sure at some socialties it is common to eat silenced).
I don't think you can find a way not to interrupt their current job (except hauling) for entertainment ?
2 pawn can chat to each other while duing job's at their workbenches.

Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: Orion on August 15, 2019, 01:28:48 PM
It's possible not to interrupt them, but often guests race around the base and then the entertainer just stands there, which is stupid.

The problem with conditional activities that can't be interrupted is that the guest constantly switches between available and not available. This causes colonists to be busy just for running towards them, realizing they're busy and then doing something else again. Not very effective.
I think eating should be the only non-interuptable activity.
Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: vovik on August 15, 2019, 02:12:37 PM
Some feedback.
A great mod that adds more faction interaction. Though there are some logic issues for me:
- "hey, theres a new settlment, we should visit it! if they have no beds or danger we can come back and try again in a few days!" this is kinda illogical - first visitor needs first to know that guests are accepted - otherwise they are risking losing time and maybe health if they are going to visit me across the map in a wild world with pirates and stuff... really, npc`s from factions, stop harrasing me with guest requests postfactum when you are about to enter, you dont have stuff to do? destroy some raider outposts? rescue your people? go hunting? forage for some berries to not die of starving on your way back? producing some drugs at last instead of going to another camp and just ditching your time there? - Thats a some common sense logic issue. I propose to make some building indicating that you are openup for guests - a signet, a radio beacon, whatever, just to let factions know that you are open for guests
- Ok, other settlements can visit me, but i cannot go for a visit to another settlement? not for trading, just visit - dump few pawns for some relationship increase and/or some trading (and a small unexpected chance to loose a pawn due to recruitment?)
- guests arriving with food for a few days exit with no food left. wait what. how are they going to reach their home? foraging berries? Its a large logic issue. How about guests behave more logically - for example: spare few meals and do not trade or eat them at all and bring more raw food as prepayment for guesting and eat your food that you leave in guest area beforehead and exit after their guest time is over or no food left - they are guests after all.. Or somehow allow guests to help themselves - go hunting, cooking...
- guests behavior during attacks on my colony... they behave like there are no raiders, there are only butterflies and peaceful rabbits around... and no doomsday is going to be fired... seriously, you are here [Character_Name] and most definitely will get involved, so can you please help us we could really use some firepower...? or leave atleast so you dont get hurt(preferably through safe route)?! - I propose to add an option to ask guests to leave(through safe route) or ask them to aid in combat before they will get hurt and relations go down? or atleast make them more careful with that.
Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: Orion on August 15, 2019, 06:04:03 PM
I'm not gonna go into every point. I think this mod is probably not for you.

You can send guests away, though. And you can move them wherever you like while they stay. So you keep them safe.
Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: Canute on August 16, 2019, 02:16:36 AM
vovik,
sure some behavior of guests,caravan or raiders arn't allways logical.
Raiders don't have enough food for their travels too when they arrive. Sure you can say that's why they visit you. But raiders are in the game to cause your trouble.
Caravan are for a none-orbital trading ability.
Guest's are in the game to give you some social interaction primary.
And this mod allready allow you to restrict guest at special zone's or send them away (with some penalties).
Which made your job (to protect guests) a bit easier.

Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: vovik on August 16, 2019, 02:16:32 PM
Quote from: Orion on August 15, 2019, 06:04:03 PM
I'm not gonna go into every point. I think this mod is probably not for you.

You can send guests away, though. And you can move them wherever you like while they stay. So you keep them safe.
Im not critisizing, just expressing illogical points for me.
yea, but they dont choose the safe route, its random, and they get killed, its ok since they are not all dead and i can regain some reputation for saving some of them, but they are not leaving with valuable stuff i sold to them and value of my colony stays the same and increases even more what is undesired - sure, i can do metagaming and just destroy valuable stuf, but that is tedious metagaming(i prefer roleplay aspects that allow me to dispose of too much costy stuff). Moving 20 guests to another zone is tedious every raid.
Quote from: Canute on August 16, 2019, 02:16:36 AM
vovik,
sure some behavior of guests,caravan or raiders arn't allways logical.
Raiders don't have enough food for their travels too when they arrive. Sure you can say that's why they visit you. But raiders are in the game to cause your trouble.
...
And this mod allready allow you to restrict guest at special zone's or send them away (with some penalties).
Which made your job (to protect guests) a bit easier.
Raiders clearly can have some support caravan standing outside with food(especially larger ones) - thats how i also do raids - leave outside a person and muffalo with supplies and then split, while guests clearly dont have any suppport staying out of my guest camp. Im fine with raiders, but guests often get involved - yes, its not fine when guests arent in bunker, but is it fine when guests just stumble on raiders when leaving? or raiders punching in with some doomsday launchers that ignite guests through walls? I dont really care about them dying, sure i can have more corpses to butcher, but when that happens it bugs me out. 
Quote from: Canute on August 16, 2019, 02:16:36 AM
Caravan are for a none-orbital trading ability.
Guest's are in the game to give you some social interaction primary.
Ok, but interaction is one-sided where i have to make guestroom and allow some guests, MOST other ingame faction interactions are two-sided - trading: i can make caravans, AI can make caravans; raiding: i can, AI can; i can leave presents - AI can leave presents; AI pawns can be guests in my colony - my pawns ... cannot?
Title: Re: [1.0.23] Hospitality (updated 12.08.2019)
Post by: Orion on August 17, 2019, 03:33:55 AM
Quote from: vovik on August 16, 2019, 02:16:32 PM
Im not critisizing, just expressing illogical points for me.
Oh, okay.
We'll, I've heard you.
Title: Re: [1.0.24] Hospitality (updated 21.08.2019)
Post by: Orion on August 21, 2019, 04:05:32 PM
Here's the update with the vote winning feature (https://www.patreon.com/posts/poll-next-28959667):

Update
- Fix: Changed various labels and descriptions (note to translators, check your translations!!)
- Fix: Chief will not get upset if rescued pawn's group is lost
- Fix: Fixed a case of exception ticking when trying to leave with an unknown pawn
- Fix: More defensive code for GainThought method
- New: Guest beds now have uninstall, reinstall and build copy buttons
- New: You can now set the price for guest beds. Guests will claim a bed for their stay and pay the price upfront
- Tweak: Guests will now pay 15% less for items and generally buy less ordinary items

This is the biggest update in quite some time, so please let me know if something is not working. If you use the Soft Warm Beds mod, you might want to wait until it is updated as well.
Title: Re: [1.0.24] Hospitality (updated 21.08.2019)
Post by: platipuss on August 23, 2019, 10:07:52 AM
Hello Orion

I'm using your mod since start it is one of my favorites
can we improve this mod like running a motel business
like your new update colony should get money for renting a room for a guest
guests can eat food  (if allowed) from the colony and pay for the food with this colony can make money and this whole mod can be used as a tool like trading

what do you think?
Title: Re: [1.0.24] Hospitality (updated 21.08.2019)
Post by: Orion on August 23, 2019, 10:12:43 AM
Hey, I don't think I understand what you are asking for...
Title: Re: [1.0.24] Hospitality (updated 21.08.2019)
Post by: platipuss on August 23, 2019, 11:28:43 AM
at the moment there are visitors coming if you have guest beds
they sleep on the guest beds (or on the ground sometimes if there is no bed available)
they use the colony recreation items
they may buy items from the allowed areas
your pawns charm them
if they like your hospitality they may leave presents to colony

What I suggest is

imagine travelers in rim world traveling for some reason (even the trading caravans)
when they visit your colony you can offer them service like,
bed
room
recreation
bath & toilette (dubs bad hygene)
meal

for each service there can be fixed price (given by the modder) or lets say colony can define its own price depending on the quality.
the guests or travelers can take whatever they want or afford from the list depending on the price.
based on the time they spend in the colony, they pay for the service.

in this way the player can use this mod as an income generator.
like smokeleaf industry
or running a drug producing colony
or profitable weapons

shortly make your colony like innkeeping (or motel)
you can gain reputation by happy visitors
with this reputation, more visitors may come to the colony
the colony may increase its prices by using this reputation
make a lot of money by this
visitors with bad intentions may come (thiefs or saboteurs)
probabilities can increase depending on the imagination in later stages


Title: Re: [1.0.24] Hospitality (updated 21.08.2019)
Post by: platipuss on August 23, 2019, 11:34:52 AM
by this innkeeping mod
you can force your prisoners to prostution (combine the mod with simple slavery and make the colony to brothel house)
you can deal drugs or weapons to your guests
make gambling
or
just run a hotel
with fancy restaurant with the meal recipies coming from vagetable garden mod

so your colony can shift to even crime related place or sin city
or a touristic place

depending on your choice story teller can generate events

Title: Re: [1.0.24] Hospitality (updated 21.08.2019)
Post by: Cariboul1 on August 24, 2019, 03:15:23 AM
Hi Orion,

Thanks for the great mod.

In your last update, how do the guest chose what to pay for a bed ?

In my playthrough i have multiple beds with different price,, do they chose regarding the beauty of the bedroom ?

Thanks!
Title: Re: [1.0.24] Hospitality (updated 21.08.2019)
Post by: Orion on August 24, 2019, 05:55:40 AM
@platipuss: Thanks for your input. If you want to help steer Hospitality in a specific direction, please consider becoming a supporter (https://www.patreon.com/orionmods). It allows you to vote for the next features I will work on.
Please understand that it is a lot of work and very difficult to add new features without breaking backwards compatibility or compatibility with other important mods. I spent most of my vacation on making it possible to charge money for beds. What you are suggesting is weeks of work (fulltime). Of course I will consider it, and if people want it, I will also work in that direction.
Title: Re: [1.0.24] Hospitality (updated 21.08.2019)
Post by: Orion on August 24, 2019, 05:59:48 AM
@cariboul1: Guests evaluate all beds according to their own preferences and financial situation. They take the quality of the bed, impressiveness of the room, type of room and more into account.
They will always pay for a room if they can and have to, but of course the price might make them more unhappy than the quality of their room makes them happy.
Title: Re: [1.0.27] Hospitality (updated 31.08.2019)
Post by: Orion on August 31, 2019, 08:03:07 AM
There's a new update with fixes.
Title: Re: [1.0.27] Hospitality (updated 31.08.2019)
Post by: Chibisuke on September 05, 2019, 02:22:00 AM
im nice i still keep their beds free....XD but i do occasionally steal guest :P if they are cute animal ppl
Title: Re: [1.0.27] Hospitality (updated 31.08.2019)
Post by: Ruisuki on September 16, 2019, 12:36:55 AM
are guests supposed to eat your food? they are straight up stealing from my fridge
Title: Re: [1.0.27] Hospitality (updated 31.08.2019)
Post by: Chibisuke on September 16, 2019, 01:10:21 AM
they prioritize eating food that they bring with them. But if they don't have any they'll eat your food.

Also if you are using other mods that allow you to set Guest/Visitors food policy like Pawn Rules. If the food they bring aren't permitted, they'll go raid your food storage for something that is allowed.
Title: Re: [1.0.27] Hospitality (updated 31.08.2019)
Post by: Orion on September 16, 2019, 02:35:30 AM
Before they starve they'll eat yours. But if you sell food and they can afford it, they'll buy it first.
Title: Re: [1.0.27] Hospitality (updated 31.08.2019)
Post by: Ruisuki on September 16, 2019, 05:06:40 AM
Ah i see. Well then it looks like ill have to restrict their stay to the guesthouse then. Or just build the shop and add a fridge in there
Title: Re: [1.0.30] Hospitality (updated 21.09.2019)
Post by: Orion on September 21, 2019, 10:41:58 AM
Update
1.0.30 - 21.09.2019
- New: Notification when a guest can be recruited (can be disabled in options)
- Fix: Rescued pawns will only become guests once treated, not before
- Fix: Rescued guests shot somewhere by pod will not give a relationship bonus anymore now
- Tweak: Made fee of beds factor in slightly less when selecting beds, and the type of room more
- Tweak: Guests will no longer self tend. Guests will now use medical beds when they need treatment
Title: Re: [1.0.31] Hospitality (updated 03.11.2019)
Post by: Orion on November 03, 2019, 01:40:30 PM
Update
- Tweak: Guests will approach a more random starting point
- Fix: Made spawning guest code end gracefully in more situations (guests will be removed if something went wrong)
- Fix: Enabled "forceAddFreeWarmLayerIfNeeded" when spawning guests
- Fix: Better error messages for spawning guests
- Fix: Taking correct temperature into account for guest clothes (*duh*)
- Fix: Error when rogue guest joins group
- Fix: Storage will now accept guest beds, if beds are selected
Title: Re: [1.0.31] Hospitality (updated 03.11.2019)
Post by: publicuser on November 03, 2019, 09:36:52 PM
forget to update github?
Title: Re: [1.0.31] Hospitality (updated 03.11.2019)
Post by: Orion on November 04, 2019, 06:15:02 AM
 ::) ugh... I've been sloppy. I'll fix it later today.
Title: Re: [1.0.32] Hospitality (updated 04.11.2019)
Post by: Orion on November 04, 2019, 12:13:31 PM
Apparently I forgot to push the release tag. It's up now, plus a hotfix for a conflict.
Title: Re: [1.0.32] Hospitality (updated 04.11.2019)
Post by: Kori on December 07, 2019, 07:32:58 AM
I often wished that my pawns could be visitors to other settlements too, for example in cold biomes when it became too cold for a caravan and I wanted them to take a break somewhere safe, when they got wounded or sick or when I was waiting for a restock.

Something like an extra button for caravans at other settlements. It shows the price in silver per day, which will depend on the amount of caravan members and your relationship to the faction. When it's toggled on, your caravan receives mood buffs, an increased healing rate for sleeping in beds, tending to wounds/ sickness and safe temperature as long as they have enough silver on them.
Title: Re: [1.0.32] Hospitality (updated 04.11.2019)
Post by: Orion on December 08, 2019, 02:39:43 AM
Sounds like a good idea. I don't think it should be a part of Hospitality, though. It can be a stand-alone mod.
Title: Re: [1.0.32] Hospitality (updated 04.11.2019)
Post by: Kori on December 09, 2019, 04:54:03 AM
I'm glad you like it! :)
Title: Re: [1.0.32] Hospitality (updated 04.11.2019)
Post by: Orion on December 09, 2019, 06:13:25 AM
Now you just have to find someone who likes it so much they will make it ;)
Title: Re: [1.0.32] Hospitality (updated 04.11.2019)
Post by: Kori on December 09, 2019, 10:04:24 AM
You can't be convinced that it would fit well into Hospitality because it is the same feature that you give to players, but this time for NPCs?
You have to admit that it's not plausible that the player settlement is the only one in the world that had the bright idea of offering accommodation for money. ;)
Title: Re: [1.0.32] Hospitality (updated 04.11.2019)
Post by: Orion on December 09, 2019, 12:40:37 PM
Sure it is plausible, just as all the other factions are the only ones who can churn out hundreds of warriors every day, despite them getting slaughtered every time :P

I get your point, but I don't even have enough time to do the updates that I do want to do.
Title: Re: [1.0.32] Hospitality (updated 04.11.2019)
Post by: Kori on December 10, 2019, 12:54:34 PM
That's no problem, thanks anyway! :)
Title: Re: [1.0.33] Hospitality (updated 15.12.2019)
Post by: Orion on December 15, 2019, 03:53:37 PM
Update
- New: Polish translations (thanks to dnx)
- Fix: Made pawn.story conditional, so pawns without a story will not throw errors
- Fix: Added check against giving guests minified things that have a InnerThing == null
- Fix: Guests will now use medical beds or regular beds in the guest area if they are injured
- Fix: Errors when despawning invalid pawns
- Tweak: Guests will more often come with small amounts of money instead of no money at all
- Tweak: Guests will not bring items that will rot within the next 6 days

Note that rescuing guests to hospital beds still doesn't work perfectly. Rescuing them to other beds doesn't work at all. RimWorld has the whole bed mess hardcoded, so there's not much wiggling room to fix things for me.
Title: Re: [1.0.33] Hospitality (updated 15.12.2019)
Post by: dnx on December 17, 2019, 02:18:04 PM
My Pleasure  ;D
Title: Re: [1.0.33] Hospitality (updated 15.12.2019)
Post by: blopi on January 21, 2020, 05:02:18 PM
Good afternoon,

I am just posting a quick message to thank you for the beautiful mod.
I also corrected the french version that contained some grammatical sentences... how may I say? A bit "heavy", or sometimes using uncorrected words, and also the options were not translated.

I do not mean to offend the original translator, neither criticize his work, only to help a bit.

I attached the *.zip with the post. It is called French.zip, as I literally took the folder, corrected the sentence in it and compressed it to be able to submit it here.

Good day!
Title: Re: [1.0.33] Hospitality (updated 15.12.2019)
Post by: Orion on January 22, 2020, 03:18:42 AM
Thanks for taking the time. With every update I release, all the translations will be outdated. Optimally the translators would watch changes to the language files in the repository and update translations accordingly, but I haven't seen that happen yet.

I'll add your changes with the next version of the mod.
Title: Re: [1.0.33] Hospitality (updated 15.12.2019)
Post by: blopi on January 25, 2020, 08:49:55 PM
New translation french version! :)

-> All sentences in the "Social" tab are now making sense !
......... The way things are said in english, sometimes, can't be literally translated as it is in french, and need some grammatical changes. I re-work all the "InteractionDef" and the "RulePacks_InteractionsExtra" for them to be understandable. Maybe a couple of sentences are not that frenchy, but hey! Pardon my french! :P
-> All settings, guests tabs, console command orders, Work tab details are re-translated, tooltips included.
......... More detailed, better explained.
......... I tried to make some tooltips to appear in the "pawn guest tab" on mouse over, but without success... Never mind.

Few things:

-> The tab "Guests" is still called Guests. Its tooltip is still also in english. I did not find where to translate them.
-> In the Guests tab, I can't find where to translate "Area of Accommodation" and "Shopping Area", though it is perfectly understandable in french. I just wanted to make more tooltips.

I hope french users will enjoy! :)
If they are finding incorrections, please let me know!

The file is named "French Hospitality 1.0.33.zip". It is attached to this post. I will delete the old version.

Very good Rimevening! :)
Title: Re: [1.0.33] Hospitality (updated 15.12.2019)
Post by: Orion on January 26, 2020, 02:46:19 AM
Thanks for the detailed explanation and the update. I've made a note of the missing things and hopefully next version you'll be able to localize them, too.
Title: Re: [1.0.33] Hospitality (updated 15.12.2019)
Post by: Mistrornge on January 31, 2020, 04:32:30 PM
Is there a way to return to the old method of recruiting?  I liked that I could designate a pawn for recruitment and that pawn is worked by my social team.  Is there a way to have both methods?
Title: Re: [1.0.33] Hospitality (updated 15.12.2019)
Post by: blopi on February 01, 2020, 12:08:36 PM
The old method consisted in recruiting "captured" pawns. Meaning, you had to capture a pawn to be able to recruit them (in my experience, I never could recruit a rescued pawn (even from Space...), I had to capture them, lower their resistance, and then, when the resistance felt to zero, it was possible to recruit the pawn.

(Edit few days later: I managed to recruit a rescued pawn (from Space) after many tests! Well, I did not recruit him, he joined my colony, which is a bit different).

With Hospitality mod, it is now a bit more elaborated.
Still, you can capture pawns with the objective of recruiting them.
Now, when a group of guests pawns come to your colony, it is working a bit differently.
You need to be at least not "hostile" with a faction to be able to recruit a pawn from a different faction (because they will "visit" you).
Recruiting a pawn from another faction will cost you "Goodwill" points (relationship points between your faction and the pawn's faction. You can check these points in the faction tab). The more a guest has friends in your colony and the more he feels well inside your walls, the lower the price (Goodwill points) will be. Raising the number of friends consists in making your "diplomate pawns" making friends with guests. Raising the Hospitality consists in making a nice place to receive your guest (with joy buildings and rich place).

Your diplomates will engage your guests (as like as when you asked your pawn to lower the resistance of a prisoner). And when the guest will have the necessary friends for him to feel welcomed in your colony, you will be able to recruit him. There's a difference here, because if there's an ultimate "talk" between the prisoner and one of your pawn before recruiting the prisoner, there is not with a guest, you only have to press the recruit button.

Now if you want to work like the old method, just receive (entertain - engage) your guest (without making friends), and select "making friends" the one(s) you would like to join your company.

You may control that in the Guest Tab by toggling the options.
The phylactery is about entertaining your guest ; the little star is making friends.
Title: Re: [1.0.34] Hospitality (updated 08.02.2020)
Post by: Orion on February 08, 2020, 10:46:11 AM
Update
1.0.34 - 08.02.2020
- New: You can trade with all guests from now on, but guests won't bring a trader anymore
- Fix: Added faction type and name in error when failing to spawn guests
- Fix: Updated French translations (thanks to Blopi)
- Fix: Added missing translation files for guests button
- Fix: Added faction, area of accommodation and shopping area labels for translation
- Fix: Guests without lords losing their guest menu
- Fix: Trading with recovered pawns works now too
Title: Re: [1.0.34] Hospitality (updated 08.02.2020)
Post by: blopi on February 09, 2020, 08:52:01 AM
Good morning Orion!

Thank you for your update.

In the load screen, here is what it is said, and when I am loading the last version, guest beds disappeared.
Maybe you need more informations? I really do not know how to report a bug, please excuse me for this. I wish I could do it better...

Quote from: ConceptDef named GuestBedsCould not resolve cross-reference to RimWorld.ConceptDef named GuestBeds (wanter=knowledge)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForDictionary`2:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Quote from: Failed to load key/value pair
Failed to load key/value pair: , 0
Verse.Log:Error(String, Boolean)
Verse.WantedRefForDictionary`2:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [1.0.34] Hospitality (updated 08.02.2020)
Post by: Canute on February 09, 2020, 09:15:31 AM
blopi,
at the log window you should see a green button "Share log" use it and post the link please.
Title: Re: [1.0.34] Hospitality (updated 08.02.2020)
Post by: blopi on February 09, 2020, 09:37:16 AM
Here is the link (https://gist.github.com/HugsLibRecordKeeper/2cf08977bf40546251498ec0a8ee052d).

It is said that translation data for language French has 158 errors. Generate translation report for more info.
-> I will look into that, because I took the previous french folder as it is. So I will try to take another translation file, translate it and test to see if there are still french translations errors. If you need a hand (while I am not qualified with your skills), please feel free to ask me.

PS: I am also trying to quit all mods I have by deactivating them one by one to see if it is a mod conflict.

----------------------------------
Edit:
Orion, I restored the default settings of the game, and it the errors do not appear... I do not know why?
Oh goodness, I have to configure another time all the mods :P

Please excuse me for my previous intervention, as it appears the errors are "gone"?

Edit2:

Now, before "reporting" something, I will restore the default settings, and then see what it is happening.

Edit3:
Thank you for the update :)
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: Orion on February 10, 2020, 02:32:33 PM
Update
1.0.35 - 10.02.2020
- Fix: Traders and travelers having wrong color and missing trade icon

Here's a hotfix for the trade caravan issue. You might also want to update to the latest version of Soft Warm Beds if you use that mod.
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: blopi on February 14, 2020, 10:12:26 AM
Good morning!
Thank you for the last updates Orion, everything is working fine on my side, I tried to reproduce the error I met, but without success...

Because now we can trade with every guest, it is possible to offer "meal" to a rescued pawn when he is becoming a guest, and not seeing him starving to death during his stay.

Anyway, for the translation, here is what I did:

-> Translation of the text added in last update and things that were referring to.
......... "Guest" tab now translated in "Hospitalité" ; I can not see in the french version of the game another english word from your mod, this is really cool! Thank you again for your effort.
-> Few orthographical corrections.
......... I made some mistakes in previous translation, they are now all corrected (I hope!).

I will attach the *.zip file with this topic. It is called French Hospitality 1.0.35.zip.

Few things:

Besides the fact that your mod is working very well on my game, I made a list of things about the gameplay with the mod that seems to me curious. I tried to explain the best I could, regrouping them by subject. If it is not clear, please let me know.
-> I have to precise I did not test without any other mod than yours... So surely my test is not really "clean".
-> These tests were made on version 10.0.33 ; 10.0.34 and 10.0.35 of your mod.
-> If you believe it is not important, just do not bother and forget my message, it really is not important.

A) Factions interaction:
I am not familiar with the vanilla interaction faction without your mod. AKA, I do not have the experience on how two caravans, from factions that are enemies, are interacting towards themselves.

......... When two friendly group factions are visiting the colony at the same time, but are enemies towards themselves, the two factions are not fighting when they meet (I had an easy testing because all factions in my game are enemies among themselves).
......... Is it normal?
......... Same when a rescued pawn is becoming a guest (I do not send him away) and is meeting a group of visitor from an enemy faction inside the base, they are not fighting.
......... When a group of visitors is leaving the colony ("Send Away...") and pass close to a caravan from an enemy faction, they are not fighting.

......... BUT If a send away rescued pawn who became a guest (Refugee Pod Crash) is meeting on its way to the edge of the map a caravan from an enemy faction, they are fighting.

B) Becoming guest:
-> When fully healed, rescued pawn (Refugee Pod Crash from a friendly faction) becomes guest even if "Guest deactivated" on mod settings and with or without guest beds (I tried both).
......... However, it is possible to select the new guest and send him away.

C) Send Away...:
-> When sending away a becoming guest (after being rescued (Refugee Pod Crash)) who does not join the present guest group of the same faction, only this pawn is leaving the map.
......... The other guests of the same faction is staying (surely because they did not arrive to my colony together?).
-> When sending away a visitor who belongs to a guest group, the entire group is leaving.
......... The "Send away..." tooltip is then confusing the warning because it is the same for a rescued pawn than a visitor from a group (I explained the difference in the french tooltip but it is not specified in the english one).

D) Console:
-> I do not understand the reason (or the mechanism) why factions are not interested to visit when they have 90+ relation points.
-> Inviting a faction to visit while an enemy faction caravan is in the map of my colony:
......... It is possible to invite a faction (hospitality mod), but it is not possible to ask the same faction for a military help (vanilla).

E) Interaction between colonist and guest:
-> Just after talking to a guest, the colonist did not properly target other guest to talk with.
......... So the colonist is talking alone. It does not happen every time, but sometime.
-> There is no feedback when trying to force interact with a sleeping guest, or with a guest who was recently talked to.
......... There is no warning that says no interaction is posible because target is sleeping, or because target was recently interacted with.
-> When a guest is eating or goes on his way to eat, if he is engaged in a conversation, the meal is no longer considered his.
......... Then, the guest is loosing his meal.

F) Thoughts_Guest.xml:
-> When receiving a group of visitor:
......... In the guest Needs tab (not in the Social tab), description of interactions with visitors is always "charmed me" while there is another description "was endorsed to me" (that is never shown on my game).

Excellent day! :)
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: Previ on March 05, 2020, 09:46:36 PM
I think Hospitality broke my game. With 1.1 out I can't use Hospitality and ever since then all guests and traders never leave, starve to death and fight with each other once they start to starve. Is there something I can do to fix this problem?
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: Canute on March 06, 2020, 03:00:04 AM
dismar,
i am not sure if you remove the trader guest and let all guest be trader be a good idea.
Ok basicly you can sell more things then before but it is a pain to interact with all guest manualy for a trade.
Not sure if this is hospitality based but i notice they have barely any usefule items for sale. Previously they got depend on the faction, some components,medical,drugs but currently only 1 maybe 2 appareal parts.

So i suggest to readd the trader symbol, so the guest group act like a caravan to combine all wallets and inventories into one trade screen.
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: Orion on March 06, 2020, 03:33:19 AM
@Previ: Removing a mod mid-game is almost never a good idea. With Hospitality, it works unless there are guests on the map. So if you just update RimWorld midgame to a major new version, that's practically the same.
I recommend using the dev tools to send the guests back to the world. Not sure what it's called. Maybe Despawn or Destroy.

@Canute: Not sure who you are addressing. Guests have never worked as a caravan and that won't change with the "trade symbol", which is just an icon on pawns you can trade with, nothing else. I could let them come with more items, but to be honest, they're guests, not traders. Allowing you to trade with every guest solves many more problems than it creates.
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: Canute on March 06, 2020, 05:10:20 AM
At first sorry that i wrote dismar not Orion ! :-)
At moment it is pretty pointless for me manualy trade with guests. They don't have any useful items like at the past.
It is better to create a zone at the item's i would like to sell and let the guest buy them, they even buy items at this way i wouldn't be able to sell them with the interaction.

I don't want say it is good or bad, it is just a notifaction with the early version.
Everyone has to find his own way how to handle with the guests. :-)

Not sure how much influence you got at the equip of the guests in combination with traits.
I got a brawler with a equiped pistol, nudist with clothes.


Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: Orion on March 07, 2020, 05:26:44 AM
Yeah, I guess I should add safeguards to prevent them from buying stuff that conflicts with a trait. Shouldn't be too hard.
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: Orion on March 11, 2020, 06:49:16 AM
@blopi: I had this page open for a long time, looking for a moment when I could reply to your points. Thanks for the long list of possible improvements. They're all valid points that fall into the category "should be fixed but it's not awful enough to warrant spending my weekend on" or "already on the endless todo list of how to kill my spare time".
It is an excellent list and I wish I could just go through it and fix everything, but most of these items will cost me a day or more.

It would be great if you could playtest the mod again after the 1.1 update, if you can find the time, but only focus on what's annoying for the player.
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: Traditionology on March 15, 2020, 04:35:53 PM
Happy 5 year anniversary on this mod! I think I've used it almost the whole time. Thank you for your continued updates and hard work on this <3
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: pauloandrade2 on March 16, 2020, 03:12:23 AM
Hey Orion When will you Update Hospitality to 1.1.0?

Because im a massive fan of your work and id love to have it in my current Rimworld Campaign .

Cheers from Europe.  :-*
Title: Re: [1.0.35] Hospitality (updated 10.02.2020)
Post by: Orion on March 16, 2020, 04:07:06 AM
Thanks, Traditionology, I would have totally missed it.
@pauloandrade2: I'm busy with it. You can follow my progress on Patreon and GitHub (see front page for links).
There is a test version available, but it's not stable and will probably mess up your save files.
Greetings back from Europe :P
Title: Re: [1.1.1] Hospitality (updated 20.03.2020)
Post by: Orion on March 20, 2020, 04:54:30 PM
Update to 1.1

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)
Title: Re: [1.1.1] Hospitality (updated 20.03.2020)
Post by: Kjndst on March 20, 2020, 05:09:59 PM
@Orion:
Thank you so much for the 1.1 update. My Rimworld is now complete  ;D
Title: Re: [1.1.1] Hospitality (updated 20.03.2020)
Post by: TopIn on March 20, 2020, 08:25:12 PM
I have a problem
when I accept a guest , the error log comes out  and the guest leaves or is not even seen
i have a nice guest room with a couple of beds and simple to reach
I don't understand why it doesn't work for me  :'(  :'(
sorry for my english
Title: Re: [1.1.1] Hospitality (updated 20.03.2020)
Post by: TopIn on March 20, 2020, 08:51:54 PM
Hospitality: Something failed when setting up visitors from faction Tribù Di Barra(tribù civile):
bool RimWorld.DropCellFinder.TryFindDropSpotNear(Verse.IntVec3,Verse.Map,Verse.IntVec3&,bool,bool,bool,System.Nullable`1<Verse.IntVec2>)
  at Hospitality.IncidentWorker_VisitorGroup.GetSpot (Verse.Map map, Verse.Area guestArea, Verse.IntVec3 startPos) [0x0003b] in <aaca645e09e44164a5ea2a669b9155e3>:0
  at Hospitality.IncidentWorker_VisitorGroup.SpawnGroup (RimWorld.IncidentParms parms, Verse.Map map) [0x0004a] in <aaca645e09e44164a5ea2a669b9155e3>:0
Verse.Log:Error(String, Boolean)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.<>c__DisplayClass9_0:<TryExecuteWorker>g__Allow|0()
Verse.DiaOption:Activate()
Verse.DiaOption:OptOnGUI(Rect, Boolean)
Verse.Dialog_NodeTree:DrawNode(Rect)
Verse.Dialog_NodeTree:DoWindowContents(Rect)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [1.1.1] Hospitality (updated 20.03.2020)
Post by: Orion on March 21, 2020, 02:44:03 AM
Thanks, I'll look into it. The error helps, but can you also post a full log when it happens? Ctrl-f12
Title: Re: [1.1.1] Hospitality (updated 20.03.2020)
Post by: Orion on March 21, 2020, 07:32:58 AM
Okay. I can't find the issue using this error alone. I need the full log.
Title: Re: [1.1.2] Hospitality (updated 21.03.2020)
Post by: Orion on March 21, 2020, 07:36:57 AM
I've uploaded a new version. It does not fix TopIn's issue.
Title: Re: [1.1.2] Hospitality (updated 21.03.2020)
Post by: TopIn on March 21, 2020, 08:45:19 AM
this is for 1.1.2
i've active: bubble,coloredmodbar, EPC, Harmony, HugsLib, RealisticRooms, RimsHUD, TiledSoil, WallLights


Log uploaded on Saturday, March 21, 2020, 1:39:59 PM
Loaded mods:
Harmony(brrainz.harmony): 0Harmony(2.0.0.8), HarmonyMod(1.0.0.3)
Core(Ludeon.RimWorld): (no assemblies)
Royalty(Ludeon.RimWorld.Royalty): (no assemblies)
Interaction Bubbles(Jaxe.Bubbles): 0Harmony(2.0.0.8), Bubbles(1.6.1.0)
CM Color Coded Mood Bar [1.1](CrashM.ColorCodedMoodBar.11): 0Harmony(2.0.0.8), 1SettingsHelper(0.19.1.36477), ClassLibrary(0.0.0.0)
EdB Prepare Carefully(EdB.PrepareCarefully): 0Harmony(2.0.0.8), EdBPrepareCarefully(1.1.1.0)
HugsLib(UnlimitedHugs.HugsLib)[ov:7.1.0]: HugsLib(av:1.0.0.0,fv:6.1.3), 0Harmony(2.0.0.8)
Hospitality(Orion.Hospitality): Hospitality(1.0.0.0)
Realistic Rooms(crlsniper.realisticrooms): (no assemblies)
RimHUD(Jaxe.RimHUD): 0Harmony(2.0.0.8), RimHUD(1.6.3.0)
Tilled Soil(GT.Sam.TilledSoil): (no assemblies)
Wall Light(Murmur.WallLight): WallLight(1.0.0.0)

Active Harmony patches:
AddictionUtility.CanBingeOnNow: PRE: Hospitality.Harmony.AddictionUtility_Patch+CanBingeOnNow.Prefix
BattleLog.Add: post: Bubbles.Patch.Verse_BattleLog_Add.Postfix
Building_Bed.GetGizmos: post: Hospitality.Harmony.Building_Bed_Patch+GetGizmos.Postfix
Building_Bed.set_ForPrisoners: post: Hospitality.Harmony.Building_Bed_Patch+ForPrisoners.Postfix
Building_Door.PawnCanOpen: PRE: Hospitality.Harmony.Building_Door_Patch+PawnCanOpen.Prefix
ColonistBarColonistDrawer.DrawColonist: PRE: MoodBarPatch.MoodPatch.Prefix
DebugWindowsOpener.DevToolStarterOnGUI: TRANS: HugsLib.Patches.DevToolStarterOnGUI_Patch.ExtendButtonsWindow
DebugWindowsOpener.DrawButtons: TRANS: HugsLib.Patches.DebugWindowsOpener_Patch.DrawAdditionalButtons
Dialog_Options.DoWindowContents: TRANS: HugsLib.Patches.Dialog_Options_Patch.ReplaceModOptionsButton
EditWindow_Log.DoMessagesListing: PRE: HugsLib.Patches.EditWindow_Log_Patch.ExtraLogWindowButtons
ExpectationsUtility.CurrentExpectationFor: post: Hospitality.Harmony.ExpectationsUtility_Patch+CurrentExpectationForPawn.Postfix
Faction.Notify_MemberExitedMap: PRE: Hospitality.Harmony.Faction_Patch+Notify_MemberExitedMap.Prefix
FactionDialogMaker.FactionDialogFor: post: Hospitality.Harmony.FactionDialogMaker_Patch+FactionDialogFor.Postfix
FactionUtility.IsPoliticallyProper: post: Hospitality.Harmony.FactionUtility_Patch+IsPoliticallyProper.Postfix
FoodUtility.BestFoodSourceOnMap: PRE: Hospitality.Harmony.FoodUtility_Patch+BestFoodSourceOnMap.Prefix
ForbidUtility.CaresAboutForbidden: PRE: Hospitality.Harmony.ForbidUtility_Patch+CaresAboutForbidden.Replacement
ForbidUtility.InAllowedArea: post: Hospitality.Harmony.ForbidUtility_Patch+InAllowedArea.Postfix
ForbidUtility.SetForbidden: PRE: Hospitality.Harmony.ForbidUtility_Patch+SetForbidden.Prefix
Game.DeinitAndRemoveMap: post: HugsLib.Patches.Game_DeinitAndRemoveMap_Patch.MapRemovalHook
Game.FillComponents: PRE: HugsLib.Patches.Game_FillComponents_Patch.GameInitializationHook
Game.FinalizeInit: post: HugsLib.Patches.Game_FinalizeInit_Patch.WorldLoadedHook, RimHUD.Patch.Verse_Game_FinalizeInit.Postfix
Game.InitNewGame: post: EdB.PrepareCarefully.HarmonyPatches.ReplaceScenarioPatch.Postfix
GatheringsUtility.ShouldGuestKeepAttendingGathering: PRE: Hospitality.Harmony.GatheringsUtility_Patch+ShouldGuestKeepAttendingGathering.Prefix
ITab.get_PaneTopY: PRE: RimHUD.Patch.RimWorld_ITab_PaneTopY.Prefix
ITab_Pawn_Gear.InterfaceDrop: PRE: Hospitality.Harmony.ITab_Pawn_Gear_Patch+InterfaceDrop.Prefix
ITab_Pawn_Guest.get_IsVisible: post: Hospitality.Harmony.ITab_Pawn_Guest_Patch+IsVisible.Postfix
InspectPaneFiller.DoPaneContentsFor: PRE: RimHUD.Patch.RimWorld_InspectPaneFiller_DoPaneContentsFor.Prefix
InspectPaneUtility.DoTabs: PRE: RimHUD.Patch.RimWorld_InspectPaneUtility_DoTabs.Prefix
InspectPaneUtility.InspectPaneOnGUI: PRE: RimHUD.Patch.RimWorld_InspectPaneUtility_InspectPaneOnGUI.Prefix
InspectPaneUtility.PaneSizeFor: PRE: RimHUD.Patch.RimWorld_InspectPaneUtility_PaneSizeFor.Prefix
InspectPaneUtility.PaneWidthFor: PRE: RimHUD.Patch.RimWorld_InspectPaneUtility_PaneWidthFor.Prefix
JobDriver.DriverTick: PRE: Hospitality.Harmony.JobDriver_Patch+DriverTick.Prefix
JobGiver_Work.PawnCanUseWorkGiver: PRE: Hospitality.Harmony.JobGiver_Work_Patch+PawnCanUseWorkGiver.Prefix
JobGiver_Work.TryIssueJobPackage: PRE: Hospitality.Harmony.JobGiver_Work_Patch+TryIssueJobPackage.Prefix
JoyGiver_Ingest.CanIngestForJoy: post: Hospitality.Harmony.JoyGiver_Ingest_Patch+CanIngestForJoy.Postfix
LanguageDatabase.SelectLanguage: PRE: HugsLib.Patches.LanguageDatabase_Patch.ForceRestartAfterLangChange
LetterStack.LettersOnGUI: PRE: RimHUD.Patch.Verse_LetterStack_LettersOnGUI.Prefix
MainTabWindow_Inspect.get_PaneTopY: PRE: RimHUD.Patch.RimWorld_MainTabWindow_Inspect_PaneTopY.Prefix
Map.ConstructComponents: post: HugsLib.Patches.Map_ConstructComponents_Patch.MapComponentsInitHook
Map.FinalizeInit: post: HugsLib.Patches.Map_FinalizeInit_Patch.MapLoadedHook
MapComponentUtility.MapGenerated: post: HugsLib.Patches.MapComponentUtility_MapGenerated_Patch.MapGeneratedHook
MapInterface.MapInterfaceOnGUI_AfterMainTabs: PRE: RimHUD.Patch.Verse_MapInterface_MapInterfaceOnGUI_AfterMainTabs.Prefix
MapInterface.MapInterfaceOnGUI_BeforeMainTabs: post: Bubbles.Patch.RimWorld_MapInterface_MapInterfaceOnGUI_BeforeMainTabs.Postfix
MapInterface.Notify_SwitchedMap: post: RimHUD.Patch.Verse_MapInterface_Notify_SwitchedMap.Postfix
MemoryUtility.ClearAllMapsAndWorld: PRE: Bubbles.Patch.Verse_Profile_MemoryUtility_ClearAllMapsAndWorld.Prefix, RimHUD.Patch.Verse_Profile_MemoryUtility_ClearAllMapsAndWorld.Prefix
MentalStateHandler.TryStartMentalState: PRE: Hospitality.Harmony.MentalStateHandler_Patch+TryStartMentalState.Prefix
MinifiedThing.DrawAt: PRE: Hospitality.Harmony.MinifiedThing_Patch+DrawAt.Prefix
ModsConfig.RestartFromChangedMods: PRE: HugsLib.Patches.ModsConfig_RestartFromChangedMods_Patch.QuickRestartInDevMode
OverlayDrawer.DrawOverlay: PRE: Hospitality.Harmony.OverlayDrawer_Patch+DrawOverlay.Prefix
Page_ConfigureStartingPawns.DoWindowContents: post: EdB.PrepareCarefully.HarmonyPatches.PrepareCarefullyButtonPatch.Postfix
Page_ConfigureStartingPawns.PreOpen: post: EdB.PrepareCarefully.HarmonyPatches.ClearOriginalScenarioPatch.Postfix
Pawn.GiveSoldThingToPlayer: PRE: Hospitality.Harmony.Pawn_Patch+GiveSoldThingToPlayer.Prefix
Pawn.GiveSoldThingToTrader: PRE: Hospitality.Harmony.Pawn_Patch+GiveSoldThingToTrader.Prefix
Pawn.SetFaction: PRE: Hospitality.Harmony.Pawn_Patch+SetFaction.Prefix
Pawn.VerifyReservations: PRE: Hospitality.Harmony.Pawn_Patch+VerifyReservations.Prefix
PawnNameColorUtility.PawnNameColorOf: PRE: Hospitality.Harmony.PawnNameColorUtility_Patch+PawnNameColorOf.Prefix
PawnUtility.ShouldSendNotificationAbout: post: Hospitality.Harmony.PawnUtility_Patch+ShouldSendNotificationAbout.Postfix
Pawn_ApparelTracker.TryDrop: PRE: Hospitality.Harmony.Pawn_ApparelTracker_Patch+TryDrop.Replacement
Pawn_GuestTracker.SetGuestStatus: PRE: Hospitality.Harmony.Pawn_GuestTracker_Patch+SetGuestStatus.Prefix
Pawn_InteractionsTracker.TryInteractRandomly: PRE: Hospitality.Harmony.Pawn_InteractionsTracker_Patch+TryInteractRandomly.Replacement
Pawn_MindState.Reset: post: Hospitality.Harmony.Pawn_MindState_Patch+TryStartMentalState.Postfix
Pawn_NeedsTracker.ShouldHaveNeed: PRE: Hospitality.Harmony.Pawn_NeedsTracker_Patch+ShouldHaveNeed.Prefix
Pawn_Ownership.UnclaimBed: PRE: Hospitality.Harmony.Pawn_Ownership_Patch+UnclaimBed.Prefix
Pawn_Ownership.get_OwnedBed: PRE: Hospitality.Harmony.Pawn_Ownership_Patch+get_OwnedBed.Prefix
Pawn_RelationsTracker.Notify_RescuedBy: PRE: Hospitality.Harmony.Pawn_RelationsTracker_Patch+Notify_RescuedBy.Prefix
Pawn_TraderTracker.get_CanTradeNow: PRE: Hospitality.Harmony.Pawn_TraderTracker_Patch+CanTradeNow.Prefix
Pawn_WorkSettings.ExposeData: post: Hospitality.Harmony.Pawn_WorkSettings_Patch+ExposeData.Postfix
PlayDataLoader.DoPlayLoad: post: HugsLib.Patches.PlayDataLoader_Patch.InitModsHook
PlayLog.Add: post: Bubbles.Patch.Verse_PlayLog_Add.Postfix
PlaySettings.DoPlaySettingsGlobalControls: post: Bubbles.Patch.RimWorld_PlaySettings_DoPlaySettingsGlobalControls.Postfix, RimHUD.Patch.RimWorld_PlaySettings_DoPlaySettingsGlobalControls.Postfix
QuestNode_GetPawn.TryFindFactionForPawnGeneration: PRE: Hospitality.Harmony.QuestNode_GetPawn_Patch+TryFindFactionForPawnGeneration.Prefix
Reachability.CanReach: post: Hospitality.Harmony.Reachability_Patch+CanReach.Postfix
ReservationManager.LogCouldNotReserveError: PRE: Hospitality.Harmony.ReservationManager_Patch+LogCouldNotReserveError.Prefix
RestUtility.IsValidBedFor: post: Hospitality.Harmony.RestUtility_Patch+IsValidBedFor.Postfix
Room.get_Owners: PRE: Hospitality.Harmony.Room_Patch+Owners.Replacement
Root.Update: post: HugsLib.Patches.Root_Patch.UpdateHook
Root_Play.SetupForQuickTestPlay: TRANS: HugsLib.Patches.RootPlay_TestPlay_Patch.InjectCustomQuickstartSettings
SocialCardUtility.DrawPawnRow: PRE: Hospitality.Harmony.SocialCardUtility_Patch+DrawPawnRow.Prefix
SocialCardUtility.GetPawnSituationLabel: PRE: Hospitality.Harmony.SocialCardUtility_Patch+GetPawnSituationLabel.Replacement
ThingFilter.Allows: PRE: Hospitality.Harmony.ThingFilter_Patch+Allows.Prefix
ThinkNode_ConditionalNPCCanSelfTendNow.Satisfied: post: Hospitality.Harmony.ThinkNode_ConditionalNPCCanSelfTendNow_Patch+Satisfied.Postfix
ThoughtWorker_PrisonBarracksImpressiveness.CurrentStateInternal: PRE: Hospitality.Harmony.ThoughtWorker_Patch+PrisonBarracksImpressiveness.CurrentStateInternal
ThoughtWorker_PrisonCellImpressiveness.CurrentStateInternal: PRE: Hospitality.Harmony.ThoughtWorker_Patch+PrisonCellImpressiveness.CurrentStateInternal
Toils_LayDown.ApplyBedThoughts: PRE: Hospitality.Harmony.Toils_LayDown_Patch+ApplyBedThoughts.Replacement
TransitionAction_EnsureHaveExitDestination.DoAction: PRE: Hospitality.Harmony.TransitionAction_EnsureHaveExitDestination_Patch+DoAction.Prefix
TransitionAction_SetDefendLocalGroup.DoAction: PRE: Hospitality.Harmony.TransitionAction_SetDefendLocalGroup_Patch+DoAction.Prefix
Tutor.TutorOnGUI: PRE: RimHUD.Patch.RimWorld_Tutor_TutorOnGUI.Prefix
UIRoot.UIRootOnGUI: post: HugsLib.Patches.UIRoot_Patch.OnGUIHook
VersionControl.DrawInfoInCorner: post: HarmonyMod.VersionControl_DrawInfoInCorner_Patch.Postfix
WorkGiver_HunterHunt.HasJobOnThing: post: Hospitality.Harmony.WorkGiver_HunterHunt+HasJobOnThing.Postfix
Harmony versions present: 2.0.0.8: net.pardeike.rimworld.lib.harmony, UnlimitedHugs.HugsLib, Bubbles, com.github.bc.rimworld.mod.moodbar, Orion.Hospitality; 2.0.0.6: RimHUD; 2.0.0.5: EdB.PrepareCarefully

Platform information: (hidden, use publishing options to include)

Log file contents:
Mono path[0] = '[Rimworld_dir]/RimWorldWin64_Data/Managed'
Mono config path = '[Rimworld_dir]/MonoBleedingEdge/etc'
Initialize engine version: 2019.2.17f1 (8e603399ca02)
[XR] Discovering subsystems at path [Rimworld_dir]/RimWorldWin64_Data/UnitySubsystems
GfxDevice: [Renderer information redacted]
Begin MonoManager ReloadAssembly
RimWorld 1.1.2552 rev605
XML error: <modDependenciesByVersion><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><packageId>Jaxe.Bubbles</packageId><name>Interaction Bubbles</name><author>Jaxe</author><description>Mod Version: 1.6.1\n\n\nShows bubbles when pawns perform a social interaction with the text that would normally only be found in the log.\n\nBubbles will fade away after a short time but they are linked to the game time so pausing the game will halt the bubble from fading. Hovering over a bubble will make it nearly transparent and they can be clicked through to objects underneath. There is a toggle button in the play settings area to disable bubbles from being shown.</description><supportedVersions><li>1.0</li><li>1.1</li></supportedVersions><modDependenciesByVersion><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion></ModMetaData>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

XML error: <modDependenciesByVersion><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><packageId>Jaxe.Bubbles</packageId><name>Interaction Bubbles</name><author>Jaxe</author><description>Mod Version: 1.6.1\n\n\nShows bubbles when pawns perform a social interaction with the text that would normally only be found in the log.\n\nBubbles will fade away after a short time but they are linked to the game time so pausing the game will halt the bubble from fading. Hovering over a bubble will make it nearly transparent and they can be clicked through to objects underneath. There is a toggle button in the play settings area to disable bubbles from being shown.</description><supportedVersions><li>1.0</li><li>1.1</li></supportedVersions><modDependenciesByVersion><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion></ModMetaData>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[HugsLib] version 7.1.0
Translation data for language Italian has 88 errors. Generate translation report for more info.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[Bubbles v1.6.1] Initialized
[CMColorCodedMoodBar] CMColorCodedMoodBar initialized
[RimHUD v1.6.3] Initialized
[HugsLib] initializing Hospitality, MURWallLight
Injecting guest beds into the following facilities: EndTable, Dresser, VitalsMonitor
Created guest beds for the following beds: SleepingSpot, DoubleSleepingSpot, Bed, DoubleBed, RoyalBed, HospitalBed, Bedroll, BedrollDouble
[RimHUD v1.6.3] Integrated with Interaction Bubbles
Unloading 5 Unused Serialized files (Serialized files now loaded: 1)

Unloading 52 unused Assets to reduce memory usage. Loaded Objects now: 10395.
Total: 913.659111 ms (FindLiveObjects: 1.671556 ms CreateObjectMapping: 1.308889 ms MarkObjects: 910.606667 ms  DeleteObjects: 0.071111 ms)

Loading game from file Autosave-4 with mods:
  - brrainz.harmony
  - Ludeon.RimWorld
  - Ludeon.RimWorld.Royalty
  - Jaxe.Bubbles
  - CrashM.ColorCodedMoodBar.11
  - EdB.PrepareCarefully
  - UnlimitedHugs.HugsLib
  - Orion.Hospitality
  - crlsniper.realisticrooms
  - Jaxe.RimHUD
  - GT.Sam.TilledSoil
  - Murmur.WallLight
Could not resolve reference to object with loadID Thing_Human118054 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=RimWorld.DirectPawnRelation curPathRelToParent=
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Pawn Emily has relation "ExLover" with null pawn after loading. This means that we forgot to serialize pawns somewhere (e.g. pawns from passing trade ships).
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Unloading 0 Unused Serialized files (Serialized files now loaded: 1)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 18981.
Total: 441.588000 ms (FindLiveObjects: 1.894222 ms CreateObjectMapping: 4.659111 ms MarkObjects: 434.971556 ms  DeleteObjects: 0.061778 ms)

Could not resolve symbol "1_labelShort" for string "{1_labelShort} faceva precedentemente parte della tua fazione.".
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Curl error 51: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_UNKNOWN_ERROR

(Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 799)

[HugsLib][warn] Exception during log publishing (gist creation): System.Exception: Unknown Error
  at HugsLib.Utils.HugsLibUtility+<>c__DisplayClass22_0.<AwaitUnityWebResponse>b__0 () [0x000a6] in <a5967e71a88c4226ab09a2b55a996b0d>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Created 1 new pawns for Kaussia Del Sud.
Hospitality: Something failed when setting up visitors from faction Kaussia Del Sud(unione civica esterna):
bool RimWorld.DropCellFinder.TryFindDropSpotNear(Verse.IntVec3,Verse.Map,Verse.IntVec3&,bool,bool,bool,System.Nullable`1<Verse.IntVec2>)
  at Hospitality.IncidentWorker_VisitorGroup.GetSpot (Verse.Map map, Verse.Area guestArea, Verse.IntVec3 startPos) [0x0003b] in <7ecbd053869b42779dafe43a7ed6b6b2>:0
  at Hospitality.IncidentWorker_VisitorGroup.SpawnGroup (RimWorld.IncidentParms parms, Verse.Map map) [0x0004a] in <7ecbd053869b42779dafe43a7ed6b6b2>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Title: Re: [1.1.2] Hospitality (updated 21.03.2020)
Post by: Canute on March 21, 2020, 09:09:15 AM
TopIn,
when you updates mods, you should update the base game too.
You still play RimWorld 1.1.2552 , the latest build is 2575 so you are 23 days behind.
That can maybe an issue.

Then there are XML error's with the Harmony mod, these shouldn't happen either.
You have maybe an outdated version, or installed it wrong.
Get the link from inside the error msg. and get the latest version.
When Harmony not work correct, all other mods that base on it, can't work either.

And you are lucky that the log was so short. Next time post the link you got.

Title: Re: [1.1.2] Hospitality (updated 21.03.2020)
Post by: TopIn on March 21, 2020, 10:20:28 AM
perfect, it work thank u very much
sorry for the waste of time  ;D
Title: Re: [1.1.4] Hospitality (updated 22.03.2020)
Post by: Orion on March 22, 2020, 09:34:20 AM
Update

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
Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Orion on March 24, 2020, 03:08:38 PM
Update

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
Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Seiryuu on March 25, 2020, 07:56:05 AM
Mod doesnt work for me and I dont know if this log helps u:
"
Object reference not set to an instance of an object
  at Hospitality.DefsUtility+<>c.<CheckBedDefs>b__1_1 (Verse.ThingDef d) [0x00000] in <7ecbd053869b42779dafe43a7ed6b6b2>:0
  at System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () [0x00037] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at Hospitality.DefsUtility.CheckBedDefs () [0x000df] in <7ecbd053869b42779dafe43a7ed6b6b2>:0
  at Hospitality.DefsUtility.CheckForInvalidDefs () [0x0000e] in <7ecbd053869b42779dafe43a7ed6b6b2>:0 "


This is what happens:

https://imgur.com/a/NuHrEeu (https://imgur.com/a/NuHrEeu)

Pressig the acceptblahblah, nothing happens. Just help me please! Thank you very much!
Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Orion on March 25, 2020, 11:20:44 AM
Imgur makes it super blurry for me. No idea what you see there.
But a full log would help. Press CTRL-F12 and post the link here.
Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Seiryuu on March 25, 2020, 01:32:25 PM
Thank you for helping, friend!
https://prnt.sc/rmoeu7 (https://prnt.sc/rmoeu7)
CNTR-F12 doesnt work either.............
Tried the move to bottom of mod load order and to delete and redownload the mod.
The odd thing is that the PC of my girlfriend plays rimworld with the exact same mods and it is fine..!
Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Orion on March 26, 2020, 03:58:08 AM
Which version of Hospitality are you using? Is it the latest?
Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Seiryuu on March 26, 2020, 08:53:17 AM
First i installed 1.1.5. It was not working.
Then I changed load order. No working.
Then I installed 1.1.2. Still not working.
When i go to choose to make beds for guests, instead of saying "for guests", it says something like "SetBedGuestdesc" and whenever a visitor quest appears, (that screenshot), whatever I choose, nothing happens. The weird thing is that my girlfriend has THE SAME EXACT mods as me and it's running fine.
Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Canute on March 26, 2020, 11:51:17 AM
Seiryuu,
i suggest that you copy the mods folder from your girlfriend over to your, and delete your mods before.
I think there is maybe a glitch.
That you can't even made a logfile with the hugslib feature CTRL-F12 or the green Share log button, is suspect.
Enable Developer mode at the options, then check the logwindow (top left icon which appear) after you start Rimworld before you load a safegame.
Do you see any red text (error) ?
Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Seiryuu on March 26, 2020, 12:29:00 PM
Figured out the control f12 and here is the log: https://gist.github.com/6c1c86a17daa3af095e9d49478fd9bc9
Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Canute on March 26, 2020, 04:52:36 PM
Seiryuu,
you still play RimWorld 1.1.2552
DRM-free got 2575 and steam something with 258x, so you are week's behind the actual version.
You should update Rimworld at first.
That will fix your problem i think.

Then you should delete all mods that are for 1.0 only from your mods folder. Even when they arn't active Rimworld browser throw them, and throw out errors/warnings.

"Mod Damage Indicators: targetVersion field is obsolete, use supportedVersions instead."
I saw it is active, but that error show me that mod is even very old for a 1.0 mod. There is a 1.1 version.
Maybe you realy should think about the idea, to copy the whole rimworld installation from your girlfriend to your mashine ! :-)

Title: Re: [1.1.5] Hospitality (updated 24.03.2020)
Post by: Orion on March 26, 2020, 05:50:35 PM
Thanks, Canute. Exactly that.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Orion on March 30, 2020, 09:23:33 AM
Update

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
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: AwfullySadPanda on April 01, 2020, 03:45:56 AM
Hey there. Big fan of your work!

I'm running a medium mod list of about 40 mods and trying to set this up for my son to enjoy while he has to stay at home with his broken leg, as if Covid-19 wasn't enough. But I have been running into problems loading into game (where you have pawns moving around, menu and world map are fine) and after several hours of staring at loading screens I was finally able to narrow it down to this mod specifically. Knowing how much it adds to the game I'm hoping to find a way to get around this issue and thought I'd try here since I don't know anything about coding or have experience reading crash logs.

Most of the code and error related text doesn't say anything to me but I am wondering why something about ColonistBar keeps coming up, running no mods that affect it as far as I know and just for the hell of it I tried to add a few of em separately with no success. Text about androids also popped up so I tried without Humanoid alien races and Android tiers mods but ultimately very similar looking crash report (to my eyes).

Full mod list with Androids includes:
https://pastebin.com/qx2F0KEV

Without Androids:
https://pastebin.com/Ca4g7eVz

All mods have been downloaded manually and made sure to get the 1.1 versions, only mod that seems possibly outdated is the Vanilla furniture expanded – production but the crashes persisted even when I took that (and about 25 other mods) away.

Apologies for bothering but being so close yet so far away is gnawing at me. Thanks in advance.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Canute on April 01, 2020, 04:54:10 AM
Hi,
at first this question would be more for Mods/Help  or Bugs/Mod bugs.

QuoteMod Humanoid Alien Races 2.0 is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
I just checked the github from Alien race, and there is a packageID.
Errr i just notice, the release don't got any but the Master branch got one.
So i suggest to download the master in this case.
So you should check all your mods if you got the latest version.
And since you use workshop only mods, i don't know how you got these.
I suggest to use a workshop downloader like
http://steamworkshop.download/
instead of a 3. party download website.

If that all didn't help, i would try to disable mods and then try to start a new game.
At first i would start to disable all the VanillaExpanded ones.

Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: AwfullySadPanda on April 01, 2020, 05:30:52 AM
Hey thanks, I was just being hopeful it would have better chance of being resolved due to being more narrowed down here but yeah that does seem more appropriate.

Testing it now how it will work with the master branch but this mod didn't affect whether hospitality ended up letting me actually play the game or not. During testing last night I had already removed all the bigger mods (mostly to save time due to dozens and dozens of reboots) with lots of sprites and such. So I ran many of those tests without Vanilla Expanded/Vegetable Garden/Rimatomics/Rimefeller, and many tests without alien races + android tiers as well.

I used that workshop downloader to get any of the mods not available through github/dropbox/google drive/mediafire and only downloaded if the mod author had mentioned the mod was up to date for 1.1.

During last nights testing as I was finally narrowing it down to being Hospitality causing the CTD, at that point I was already down to Harmony, Betterloading, Hugslib, Fluffys worktab, InGameDefEditor, PickUpAndHaul and Hospitality.

So while I kept seeing information in yellow about packageid, as soon as I removed Hospitality all the other mods seemed to work fine together. Did roughly an hour of testing with help of dev mode spawning in resources, giving pawns 10 skill in everything, researching every topic and building most worktables/furniture and then building something out of most workbenches. No crashes, few yellow warning and one red warning about "No shuffled Adulthood found for colonist of AndroidRebellionAtlas. Choosing random." As soon as I added Hospitality back in, no matter where I put it in the load order it lead to crash as the play screen with pawns opened up.

Appreciate the help, thanks!
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Canute on April 01, 2020, 09:05:34 AM
Ok, that explain it better ! :-)
I bet Orion the mod author would like to have a hugslib logfile too since it include some additional information.
After you loaded the safegame, try to press CTRL-F12 or use the Share log button from the log window, and post the link.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: AwfullySadPanda on April 01, 2020, 09:40:10 AM
Thanks again for speedy reply. Alrighty, this is all I can offer since as soon as the game loads into the map where you get your story popup of being crashlanded or tribal or anything, the game crashes and I can't get to debug console or menu before I'm on desktop again. Harmony doesn't seem to make a separate crash log for me anywhere currently.

https://gist.github.com/8b47d17db7b2c108b85c60c50918d2d6

Triple checked this mod config again and yeah keeps on crashing but nothing strange seems to show up in the debug log before I get into game with pawns, apart from mods which aren't even loaded being mentioned I mean. Menus and world map are perfectly alright.

Crash log with only half a dozen mods remaining:
https://pastebin.com/CsbUU1EZ
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Orion on April 02, 2020, 03:53:51 AM
What baffles me is how you get so many errors right away, looking at the crash log.

The androids mod(s) have been causing a lot of problems in the past and I wouldn't consider them very compatible.

Hospitality had a few CTDs in the early 1.1 stages, but I haven't heard of any for days or even weeks now.

Here's something that might affect you. A while ago someone pointed out that disabled 1.0 mods caused problems. When he deleted them, things worked fine again. Why any of them would be doing anything beats me, but then it's worth a look.

Do you properly delete mod folders when you update them?

Note that adding mods to savegames is normally no problem, but removing them after having saved with them can render the savegame useless. Some mods (like Hospitality) require specific circumstances under which it is save to remove the mod without breaking your savegame. This leads some players to come to wrong conclusions as to which mod is causing them problems.

But in your case, Hospitality looks like a good Bet. Apart from the android mods. They're so much trouble.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: AwfullySadPanda on April 02, 2020, 05:30:11 AM
Hey there. This was on a fresh install of the game with all the mods downloaded in the last few days. So I had no previous mods anywhere (not in game folder or old downloaded archives). But I figured I'd run another test by removing almost all mods from the mod folder as well (so nothing is left disabled).

So I ran with Harmony, Betterloading, Core, Royalty, Hugslib and Hospitality. This time I actually made it to game but instantly debug window popped up and spammed me with hundreds of messages a second (or so it felt like). I don't know if it makes a difference but I am running the 32 bit version currently. Didn't see any mods mention specifically that they needed or recommended 64 bit over 32 bit. Also did my third re-download of the mods in question just in case to eliminate broken archives/files.

https://pastebin.com/EFXqEWtR

I know it's irrelevant since it's different version and there are number of factors but I didn't have issues running 40-50 major mods (almost all the same mods I have now) in 1.0 while combining Hospitality and Androidtiers (played for about 150 hours fully exploring all mods). Funny enough the same yellow and red warnings I got back then I seem to be getting now but they don't stop gameplay, they just interrupt it at times with dev tools enabled due to popup.

Either way appreciate the help, maybe one day then. Keep up the good work, absolutely love the mod and feel it's such a natural fit for Rimworld, even more so now with Royalty.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Orion on April 02, 2020, 05:53:45 AM
I think most mods are compiled for 64bit. So that could be an issue.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Orion on April 02, 2020, 06:03:38 AM
What I was trying to get at is that you might be trying to load a savegame that is broken, even though your modlist is fine.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Orion on April 02, 2020, 06:04:53 AM
For example this:
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Pawn.get_MentalStateDef () [0x00000] in <7cb95351605e47d3906f002a207a7287>:0

hints at a missing mental state, that could have been saved by a mod that was removed later.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Orion on April 02, 2020, 06:07:53 AM
RimWorld is pretty robust, and so are most of its mods. Usually, nothing (apart from an infinite loop) causes crashes. At worst you can't load a game.
But that doesn't mean errors or warnings don't have any consequences. It usually means something somewhere is going wrong and it will have unexpected side effects down the line. For example that the game breaks with a seemingly unrelated mod hours later. So as soon as you disregard one single error and save the game, you take the risk that this savegame will break with any mod (or vanilla) somewhere in the future.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: AwfullySadPanda on April 02, 2020, 06:16:25 AM
Alrighty, might give 64 bit a try soonish then. I wish I got as far as loading a save game, all these tests were made simply trying to get in the game in the first place. Main menu + character picking + world menu picking a location for settlement all worked but as soon as I get the actual map loaded and the pods are barely beginning to fall with the popup explaining your backstory, the game instantly crashes. With the latest test being an exception but instead of crash just throwing lots of red error instead.

But alright, thanks for your time! Wish you a good day.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Orion on April 02, 2020, 07:57:05 AM
That sounds like an installation problem, or indeed the 32 vs 64-bit thing.

Also, note that here %appdata%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios there are resistant files that will survive a reinstallation and if corrupted can cause problems. Your savegames are stored there as well (back them up).
If you reinstall the game, make sure to clear out -everything- (and keep backups of your savegames).
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Canute on April 02, 2020, 08:07:01 AM
QuoteThat sounds like an installation problem, or indeed the 32 vs 64-bit thing.
You are the modder, but i never hear that a mod is for 32 or 64 bit only, even when they got assemblies.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Orion on April 02, 2020, 01:09:15 PM
It should work, but then, I haven't heard of anyone using the 32 bit application anymore until now.
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: crowman on April 02, 2020, 02:04:25 PM
I installed this mod the other day and 36 minutes into my naked brutality run I had some caravan travel through the area and set up shop near my cabin. I kinda felt bad for the suckers seeing as how they only had 3 meals to go around the 5 of them so I built a small house with some humble bedding and assigned them to it. However, they refused to enter the houses so I went to chat with them, maybe they needed a little bit of coercing and as soon as I got within 2 meters of them I heard the FBI knock my door down, all suited up in hazmats like they were here to defuse a thermonuclear device. Luckily they haven't found that one yet but they yelled at me to uninstall the mod, the game, wipe my HDD clean and follow social distancing rules. Is that a bug?
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: Orion on April 02, 2020, 04:53:07 PM
Sorry, I couldn't reproduce that. Sounds like that problem is specific to your combination of mods. Do you by any chance use the FBI Early Warning mod?
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 03, 2020, 11:00:42 AM
Update

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
Title: Re: [1.1.6] Hospitality (updated 30.03.2020)
Post by: TopIn on April 08, 2020, 01:53:45 PM
Quote from: Orion on April 02, 2020, 07:57:05 AM
That sounds like an installation problem, or indeed the 32 vs 64-bit thing.

Also, note that here %appdata%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios there are resistant files that will survive a reinstallation and if corrupted can cause problems. Your savegames are stored there as well (back them up).
If you reinstall the game, make sure to clear out -everything- (and keep backups of your savegames).

sure works at 32 and 64 i tried
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: FloK on April 08, 2020, 07:10:46 PM
Hey guys.

I just spent a couple of hours translating the mod into french, from the previous blopi's 1.0 [in "Outdated Languages.zip"] and the current italian version.

It works great in-game for the moment, so I have made a .zip of it. If there are some french speakers around, please let me know if you are satisfied with the translation.

For Steam users : see below.
For GoG users : unzip /French/ folder into Hospitality-1.1.7\1.1\Languages

Have fun !

Update :
Attachment removed : you can grab the translation as a sub-mod here from now on : https://steamcommunity.com/sharedfiles/filedetails/?id=2054554258
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 09, 2020, 03:42:55 AM
Thanks for your contribution! I'll include it in the next version.

Note for Steam users: Do NOT touch the mod folder. This can cause future updates to fail. If you want to change the mod, copy the mod to your mods folder in the RimWorld installation folder. You can modify it there.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: FloK on April 09, 2020, 04:31:46 AM
Thanks for the information regarding the mod update process on Steam, while I was beginning another mod translation :-[

I just updated my previous post, so my folders ;)
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: FloK on April 09, 2020, 03:20:38 PM
Well, I finally pushed my translation on Steam Workshop as a sub-mod here : https://steamcommunity.com/sharedfiles/filedetails/?id=2054554258.

Everyone can test and contribute that way ; besides, I think it's the most flexible way to update typos, mistakes and improve the translation until it is of good quality (I have already fixed it a bit since my initial post).
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 09, 2020, 05:25:07 PM
Sure, whatever you prefer. If you don't want me to include it, let me know. The mod is open source. You can also use pull requests to directly get your files into the mod, if you're familiar with version control.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: FloK on April 10, 2020, 03:21:53 AM
I also published a RimHUD translation as a separate sub-mod because the mod author thinks the maintenance process is less painful that way. He pinned a subforum dedicated to translations sub-mods on his mod page. I think it is easier that way indeed. Anyway, I don't know how to use GitHub yet, but if the lockdown continues, it may happen.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Moogie on April 11, 2020, 07:09:37 AM
Wow! It's great to see this mod getting regular updates. I just came here to check after getting an error about headgears, and I'm blown away to see I'm already 6 versions behind!

Is it safe to update while I have visitors in my base? I'm currently on 1.1.1, if that makes any difference.

Edit: I went ahead and updated. No problems so far, although I've just got the same error about headgear as I had before. To be perfectly clear, I am now on version 1.1.7, and this is an entirely new set of guests that have arrived since I updated. Here's the error:

Failed to pocket headgear:
Object reference not set to an instance of an object
  at Hospitality.ItemUtility+<>c__DisplayClass1_0.<IsRequiredByRoyalty>b__0 (RimWorld.RoyalTitle title) [0x00000] in <a20d107dfae34012a7901a1f006be785>:0
  at System.Collections.Generic.List`1[T].FindIndex (System.Int32 startIndex, System.Int32 count, System.Predicate`1[T] match) [0x0003b] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Collections.Generic.List`1[T].FindIndex (System.Predicate`1[T] match) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.GenCollection.Any[T] (System.Collections.Generic.List`1[T] list, System.Predicate`1[T] predicate) [0x00000] in <8d0b3a569e0c4b80aa92d37ff9ce138c>:0
  at Hospitality.ItemUtility.IsRequiredByRoyalty (Verse.Pawn pawn, Verse.ThingDef apparelDef) [0x0002a] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.ItemUtility.PocketHeadgear (Verse.Pawn pawn) [0x0007e] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.GuestUtility.Arrive (Verse.Pawn pawn) [0x00014] in <a20d107dfae34012a7901a1f006be785>:0


The guest who failed to pocket his headgear is wearing a Cataphract Helmet.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 11, 2020, 04:13:50 PM
Strange. I'll see if I can reproduce it.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: zakapatch on April 13, 2020, 10:58:12 AM
i kept getting this error....
ReflectionTypeLoadException getting types in assembly Hospitality: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <c8e8d421567e4ee5864626a429a27a37>:0

Loader exceptions:
   => System.TypeLoadException: Could not resolve type with token 01000082 (from typeref, class/assembly HugsLib.ModBase, HugsLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)

Verse.Log:Error(String, Boolean)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadModContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Could not find a type named Hospitality.InteractionWorker_GuestDiplomacy
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:ParseType(String)
Verse.ParseHelper:FromString(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

i dont know what's wrong... can you help me out? thank you in advance
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 13, 2020, 01:39:12 PM
This is one of the errors you can't ignore. It usually means something is outdated. Could be RimWorld not being latest version, or HugsLib, or Harmony, or Hospitality, or any other mod for that matter.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: zakapatch on April 14, 2020, 01:02:07 AM
Thank you for the guidance, sir. It seems that my hugslib is outdated, it still use version 7.0.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: raffafll on April 14, 2020, 11:06:05 PM
Hello! sorry to bother, but ive been having problem with this mod specifically its text/font. I do not know what is the cause of this error, I have tried changing the mod order and reinstalling the mod. But to no avail the problem has yet to be resolved, Ive tried searchin the github page and steam in hope of someone experiencing same the same thing, but its either im blind or I have not encounter such disscussion. I hope this can get replied soon!

p.s sorry for bad english
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Canute on April 15, 2020, 03:11:25 AM
raffafll,
mosttimes text/font issue are translation related. Could you try if the same thing happen when you play at english ?
Maybe a picture of the problem together with your logfile (press CTRL-F12 after the issue happen).
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: raffafll on April 15, 2020, 04:04:31 AM
Quote from: Canute on April 15, 2020, 03:11:25 AM
raffafll,
mosttimes text/font issue are translation related. Could you try if the same thing happen when you play at english ?
Maybe a picture of the problem together with your logfile (press CTRL-F12 after the issue happen).

Canute,
Thanks for the reply! i am currently playing on english and always are, i dont understand much regarding the log file and only able to provide the link to said log file

https://gist.github.com/HugsLibRecordKeeper/3066f22fac011cce1bfc2cd38340ef7d#file-output_log-txt-L68

I apologize for not being specific enough on my log files, ive also attached my mods order as i currently dont understand how to post my mod order more efficently. Once again im sorry if theres something wrong as im also fairly new in the community.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Canute on April 15, 2020, 04:29:09 AM
At first,
you ALLWAYS should check the links self before you post them, so you don't have bad surprises ! :-)
In this case the link even contain your active modlist ! :-)

QuoteRimWorld 1.1.2552
You should update your Rimworld, updated mods require mosttimes latest Rimworld builds too.

QuoteMod Interaction Bubbles: targetVersion field is obsolete, use supportedVersions instead
I think you use an old version of that mod too, i can't find any targetVersion at the current build of that mod.

Quote[Rimworld_dir]\Mods\RimWorld_CommonSense-master
[Rimworld_dir]\Mods\RimWorld_CommonSense-1.1.22
You should just keep the latest version of the same mods at your mods folder.

And you should delete 1.0 mods, even when you don't activate them, Rimworld browser throw them and put error/warnings at the log which increase the loading time.

But at first, update Rimworld (latest build even for DRM-free are 1.1.2598) that even could fix your problem.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 16, 2020, 11:03:53 AM
@Moogie: I can't reproduce the problem with the helmet. Looks like you're using a mod that breaks royalty titles / required equipment in some way.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: WhiteDevil on April 18, 2020, 11:34:01 PM
Having problems on Toshiba satellite laptop with 2gig ram.
Most other mods are working fine tho, fps stable, etc

Will provide crash log asap (laptop not connected to internet) but in the interim here's what is happening;

Mod is detected fine in mod setup
Rimworld is v.1.1.2567

Game will load to map screen then instant crash (when using about 30 mods)
* Stripping back to just hospitality (and it's required core, jecs or hugs or w/ever it's called) will load map and complete "colonists arrive via drop pods" procedure, bypassing the usual instant crash, but there is no HUD to be seen at all & the key'b is unresponsive.. curiously here, I was able to scroll the map with the arrow keys AND generate a player log (which I'm having trouble uploading here with the laptop currently not connected to the internet)

I am wondering if this is a possible (lack of) memory problem, as the mod loader mod doesn't work properly for me either..

I have laboriously struggled with configurations for days 🙂, slowly reloading the game, restarting the laptop most times to have memory Available, using a game booster to strip away background processes etc, but to no avail..

I think it's probably a memory issue, but will try to get the crash log included here asap. The most recent player log is only 25kb down from a whopping 1,526kb so it seems like I'm slowly making progress but always hitting a snag on some nefarious line 35 in a GUIwrapper or some shiz.. again, I'll try to upload the details here asap..

Even though i can't use the mod, it seems to be exactly what I am looking for in my game experience so thanks for making it & I hope to be able to enjoy it sometime soon.

Are you still working on mods?
Also, do you have any tutorials available? You really seem to know how to pull all these things together 👍 cheers from Australia


CONFIRMED: RAM too low [hospitality mod working fine]
*possible clash with windows 7 operating system [mod manager, rimpy, et al, not working either]
May 2020
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 19, 2020, 01:35:47 AM
Hey, sorry to hear you struggling. That does sound like hell to fix.

If it's memory there is indeed nothing I can do for you. Are you using Royalty? Are you running 1.0 or 1.1?

In either case I recommend using 1.1. Please make sure that you are running the latest version of RimWorld, Harmony, HugsLib and Hospitality. See if that gets you anywhere.

I'm certainly still working on mods, among other things. But I never got around to making tutorials. There are already good some good ones and in the end, the only way is putting insane amounts of hours into it anyway.

I also have a Patreon site (see first page) if you want to follow things a bit more closely or support the work.

Anyway, let me know when you have uploaded the log somewhere. If you can't upload it directly, pastebin.com can be a good alternative.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Canute on April 19, 2020, 02:40:57 AM
QuoteRimworld is v.1.1.2567
At first you should try to update rimworld, 1.1.2598 is the latest DRM-free version.

2gb RAM is indeed, pretty low.
How does Rimworld crash ? Does it just end or give Rimworld a crash msg. ?
When you got a crash msg. you can check the error.log or player.log (can't remember which one of these you get the msg. since with 64bit version these issues are rare)
if you see "Out of memory" then rimworld crasbed by the low memory.

Does the game runs fine without mods ?
All mods are 1.1 and latest version ?
Does you have errors after mod activation/Rimworld start ?
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: WhiteDevil on April 19, 2020, 05:04:21 AM
Hello again & Ty for prompt reply,
Just to confirm & reiterate

Yes, using a 1.1 build (1.1.2567)
So far it has all been working fine, I only see errors when I fiddle around with mods, I've got a stable eclectic mix of mods running great without hospitality, such as battle mounts, expanded prosthetic, prison labour, megafauna, radiology, robots, security pack, industrial rollers & a few others including most of the qol mods like common sense & pickup & haul... All functioning fine so far on 2gb

All mods are 1.1 compliant and functional

The fatal crash that occurs (with all my mods are active) happens instantly- as soon as the drop pods that deliver the colonists should be arriving.. a windows error message pops up simply saying an error occurred.. it says windows is trying to milk a cat to gather info about the problem yadda yadda but it hangs & I have to Ctrl+alt+tab my way out.

The non fatal error occurs during the drop pod landing sequence when I try to use hospitality without any other mods.
This is where the colonists do actually land & the game does seem to run but there is no HUD & key'b is unresponsive (etc)
I have tried disabling rimHUD mod during this process also & it makes no difference..

I cannot provide an internal OS dump report as I cannot complete the procedure of winblows attempting to gather info, so cannot confirm a memory error just yet..
..however, going over the rimworld player log.txt report of this again now I see about 30 recurring lines of
Fallback handler could not load library c\blah blah\rimworld\rimworldwin_data\mono\data-093A0020.dll
and many more like that

There are also what appears to be Harmony doing patches on prison labour & parts of prison labour that I think the Dev has not completed but otherwise game is running fine at good fps constantly,
It is just the hospitality mod, which does seem extensive, and may be just a tad beyond my laptop's capabilities..

Maybe someone could confirm hospitality mod runs fine on similar specs? (2gb ram, mobile series 4 chipset gfx, windows 7 32-bit, dual core 2.4ghz CPU)

.. I'll try to upload the player log asap, just can't quite figure out how to transfer from laptop to here via Android device.. maybe a screenshot or two..
Thanks for your time
For your inspection in the twilight zone
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: wwWraith on April 19, 2020, 05:06:28 AM
Quote from: WhiteDevil on April 18, 2020, 11:34:01 PM
Having problems ...

I played RimWorld on win32 with 2GB RAM until Beta 0.18 with 200+ mods. Eventually I've bought 2 more GB and installed win64 - though probably it's not an option for your laptop - so can't tell exactly how it's with 2GB in 1.1. But after release it has got some good optimizations, so I don't think it should be more memory-hungry now. My current medium-sized colony at 3rd year uses about 1.6GB RAM - again with 200+ mods (including Hospitality), so with only 30 it should be much less, especially just after game start. And at least, if you can run vanilla RimWorld, Hospitality alone shouldn't make a critical difference in terms of memory usage.

My guess is that either you have some version mismatch(es) between your mods and RimWorld or some of them are installed incorrectly (or were accidentally damaged during your fixing attempts). I would advice you to redownload the latest versions of RimWorld and mods when you'll be able and make a clear install. Always make sure to delete folders with old versions before copying new ones (sometimes some files become obsolete and keeping them - if you just copy over the older version - can produce all kinds of weird errors).

A couple of advices from my experience for future: looks like loading a saved game keeps some memory busy, so probably it would be a good idea to quit and restart RimWorld periodically if you use loading often. Generating a new map is also a memory-hungry process, so you can try to start a new session with only minimum required mods (those which won't be possible to add painlessly into already started session later - read mods' descriptions and use a common sense), then save - quit to menu - add remaining mods - quit/restart - load your saved game. Playing on smaller maps, biomes with less animals and vegetation, easier difficulties (less often and smaller raids) could be smoother. Try to keep your base clean. Avoid mods adding a lot of graphic contents or new soundtracks (they take a lot of memory). And Runtime Game Cleaner (https://ludeon.com/forums/index.php?topic=46581.0) mod can help in a prolonged gameplay (1.1 port: https://github.com/AirDeeEx/RimWorld-RuntimeGC/tree/1.1-Port-(minimum) (https://github.com/AirDeeEx/RimWorld-RuntimeGC/tree/1.1-Port-(minimum)), more info in Steam comments).
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Canute on April 19, 2020, 05:27:25 AM
QuoteYes, using a 1.1 build (1.1.2567)
So far it has all been working fine, I only see errors when I fiddle around with mods, I've got a stable eclectic mix of mods running great without hospitality, such as battle mounts, expanded prosthetic, prison labour, megafauna, radiology, robots, security pack, industrial rollers & a few others including most of the qol mods like common sense & pickup & haul... All functioning fine so far on 2gb

All mods are 1.1 compliant and functional
1.1 isn't allways 1.1, thats only the content. But bugfixes and adjustments are made too.
When a mod get updated, it want the proper rimworld version too most of the time. So when you update mods, you should update the base game too.

At first i don't think it is a memory issue at first, even when you just got 2GB RAM, windows can extend it by swaping it to the harddist until the 3.2 GB limit for 32bit system are reached.
You should open the taskmanger, then you can check how much memory Rimworld use.
I just looked at my actual game with normal map and 60 mods, Rimworld just use 800mb of RAM.
https://gist.github.com/HugsLibRecordKeeper/70cb095a1e9dcc921919168487a29ff8

I think more it is an issue with not updated Rimworld&mods together with modconflicts.
But without more information from your side, it is hard to tell.
At first do a Share log after you loaded your safegame (press CTRL-F12 or use the green "Share log" button at the log window) that give us your modlist and the logfile, similar to the link i posted before.
When Rimworld crashed, look at the area where the config and saves are
...AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
and add the player.log to the answer (you need to use Reply button first to see file attachment options) maybe that log show a reason for the crash.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: WhiteDevil on April 19, 2020, 09:19:54 PM
Thank you both for the advice, I had actually been doing most of those things 🙂
I suppose that's life then, innit? Things either work or they don't.
Will just upgrade to new machine over next few months.
Thank you for your help.

EDIT: hospitality mod working fine [went out & got a new 2nd-hand laptop with windows 10 64bit]  ::)
problem seemed to be low memory [sordid details left a few posts back.. happy hannukah & rimzeltov]
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 20, 2020, 04:03:51 AM
Seriously, I'm pretty sure it's not your machine but a botched installation.

You also said you ran Hospitality without any other mods. It does require HugsLib and Harmony or it won't work.

If you want to get files on your phone, plug it in via USB.

My suspicion (because I see it so often) is that your other mods already aren't compatible, but there are no game breaking symptoms. But when Hospitality is added to the mix it tips over and issues manifest.
Or, what others already said, your RimWorld version is too old for Hospitality. Download the latest 1.1 RimWorld, HugsLib, Harmony and see if that helps.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: DrFred on April 23, 2020, 12:37:39 PM
Hi, I have problems with getting this mod to work. I have 1.1.2610, no Royalty DLC, only Harmony, HugsLib, and Hospitality. When I load a game file, all my pawns' names are just blurry bars and I can't click anything (screenshot (https://imgur.com/a/4SFDqpo), log (https://gist.github.com/HugsLibRecordKeeper/c4c2c83f331f11d4a122217cfa91fb6d)). What I still could do is zooming, and pause and unpause the game, but pausing resulted in a black screen.
When I started a new game, the same basically happened, but I couldn't even pause or zoom, and the menus didn't appear. Also, my third colonist didn't spawn from their escape pod (screenshot (https://imgur.com/a/llvpkGN), log (https://gist.github.com/HugsLibRecordKeeper/3f3a5f60cbbb603b5dda4f175ac15881)).

I subscribed to the mod via Steam Workshop, restarted the game and my computer several times, and unsubscribed and re-subscribed to Hospitality, HugsLib and Harmony, restarted again etc. etc., but this kept occuring.
Then I unsubscribed to Hospitality on Steam, downloaded the mod from GitHub and put it into the Mods folder manually. Exactly the same stuff happened. I then decided to watch my colonists starve to death and the game was still autosaving (even though after the autosave was performed, the autosaving box didn't go away, as on this screenshot (https://imgur.com/a/usnStQe)). Also, the game started slowing down significantly after the autosave, so I quit watching the starvation. Funnily enough, I could load this autosave after deactivating the Hospitality mod and everything was back to normal. My third colonist just didn't spawn from their pod, so I only had two colonists, and even though more than a day passed, they didn't even feel hungry or had mood debuffs for having slept in the heat, outside, or on the ground (see this screenshot (https://imgur.com/a/q1DHT49)).

I would appreciate some help with that, because I decided to run a colony with no adults, and an additional recruiting source would be awesome :D
Thanks! :)

Edit: On the savefile I wanted to use the mod, two visitors just entered tje map, one of them still being a teenager. This got me the idea to use the mod. But since I had a very similar thing occuring on a new game, I think/hope that's not relevant.
Also, I tried out one other mod that needs HugsLib and Harmony so far, and had no issues with that, so I guess it's not HugsLib or Harmony that cause the issue.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 23, 2020, 12:49:22 PM
Thanks for the detailed report. It is quite puzzling.

However, since 1.1, disabled 1.0 mods can conflict with 1.1 mods (I know, the horror). So if you haven't yet, it might be worth a shot to clear out all 1.0 mods that you're not going to use.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: DrFred on April 23, 2020, 01:15:38 PM
Hi, thanks for your incredibly quick reply.

I just tried that. The only other mod I ever had was Wall Lights, said to be compatible with 1.1 only, but I unsubscribed anyway to try it. The same thing as before happened when starting a new crashlanded colony, no menus, no zooming, no pausing, only two pods and colonists spawning, but at least my random pet was a horse.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Canute on April 23, 2020, 03:40:56 PM
DrFred,
when you only use harmony,hugslib and hospitality, there shouldn't be any error's at the log.
Could you please verify this ? To open the logwindow you need to enable the developer mode at the option, then the top left icon open the log window.
When you see any red text (errors) you should use the green "Share log" button and post the link you got.
You can try to manual delete the Data and Mods folder at the rimworld installation and let steam repair it. So you can be sure there are no old leftover files.

Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: DrFred on April 23, 2020, 05:21:05 PM
Hi Canute,
the log is unfortunately full of red errors, it alternates all the way to the bottom between the two exceptions you can see on this screenshot (https://imgur.com/a/bBlRfAc). Here is the full log (https://gist.github.com/HugsLibRecordKeeper/efeaa85341a9a64a029d47781176571b).
Hospitality is the only mod I ever manually put into my Mods folder. My Data folder only contains the Core folder and the Place official expansions here file. I'll try that though. If it won't work, I can reinstall the game, so, might as well try.

Edit: I just reinstalled the game completely, and the same thing keeps happening.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Sputax on April 23, 2020, 05:57:49 PM
I accidentally opened some sleep caskets and one of them became a guest. I might have killed them or arrested them, cant remember. Anyway they have completely disappeared from my colony but still show up in guest list. Any way to remove?
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Canute on April 24, 2020, 02:00:58 AM
DrFred,
if you don't listen we can't help you. The screenshot is worthless since be barely can read any and it don't show the informations.
The complete reinstall is worthless, because steam don't delete old files/folder they don't belong to the actual release, but rimworld recognize them. So i said manual delete the installation.

Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 24, 2020, 02:51:40 AM
@Dr Fred: Can you find the RimWorld folder in %appdata% > local > ludeon and rename it? This will reset options and mod settings that also survive reinstalling. Note that it also contains your savegames, if you're looking for them later. So don't delete it ;)

And yes, what Canute says is correct. When you uninstsll the game, there will probably be leftovers that you have to remove manually.

@Sputax: That sounds like a legit bug. I'm gonna add it to the list.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: DrFred on April 25, 2020, 04:45:34 AM
Okay, I miscommunicated a bit, my bad, sorry. I did delete the Data and Mods folders first (I also said I'd try that) and then reinstalled the game, because then Steam didn't do anything to repair the game and, unsurprisingly, I had a black screen instead of the main menu when starting the game. So I guess I had to reinstall it, but then there aren't any such leftovers.

I didn't have the folder you mentioned, but since you mentioned that it's the folder that contains my savegames, I renamed the folder that contains my savegames, which was C:\Users\[my username]\AppData\LocalLow\Ludeon Studios. After having renamed it, I started the game, I could load some slightly older savegames (perhaps from the Steam cloud), and after leaving the game, a new folder with this name containing these slightly older savegames was created.

The very same problem still occurs. When I loaded or started a game with the Hospitality mod directly after renaming that folder, I got the latest news on the mod popping up as if I used it for the first time though (also no surprise).
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Canute on April 25, 2020, 05:26:10 AM
DrFred,
since you again didn't post a logfile we just can give you generell tips.
You should try at first to deactivate all mods and check if the base game starts well.
Don't forget to enable developer mode at the option, so you can open the logwindow with the top left icon.
But since you delete the Data folder and even old config's i don't await any problems. Maybe you need to restart Rimworld again, since when you deactivate mod, the log still show error's from the missing mods.
But when there are still got red text (errors) at the logwindow after you restart rimworld twice, there is something wrong with the installation. Then you should deinstall rimworld, manual delete the complete installation folder too.

Then activate harmony and hugslib at the proper loadorder, and check for error's after the activation.
Then activate hospitality.
Normaly it should happen any errors at the logwindow, but when any show up it would be good that you share the log.
At the location 1 folder above the safegames you will find the player.log (the original rimworld logfile) you should attach it to your answer. You need to use the Reply button first to see file attachment options.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: DrFred on April 25, 2020, 06:34:56 AM
I shared two logs in my first post and then another one after you first wrote me, they're uploaded on GitHub, I shared the links. I didn't know you wanted me to share the logfiles as an attached file to my posts until now, but then I'll do that.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Canute on April 25, 2020, 06:55:47 AM
Sorry, but noone is looking at old posting at an ongoing conversation.
The log show that there is nothing wrong with the installation.

I just tried it myself with only harmony,hugslib and hospitality and don't have any errors.
https://gist.github.com/089f425bcd2e4a133ac00b998194fe44
But i don't use the latest rimworld release and not the scenario you use.
So it might be related to the latest rimworld release, but that need to investigate Orion self.

Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 25, 2020, 09:12:35 AM
Well one thing worth noting is that Steam workshop mods are not stored in the mods folder. So if one of them is corrupted, then deleting the mods folder won't have any effect. You'll have to clear out that folder as well.
I don't know the path from the top of my head.

If you delete the contents, steam should download all the mods that you're subscribed to again.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: wwWraith on April 25, 2020, 09:14:51 AM
Quote from: Canute on April 25, 2020, 06:55:47 AM
So it might be related to the latest rimworld release, but that need to investigate Orion self.

I don't think so, using RimWorld 1.1.2610 with Hospitality and 200+ other mods without such issues (though I have several other, but they are related only to some minor incompatibilities between other mods).

Comparing logs from DrFred and Canute I've noticed in the former: "XInput1_3.dll not found. Trying XInput9_1_0.dll instead...". Probably it can be related?

Quote from: Orion on April 25, 2020, 09:12:35 AM
Well one thing worth noting is that Steam workshop mods are not stored in the mods folder. So if one of them is corrupted, then deleting the mods folder won't have any effect. You'll have to clear out that folder as well.
I don't know the path from the top of my head.

The path to Steam mods should be like C:\Program Files\Steam\SteamApps\common\Rimworld\Mods
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 25, 2020, 01:29:13 PM
That's not the correct path. That's the path for manually installed mods.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: DrFred on April 25, 2020, 01:46:25 PM
@Canute: Well, it appears like Orion and wwWraith have been looking at the logs that I shared. They're certainly not noone.
Anyway, I did all this in the steps you suggested. No errors without mods. No errors with Harmony and HugsLib. No errors in the main menu with Hospitality. When I started a new game the log window got filled with red. I didn't change to an older release, but I started a different scenario (lost tribe) this time and attached my log file here this time instead of providing the github link.

@Orion: I've found the folder where the mods are saved when one gets them via Steam Workshop, it's C:\Program Files\Steam\steamapps\workshop\content\294100
The mods are not saved in folders with the mod numes, but as numbers, Hospitality is 753498552. I deleted that one, then the game went into a black screen instead of the main menu after starting. After I unsubscribed from Hospitality on Steam Workshop, the game loaded normally again. The I put Hospitality from your github into the Mods folder for manual mod installation. It still doesn't run...

@wwWraith: Thanks, I just googled that, it's apparently related to DirectX, I updated it and now this part is not happening anymore. The folder you mentioned is the one for manual mod installation, the mods from Steam Workshop are in the folder I just mentioned.

@everyone: The log file I attached is from after I tried all these things. Like I said to Canute, I started a lost tribe scenario instead of a crashlanded scenario this time, and there are different exceptions popping up compared to my former logs.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: wwWraith on April 25, 2020, 02:15:46 PM
Sorry about that path ;)

"Loaded file (Scenario) is from version 1.1.2598 rev1230, we are running version 1.1.2610 rev1054.": if you used a scenario that was edited and saved earlier, it can contain some references to stuff from other mods (apparently unavailable now) or something that was changed between 2598 and 2610 (ex. some naming, though the chances for this seem low). Have you tried to start a completely new game using an unedited official scenario?
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: DrFred on April 25, 2020, 05:09:49 PM
No worries :)
That's what I'm doing all the time, crashlanded and lost tribe are two of the four base game scenarios.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Sputax on April 25, 2020, 06:01:09 PM
@Orion

I just kept playing cus i didnt care that much and the person disappeared from the list of his own accord and i think came back again at a later date. So will probably solve itself if it happens again.

Cheers
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 26, 2020, 02:49:15 AM
@Dr Fred: There's an unfortunate new circumstance that will make this harder for you. A few days ago a mod breaking update was released for RimWorld and I haven't had time to update Hospitality accordingly yet.
This means there can be errors now due to this version mismatch.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 26, 2020, 02:52:01 AM
About your log: I can't read it right now (since it's attached and not uploaded... I know), so I'll check it when I'm around a desktop PC again.
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: DrFred on April 27, 2020, 06:22:21 AM
No worries, take your time. If you have to update your mod due to the game update, then I'll just wait that out. Like I said in the beginning, I basically only want this mod for having one more recruitment source in my new juveniles-only colony.
Thank you so far!
Title: Re: [1.1.7] Hospitality (updated 03.04.2020)
Post by: Orion on April 27, 2020, 07:56:54 AM
Ah, the forum works again. The mod is updated. Still have to update the front page.
Title: Re: [1.1.8] Hospitality (updated 26.04.2020)
Post by: DrFred on April 27, 2020, 04:39:14 PM
Hi again,
unfortunatly, the update didn't change anything for me.
I just tried it (from a safegame) and uploaded another log. The exceptions that show up look about the same to me as in my first log, but here's the link: https://gist.github.com/HugsLibRecordKeeper/1b19f8455910bc54697baad203d95e7f
Title: Re: [1.1.8] Hospitality (updated 26.04.2020)
Post by: Canute on April 27, 2020, 05:04:24 PM
DrFred,
could you just try to create a new colony with Hospitality and post the logfile after your pawn's are landed ?
And when you see error's after the pawn's are landed, please create another colony without Hospitality.
Anything looks fine, except after you loaded the safegame.
Title: Re: [1.1.8] Hospitality (updated 26.04.2020)
Post by: DrFred on April 28, 2020, 06:50:41 PM
Hi Canute,
sure, here you go.
New game with Hospitality: https://gist.github.com/HugsLibRecordKeeper/4e704326301bf1fa80f40a2999865622
New game without Hospitality, but with Harmony and Hugslib: https://gist.github.com/HugsLibRecordKeeper/43429ac5d1f423824f1c48bdf7c95136

I also tried a few other mods (Beautiful Bodies, Dual Wield, Shit Rimworld Says, and War Crimes Expanded 2), just to see if they would work (since I find them interesting to use at some point), and they worked fine, at least starting the game with them did. I don't think it's relevant, but just in case, here's the log too: https://gist.github.com/HugsLibRecordKeeper/9e6e0398ddbb4012ca73b2b62b4994c7
Title: Re: [1.1.8] Hospitality (updated 26.04.2020)
Post by: Canute on April 29, 2020, 02:17:38 AM
Ok, it real looks like there is a problem with Hospitality only.
But since you said you delete the old workshop entry (unsubscribe would works too) and even installed the github version, i have no clue why the mod cause error's.
The Rimworld version can't be since wwWraith use it too and don't have problems.
Maybe Orion can interprete some of these error and have a clue.

Title: Re: [1.1.8] Hospitality (updated 26.04.2020)
Post by: Orion on April 29, 2020, 03:17:26 AM
Thanks for the logs.

This is really extremely weird. My guess would be that what causes the conflict with Hospitality is remnants of another mod in the mods or steamworks folder.
These both persist reinstalling. And since 1.1, RimWorld can conflict with unloaded mods, unfortunately. How it works exactly, I don't know, since I could never reproduce that here.
But in theory all it takes is one disabled mod with the wrong Harmony assembly in the wrong folder.
So the thing you could try is rename the steamworks folder and restart Steam. That should re-download all subscribed mods. If it doesn't, you can just name the folder back.
Title: Re: [1.1.8] Hospitality (updated 26.04.2020)
Post by: Monzer on April 30, 2020, 04:06:27 PM
this mod break my game when ever I use it visitors stops coming at all . im on 1.1
Title: Re: [1.1.8] Hospitality (updated 26.04.2020)
Post by: Orion on April 30, 2020, 06:03:39 PM
Thanks for the info. But that's like calling at a garage and saying "My car doesn't drive," and then hanging up.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Orion on May 01, 2020, 07:06:14 AM
There's a new update with some fixes.

Update

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
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Canaris on May 01, 2020, 11:06:37 AM
Any idea what can be the culprit here?
No visitors ever spawn and its always the same message like this.

Its the newest version of Hospitality and mod is last in the load order.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Orion on May 01, 2020, 12:19:59 PM
Thanks for posting this. I've been trying to track this issue down for weeks but I don't have enough information.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Canaris on May 01, 2020, 01:42:01 PM
Quote from: Orion on May 01, 2020, 12:19:59 PM
Thanks for posting this. I've been trying to track this issue down for weeks but I don't have enough information.
Ahh shame, i had a pleasure island colony resort on my mind for a while..
I hope you will find the way to fix it then. Cheers.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Orion on May 01, 2020, 03:00:33 PM
I'll get it fixed eventually. If you can somehow narrow it down, that would help.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: wwWraith on May 01, 2020, 03:52:22 PM
Hmm are visitors able to come to islands nowadays? I believe they were not at least in older RimWorld versions...
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Orion on May 01, 2020, 05:10:47 PM
Weeeell... If they're spawned by vanilla, they just appear on your doorsteps. If they're spawned by Hospitality, they can't cross the sea.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: wwWraith on May 01, 2020, 05:37:04 PM
I mean, it could be the simple reason why Canaris' "pleasure island colony resort" gets no visitors.

Btw, your latest release on GitHub is still 1.1.8 rather than 1.1.9.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Orion on May 02, 2020, 03:15:02 AM
Oh, yeah... I get what you mean now. But he shouldn't get that error message. I think.

@Canaris: Could you post a screenshot of your entire map? I'm mostly interested in the edges.

I'll check github. How odd.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Sirsim on May 02, 2020, 03:50:21 AM
Not on Github yet?
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: ridjack on May 02, 2020, 12:20:21 PM
I realize this hasn't been updated for Royalty as yet, but is there any possibility of getting a config option (or even just a snippet of code to slap into a file) to disable the Shattered Empire faction from visiting? They've been my most frequent visitors, and I end up allied with them just from that. Feels a bit cheesy.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Canute on May 02, 2020, 12:58:03 PM
The relation to the empire isn't that important, more important are your title.
And new title you only earn from tribute or quests.


Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: wwWraith on May 02, 2020, 01:05:12 PM
Hmm I can agree that Empire guests come much more frequently than other factions. Not a big problem for myself, but probably something is wrong there.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Orion on May 02, 2020, 01:50:41 PM
Sorry about that. It's on Github now.

This mod has been updated for Royalty. In fact, I spent weeks doing so.
The visit rate is dependant on how much they like it, your current relationship, and how close they are settled. And indeed, there aren't any special benefits from that.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: ridjack on May 02, 2020, 02:39:30 PM
Quote from: Orion on May 02, 2020, 01:50:41 PM

This mod has been updated for Royalty. In fact, I spent weeks doing so.

Apologies, I either misread or misremembered. Good to know either way!
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Canaris on May 03, 2020, 11:05:18 AM
Quote from: Orion on May 02, 2020, 03:15:02 AM
Oh, yeah... I get what you mean now. But he shouldn't get that error message. I think.

@Canaris: Could you post a screenshot of your entire map? I'm mostly interested in the edges.

I'll check github. How odd.

It actually happens on all maps, both vanilla and modded biomes, islands and in the middle of the continent, both normal nice maps and absolute -190C toxic fallout ridden nightmares. Always with the same console message.

That whole "pleasure island" was kind a misnomer i guess, sorry about that.
And like i said - i had Hospitality on top of 230 mods so maybe that is the problem.

Oh and island biome isnt a problem here for sure, they all are perfectly fine to spawn something at the border because of the shallow ocean water being passable albeit with 30% speed. After all raids spawn fine ( both vanilla and modded factions ).
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Canute on May 03, 2020, 11:17:52 AM
If you like to experiment abit.
Enable developer mode at the options.
The top right icon is quickstart, Shift-leftclick generate fast a random colony.
Use godmode to place some guest beds.
At debug action (one of the top icons) select do Incident (map), search for visitor and spawn some visitor groups.
If the same problem happen, deactivate one or more mod and try it again until you can maybe find the one. Or use the 50% methode (deactivat half of your mods). :-)



Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: ridjack on May 03, 2020, 12:24:58 PM
Just had a guy show up from my game's shattered empire with bionic eyes, stoneskin gland, Industrious+Great Learner, full cataphract armor all at excellent quality.

He was able to be recruited immediately. Guest screen showed "0/0 Royal friends" for the requirement, and he only caused a 20 relationship hit.

Looking at the log, I see a couple things:

Failed to read royalty titles or their required apparel. This means you are using a mod that changes these and broke them.
System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.ItemUtility+<>c__DisplayClass1_0.<IsRequiredByRoyalty>b__0 (RimWorld.RoyalTitle title) [0x00000] in <5113c67bff384e17a9e7135b975dff75>:0
  at System.Collections.Generic.List`1[T].FindIndex (System.Int32 startIndex, System.Int32 count, System.Predicate`1[T] match) [0x0003b] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Collections.Generic.List`1[T].FindIndex (System.Predicate`1[T] match) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.GenCollection.Any[T] (System.Collections.Generic.List`1[T] list, System.Predicate`1[T] predicate) [0x00000] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at Hospitality.ItemUtility.IsRequiredByRoyalty (Verse.Pawn pawn, Verse.ThingDef apparelDef) [0x0002c] in <5113c67bff384e17a9e7135b975dff75>:0
Verse.Log:Error(String, Boolean)
Hospitality.ItemUtility:IsRequiredByRoyalty(Pawn, ThingDef)
Hospitality.ItemUtility:PocketHeadgear(Pawn)
Hospitality.GuestUtility:Arrive(Pawn)
Hospitality.LordToil_VisitPoint:Arrive()
Hospitality.LordToil_VisitPoint:Init()
Verse.AI.Group.Lord:GotoToil(LordToil)
Verse.AI.Group.Transition:Execute(Lord)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:ReceiveMemo(String)
Hospitality.LordToil_CustomTravel:LordToilTick()
Verse.AI.Group.Lord:LordTick()
Verse.AI.Group.LordManager:LordManagerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


<color=#D09B61FF>Sabbas</color> has a chance of Infinity of showing up.
Verse.Log:Message(String, Boolean)
Hospitality.<RandomlyUsingTitleAsChance>d__11:MoveNext()
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.<InRandomOrder>d__4`1:MoveNext()
System.Linq.EnumerablePartition`1:ToList()
System.Linq.Enumerable:ToList(IEnumerable`1)
Hospitality.IncidentWorker_VisitorGroup:GetPawnsToSpawn(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:SpawnPawns(IncidentParms, List`1)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.IncidentWorker_VisitorGroup:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.IncidentQueue:IncidentQueueTick()
Hospitality.Hospitality_MapComponent:MapComponentTick()
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Sabbas is the pawn in question.

Full log on Gist: https://gist.github.com/ridjack/1af541147a712fb56081e548a65e3ac1

(Top half or so of that log is filled with a (theoretically) unrelated error spam that occurred when my returning caravan had nowhere to unload their inventory.)
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Orion on May 03, 2020, 12:55:21 PM
Looks like maybe a mod messes with your Royalty titles.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: ridjack on May 03, 2020, 01:12:02 PM
Know of any likely candidates? I have a healthy-sized mod list (https://i.imgur.com/hACWfnH.png), and trying to pin down the cause of an error that doesn't happen all the time will take quite awhile on my own.

I'm removing Royalty Tweaks at the moment as the only mod I saw that explicitly modifies royalty, but any thoughts on other possibilities would be appreciated. :)
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Orion on May 03, 2020, 04:42:48 PM
Sorry, I really don't know. I'd probably go to the workshop folder where steam stores your mods and search for royal in all files.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Hrod on May 07, 2020, 03:33:12 AM
Hey everyone.

After a while without visitors I just spawned some visitors using dev mode. Everything went fine until they had to leave. Now there's some error and it just spams that they are leaving but they can't.

This is the error:

Exception while ticking lord with job Hospitality.LordJob_VisitColony:
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentQueue.Add (RimWorld.QueuedIncident qi) [0x00000] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Hospitality.Hospitality_MapComponent.QueueIncident (RimWorld.FiringIncident incident, System.Single afterDays) [0x0001d] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.GenericUtility.PlanNewVisit (RimWorld.IIncidentTarget map, System.Single afterDays, RimWorld.Faction faction) [0x00044] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.GenericUtility.TryCreateVisit (Verse.Map map, System.Single days, RimWorld.Faction faction, System.Single travelFactor) [0x00036] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.LordToil_VisitPoint.PlanRevisit (RimWorld.Faction faction, System.Single targetGoodwill, Verse.Map currentMap, System.Boolean sentAway) [0x00142] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.LordToil_VisitPoint.DisplayLeaveMessage (System.Single score, RimWorld.Faction faction, System.Int32 visitorCount, Verse.Map currentMap, System.Boolean sentAway) [0x0000a] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.LordToil_VisitPoint.Leave () [0x0015b] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.LordToil_VisitPoint.Cleanup () [0x00001] in <a20d107dfae34012a7901a1f006be785>:0
  at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x0000f] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.Transition.Execute (Verse.AI.Group.Lord lord) [0x00055] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, Verse.AI.Group.TriggerSignal signal) [0x000de] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (Verse.AI.Group.TriggerSignal signal) [0x00050] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.Lord.LordTick () [0x0002a] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00011] in <4489f1367c1c4d76b2ae1272c8ed691d>:0


Anyone know how to fix this? I deleted those visitors and the message stopped. I then spawned a few more visitors and sent them away and the error was back. I'm willing to remove the mod altogether if there's no solution (destroying pawns and beds and uninstalling).

One thing that may be related to this bug: Because I wasn't getting visitors I searched the incident queue in the savegame and besides the main incident queue (empty), there was a hospitality queue with the same message repeated, which I deleted just in case.

<queuedIncidents>
<li>
<firingInc>
<def>VisitorGroup</def>
<parms>
<target>Map_0</target>
<threatPoints>-1</threatPoints>
<faction>Faction_100</faction>
<spawnCenter>(-1000, -1000, -1000)</spawnCenter>
<spawnRotation>2</spawnRotation>
<pawnGroups IsNull="True" />
<quest>null</quest>
</parms>
</firingInc>
<fireTick>10500317</fireTick>
</li>
<li>
<firingInc>
<def>VisitorGroup</def>
<parms>
<target>Map_0</target>
<threatPoints>-1</threatPoints>
<faction>Faction_101</faction>
<spawnCenter>(-1000, -1000, -1000)</spawnCenter>
<spawnRotation>2</spawnRotation>
<pawnGroups IsNull="True" />
<quest>null</quest>
</parms>
</firingInc>
<fireTick>11766826</fireTick>
</li>
</queuedIncidents>


Halp.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Canute on May 07, 2020, 12:22:59 PM
Hrod,
i don't think it is Hospitality it self it is more a bad configurate faction/race or maybe your current map so they can't leave.
When i am playing a mountain base, mosttimes i dig to the map border at the mountain side. Most caravan leave through these narraow passage and many visitors.

So what version of Hospitality do you use and could you post a complete log (CTRL-F12) after you loaded the safegame and that error happen.
Title: Re: [1.1.9] Hospitality (updated 01.05.2020)
Post by: Hrod on May 07, 2020, 02:05:25 PM
I'll try digging out the side. It's actually a peninsula tile (coastlines mod) so maybe they can only leave through the north, even after digging to the side.

What I did in the meantime was to destroy the guests in dev mode (sorry friends), change the beds to normal beds, and remove the mod from the load order. Then I loaded the save again without the mod, saved, and put the mod back in the load order and loaded the save. This seems to have worked. A quick test (spawn visitors and then ask them to leave, which was causing the same issue before) shows that the problem is fixed. For now.

Title: Re: [1.1.10] Hospitality (updated 24.05.2020)
Post by: Orion on May 24, 2020, 02:06:40 PM
Update

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
Title: Re: [1.1.11] Hospitality (updated 25.05.2020)
Post by: Schwartz on June 01, 2020, 01:23:30 PM
Keep getting error logs like "Alien Framework does not have a method X", where X could be CanEat or CanWear or whatever.

I don't have any Alien Framework mod, either.

Alien Framework does not have a method 'CanWear'.
Verse.Log:Error(String, Boolean)
Hospitality.ItemUtility:AlienFrameworkAllowsIt(ThingDef, ThingDef, String)
Hospitality.JoyGiver_BuyStuff:ApparelScoreGain(Pawn, Apparel)
Hospitality.JoyGiver_BuyStuff:Likey(Pawn, Thing)
Hospitality.<>c__DisplayClass5_0:<TryGiveJob>b__5(Thing)
Verse.GenCollection:MaxBy(IEnumerable`1, Func`2, IComparer`1)
Verse.GenCollection:MaxBy(IEnumerable`1, Func`2)
Hospitality.JoyGiver_BuyStuff:TryGiveJob(Pawn)
Hospitality.JobGiver_Relax:GetJob(Pawn, List`1, Job&)
Hospitality.JobGiver_Relax:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:DMD<DMD<EndCurrentJob_Patch1>?-1040466432::EndCurrentJob_Patch1>(Pawn_JobTracker, JobCondition, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.1.11] Hospitality (updated 25.05.2020)
Post by: Canute on June 01, 2020, 01:41:52 PM
Alien Framework = Humanoid Alien Races 2.0
These mod need nearly any race as requirement.

Do you use any race mods ? When these error show up, after rimworld startup or during gameplay ? What is about to include a full log (CTRL-F12) ?

Title: Re: [1.1.11] Hospitality (updated 25.05.2020)
Post by: Schwartz on June 01, 2020, 01:44:09 PM
No, I don't use any race mods. These errors show up during gameplay. They started showing up after I updated Hospitality to latest version. Before that, I used a version from maybe 1-2 months ago, and I never had this kind of error.

Here's the log: https://gist.github.com/HugsLibRecordKeeper/33f1fc963f7b5cb9767345c20c174ac1
Title: Re: [1.1.11] Hospitality (updated 25.05.2020)
Post by: Orion on June 01, 2020, 04:33:59 PM
It should work fine without Alien Framework. I'll see if I can reproduce this.
Title: Re: [1.1.12] Hospitality (updated 20.06.2020)
Post by: Orion on June 20, 2020, 03:45:37 PM
Update

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
Title: Re: [1.1.12] Hospitality (updated 20.06.2020)
Post by: DrFred on July 04, 2020, 01:31:19 PM
Hi again,

sorry for not posting anymore, it was some mixture of personal reasons and frustration about that weird bug... Anyway, I think I might have found the reason to my problem (all pawns' names were just a grey blurry bar and I couldn't click in the game). My PC is quite old and when I got it, it had a 32 bit OS preinstalled on it (for some reason), so I always assumed I had a 32 bit architecture and upgraded to 32 bit, until I recently found out that it also supports 64 bit. I have reinstalled my OS to 64 bit now, and the mod works!
My very first guest insulted one of my colonists and they started a social fight, angering the faction leader :D (Screenshot just for the fun of it (https://imgur.com/o2CfqgD))

It works well though, and I also got some guests recruited already.

I just noticed one thing: When I send a group of guests away, they scatter all over the map instead of leaving together, even when I send them away right after they appeared, they all just run off in different directions, rather than just going straight back. It doesn't have any impact on the game, but it seems weird to me.

And there's one thing I'd like to suggest: When my colonists throw a party, the guests just don't participate, even while hanging out in the same room where the party is. They should be invited too, unless it's outside of the guest area, just because parties are great! :)

Anyway, thanks again for doing your best to help me!
Title: Re: [1.1.12] Hospitality (updated 20.06.2020)
Post by: Orion on July 06, 2020, 02:19:53 AM
I'm glad you could figure it out. This one's new to me.

That the guests scatter is strange indeed. They shouldn't do that.

Concerning parties, there's nothing I can do. RimWorld (lazily) reuses the system for guests and other groups for parties. So you can think of a group of guests as a party... Or of a party as a group. Either way, guests can't be part of their group and part of your party at the same time.
The only way to solve it would be let guests leave their group once they arrive. But that opens a whole bag of new complications.
Another way would be to fake participation at a party. So if guests notice a party going on, they'll awkwardly come and stand next to it. Kinda like tourists at carnival.
Maybe that's feasible and won't break too much. I put it on the "endless list of things people want" in case you want to track it:
https://github.com/OrionFive/Hospitality/issues/434

But then, pretty much all my allotted time goes into fixing bugs / keeping up with updates and helping people. So new features don't happen very often.
Title: Re: [1.1.12] Hospitality (updated 20.06.2020)
Post by: Kori on July 08, 2020, 09:03:57 AM
Quote from: Orion on July 06, 2020, 02:19:53 AM
Another way would be to fake participation at a party. So if guests notice a party going on, they'll awkwardly come and stand next to it. Kinda like tourists at carnival.
Maybe that's feasible and won't break too much. I put it on the "endless list of things people want" in case you want to track it:
https://github.com/OrionFive/Hospitality/issues/434

That's a very good idea, I'd like that too! :)

QuoteTweak: Most empire guests can not be recruited now as a tradeoff for their valuable gear

Could this be made an optional limitation, please?
Title: Re: [1.1.12] Hospitality (updated 20.06.2020)
Post by: Orion on July 08, 2020, 05:10:55 PM
Optional limitations kind of defeat the purpose of a limitation... For some reason their market value calculates way too low. I could look into balancing that, but it reasonably would be extremely high.
Title: Re: [1.1.12] Hospitality (updated 20.06.2020)
Post by: Kori on July 09, 2020, 08:32:52 AM
I thought of it more as a possibility to customize the mod to personal preferences..
Especially due to personal relations to my colonists (and sometimes also other reasons) I sometimes really want to recruit an Empire pawn, so it would be very nice if that would not be completely impossible.
Okay, thank you! :)
Title: Re: [1.1.12] Hospitality (updated 20.06.2020)
Post by: Canute on July 09, 2020, 08:47:32 AM
What's about the other way ?
I got serveral times that one of my pawn's got a romance with a guest, and they even wanted to marry.
So it should be possible that these pawn request to leave your colony to join the other similar to the quest request to join your colony.
If you disallow that the pawn leave he should get at last some bad mood.
Title: Re: [1.1.12] Hospitality (updated 20.06.2020)
Post by: Orion on July 10, 2020, 02:51:05 AM
That's an interesting suggestion, Canute. I think I have something like it on my list, but I'll double check.
@Kori: I'll think about it. I could make a relationship a requirement. So if they have a direct relationship, they can be recruited after all. That seems fair.
Title: Re: [1.1.13] Hospitality (updated 01.08.2020)
Post by: Orion on August 01, 2020, 07:01:21 AM
So, here's already the preemptive 1.2 update. Of course it'll work fine with 1.1 as well.

Update

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
Title: Re: [1.2.02] Hospitality (updated 14.08.2020)
Post by: Orion on August 14, 2020, 06:58:02 AM
Not that anyone cares about mod updates outside of Steam, but here goes.

Update

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
Title: Re: [1.2.02] Hospitality (updated 14.08.2020)
Post by: Orion on August 14, 2020, 09:51:02 AM
Hm. Something broke. I'll post again when I've fixed the new version. Don't use it until then.
Title: Re: [1.2.02] Hospitality (updated 14.08.2020)
Post by: MoltenSlag on August 14, 2020, 01:28:41 PM
As someone who has intentionally not gotten the Steam version because I find it more secure to have at least one of my games not tied to a distribution service, I want to reassure you that at least I do care about mod updates outside of Steam. I very much appreciate that you take the time to post your mod on the forum. It means a lot.
Title: Re: [1.2.02] Hospitality (updated 14.08.2020)
Post by: Orion on August 15, 2020, 02:52:27 AM
I suppose I'll keep it up for a while longer then :P
Title: Re: [1.2.02] Hospitality (updated 14.08.2020)
Post by: Canute on August 15, 2020, 03:40:41 AM
I agree with Moltenslag, unattend modupates cause many broken safegames in the past.
But special for non-steam user (for steam user too) can use RimPy the offline Mod-manager.
It allow you to download and update workshop without steam account anything manual and you can select what mod's should be updated.
So i see the end of non-steam downloads at the future.
Title: Re: [1.2.03] Hospitality (updated 15.08.2020)
Post by: Orion on August 19, 2020, 02:22:39 AM
The new version is now save to use, by the way.
Title: Re: [1.2.04] Hospitality (updated 06.09.2020)
Post by: Orion on September 06, 2020, 08:07:18 AM
Update

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
Title: Re: [1.2.04] Hospitality (updated 06.09.2020)
Post by: Simstu on September 07, 2020, 02:58:45 PM
Hi there! Just wanted to ask. Can I somehow restrict guests from bringing some stuff with them? I'm using concrete and fertilizer mods and those pawns which should be more or less on a ,,vacation" in my hotel are packing cement and fertilizer in their pockets... And also do not bring pretty much anything else to trade due to that. Can I fix it somehow, please?
Title: Re: [1.2.04] Hospitality (updated 06.09.2020)
Post by: Canute on September 07, 2020, 04:58:22 PM
You can disable that guest leave gifts at the mod options.
You still can trade the stuff from the guests, but at last they don't left anything when they leave.
Title: Re: [1.2.04] Hospitality (updated 06.09.2020)
Post by: Simstu on September 08, 2020, 12:28:35 AM
Quote from: Canute on September 07, 2020, 04:58:22 PM
You can disable that guest leave gifts at the mod options.
You still can trade the stuff from the guests, but at last they don't left anything when they leave.
Yeah, I know that but that doesn't solve my problem. I don't want a gunner to have a bag of cement in his inventory at all!  ;D
Title: Re: [1.2.04] Hospitality (updated 06.09.2020)
Post by: Orion on September 08, 2020, 02:21:06 AM
Sorry, there's nothing you can do. Apparently a bag of cement fits the requirements for a gift perfectly.
Title: Re: [1.2.04] Hospitality (updated 06.09.2020)
Post by: Canute on September 08, 2020, 02:56:38 AM
Or ask the mod author of these items, to increase the weight of them. I think then the guest would carry around a bag of cement if that weight 50kg the piece :-)
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Orion on September 13, 2020, 10:15:48 AM
Update

1.2.05 - 13.09.2020
- Tweak: Renamed "Manage Defaults" to "Map Settings"
- Fix: Wrong guests marked with "-" in guest list
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: fetusthebard on September 19, 2020, 11:08:44 PM
I'm currently playing on the newest patch, and there is a group of Empire titleholders in my colony visiting. I want to recruit one of them, but there is a message in their "guests" tab saying they can only be recruited by force. Is there any in-game reason for this? My recruiter is a Count, they are a Freeholder, just going from a story perspective they should jump at the opportunity to join my colony.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Orion on September 20, 2020, 02:06:11 AM
Yes. He's probably got a Death Acidifier implanted. His faction will trigger it remotely if he joins you and that's not something he's looking forward to.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: fetusthebard on September 20, 2020, 08:36:56 PM
Completely correct and slipped my mind entirely. Guess I'll have to find another multiple bionic part brawler :/
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Orion on September 21, 2020, 01:57:17 AM
You can give them gifts to increase relationship and then force recruit.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Finarion on October 13, 2020, 01:57:04 PM
Hello. Just installed Hospitality and it seems like everything functions as intended, except for one thing. Textures from Bad Hygiene mod are partly missing ever since Hospitality arrived in my mod list. Instead of wooden pump's vents I see purple squares. How can I fix this? My game is still 1.1, here's the log and also a picture of these textures:
https://gist.github.com/948433e4592c3377b786c454e674d1ef
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Orion on October 14, 2020, 02:32:39 AM
Hm. Hard to tell. There are multiple things going wrong, none clearly related to Hospitality. Something breaks your runtime compiler and the textures for Dubs Hygiene are loaded from the wrong thread.

Maybe a mod didn't download right. Are you sure it goes well without Hospitality?
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Canute on October 19, 2020, 08:51:15 AM
Hi Orion,
i notice a curious thing.
Currently playing on an cold map during an event the temperature further drop (-50 to -70°C).
When a trade caravan enter the map and notice the temperature is dangerous, they turn and move the fastest way to the map border.

But when visitor encounter dangerous temperature everyone from the group move in a different direction. All across the map.
I just wanted to write a bug report and wanted be sure it happen the same at vanilla and i notice, it didn't.
So it must be a mod thing.
So could you please take a look into this, so visitor who want to leave the map stay together and take the fastest way to the border and don't cross the map.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Orion on October 20, 2020, 02:48:01 AM
I've put it on the list. Travel behavior is very hard to fix, because it easily breaks saves when changed.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: BluealienWilson on December 03, 2020, 10:09:17 PM
Hello Orion, I've encountered this weird issue that only started happening today and I'm not sure what's sparked it. I was simply playing the game normally with a new colony when suddenly I found myself unable to set Guest beds. I didn't really think much of it and and just saved and restarted the game, thinking that would fix it. But then I noticed that in the boot-up log no beds were being patched to be usable as Guest beds. I'm genuinely stumped at what could be causing it.

https://gist.github.com/HugsLibRecordKeeper/24ade26041db7ea9ac228b320c5a543a
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Canute on December 04, 2020, 01:37:27 AM
QuoteNot creating guest beds for sleeping spot from Core. It does not have a CompAssignableToPawn_Bed.
and similar msg. for other core and mod bed's
I think some other mod maybe overwrite something.
Try to put Hospitality at the end of the modlist and check the log if these msg. still appear.

If that don't help, i saw 3 mod at the patches when i search for bed
Prison Labor
Alert_NeedColonistBed
Android tiers

Try to deactivate one by one and check the log (don't need to load the safegame) if the msg. still appear.

Or wait if Orion could give some hint's.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: BluealienWilson on December 04, 2020, 01:49:29 AM
Quote from: Canute on December 04, 2020, 01:37:27 AM
QuoteNot creating guest beds for sleeping spot from Core. It does not have a CompAssignableToPawn_Bed.
and similar msg. for other core and mod bed's
I think some other mod maybe overwrite something.
Try to put Hospitality at the end of the modlist and check the log if these msg. still appear.

If that don't help, i saw 3 mod at the patches when i search for bed
Prison Labor
Alert_NeedColonistBed
Android tiers

Try to deactivate one by one and check the log (don't need to load the safegame) if the msg. still appear.

Or wait if Orion could give some hint's.

I'll have to try disabling them in the morning since it's getting late where I am, but thank you lots nonetheless!
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Orion on December 04, 2020, 03:42:12 AM
My bet is on Prison Labor. Especially since it also crashes while initializing. iit dseems to clash with Adeptus Mechanicus.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: BluealienWilson on December 04, 2020, 01:27:47 PM
For some reason I can't seem to upload the log so I had to copy and paste everything into a document. I've attached it as such.

I disabled Prison Labor and Android Tiers plus put Hospitality as low on the list as possible but it seems that neither of those fixed the problem, sadly.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Canute on December 04, 2020, 03:22:26 PM
Rimworld create a log-file (player.log) too. At the options you find a button to open that file location.
I hope you didn't waste to much time on that.

The problem are, there is no hint about what mod cause the problem.
You need to disable mods, until the message "Not creating guest beds ...." is gone.
You should continue with the Adeptus Mechanicus series Orion mention.
If that don't help, i suggest to do the 50% methode, deactivate 50% of your mods.
When the message is gone, reactivate 50% of the disabled mods....
Until you can pinpoint the mod.

Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: BluealienWilson on December 04, 2020, 03:28:10 PM
Quote from: Canute on December 04, 2020, 03:22:26 PM
Rimworld create a log-file (player.log) too. At the options you find a button to open that file location.
I hope you didn't waste to much time on that.

The problem are, there is no hint about what mod cause the problem.
You need to disable mods, until the message "Not creating guest beds ...." is gone.
You should continue with the Adeptus Mechanicus series Orion mention.
If that don't help, i suggest to do the 50% methode, deactivate 50% of your mods.
When the message is gone, reactivate 50% of the disabled mods....
Until you can pinpoint the mod.

Nah, don't worry I didn't waste much time at all, there's a button on the console just allows you to instantly copy all of the messages to your clipboard. I'll try disabling the Adeptus Mechanicus mods and see if that helps, if not then I'll go through my list and disable mod sets until the messages stop showing up. I'm quite curious about which one could be causing this since it was working fine before. I guess I'll have to wait and find out, lol. Thank you guys again for your help!
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: BluealienWilson on December 04, 2020, 03:56:55 PM
Good news, I found the mod set that was causing it, though it wasn't Adeptus Mechanicus. It was either the Rimhammer or Lovecraft mods, which is odd but I'm glad it's fixed nonetheless.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Orion on December 05, 2020, 03:15:54 AM
I'm glad you could find the problem!
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: McBlackjack on December 27, 2020, 03:06:45 AM
Merry Christmas Orion! You sexy beast, you.
Title: Re: [1.2.05] Hospitality (updated 13.09.2020)
Post by: Orion on December 27, 2020, 03:35:51 AM
Uh... Merry Christmas to you too?
Title: Re: [1.2.06] Hospitality (updated 27.12.2020)
Post by: Orion on December 27, 2020, 10:12:17 AM
Update

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
Title: Re: [1.2.06] Hospitality (updated 27.12.2020)
Post by: Andrenachrome on January 30, 2021, 02:37:53 PM
Hey I could use some help. Keep getting:

Failed to read royalty titles or their bedroom requirements. This means you are using a mod that changes these and broke them.
System.MissingMethodException: bool RimWorld.RoomRequirement.Met(Verse.Room,Verse.Pawn)
  at System.Linq.Enumerable.All[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at Hospitality.Building_GuestBed+<>c__DisplayClass18_0.<GetMetRoyalTitles>b__0 (RimWorld.RoyalTitleDef t) [0x00020] in <875bd7e5c08b4dbea889b2a68731c340>:0
  at System.Linq.Enumerable+WhereArrayIterator`1[TSource].ToArray () [0x00022] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at Hospitality.Building_GuestBed.GetMetRoyalTitles (Verse.Room room) [0x00032] in <875bd7e5c08b4dbea889b2a68731c340>:0
Verse.Log:Error(String, Boolean)
Hospitality.Building_GuestBed:GetMetRoyalTitles(Room)
Hospitality.Building_GuestBed:UpdateStats()
Hospitality.Building_GuestBed:TickLong()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

But I can't figure out what may be changing the royal requirements. I don't think any do. Otherwise stable. Please advise.
Title: Re: [1.2.06] Hospitality (updated 27.12.2020)
Post by: Orion on January 31, 2021, 12:42:32 PM
Missing method it says. Hm. Could be you're missing a required mod or something. I really can't tell, sorry.
Title: Re: [1.2.09] Hospitality (updated 03.05.2021)
Post by: Orion on May 03, 2021, 10:18:42 AM
Update

- 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
Title: Re: [1.2.09] Hospitality (updated 03.05.2021)
Post by: Orion on May 07, 2021, 09:42:51 AM
Note that there is a bug in this version, that without Gastronomy, guests will consume your drugs free of charge.
Title: Re: [1.2.10] Hospitality (updated 17.05.2021)
Post by: Orion on May 17, 2021, 06:35:35 AM
Update

- Fix: Guests taking player's drugs for social relaxing
Title: Re: [1.2.10] Hospitality (updated 17.05.2021)
Post by: Orion on May 17, 2021, 12:02:01 PM
If you've downloaded version 1.2.10 already, please download it again. There's a bug that makes your beds disappear. It's fixed now.
Title: Re: [1.2.11] Hospitality (updated 10.06.2021)
Post by: Orion on June 10, 2021, 12:31:16 PM
Update

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


Note that this is a massive update and might cause issues. If you run into any of them, please post a CTRL-F12 log link.
Title: Re: [1.2.11] Hospitality (updated 10.06.2021)
Post by: Nomalastor on June 14, 2021, 04:28:25 PM
Hi Orion, thank you for your amazing mods. Could you please update this mod's release version on GitHub?

Quote from: Orion on June 10, 2021, 12:31:16 PM
Update

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


Note that this is a massive update and might cause issues. If you run into any of them, please post a CTRL-F12 log link.
Title: Re: [1.2.11] Hospitality (updated 10.06.2021)
Post by: Orion on June 15, 2021, 02:11:27 AM
Huh. Something went wrong with numbering here. 10b is the latest version.
Title: Re: [1.3.0] Hospitality (updated 20.07.2021)
Post by: Orion on July 20, 2021, 12:10:45 PM
Update
Here it is. One of the largest Hospitality updates in a long time. Enjoy.


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
Title: Re: [1.3.0] Hospitality (updated 20.07.2021)
Post by: santial28 on July 22, 2021, 05:52:10 AM
Hi!. I'm getting an error each time i had visitors. Seems to be related to buy_Stuff_buy_food.. something.


Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.JoyGiver_BuyStuff.TryGiveJob (Verse.Pawn pawn) [0x00030] in <9195c19eff5b49838ff9812aea419a35>:0
  at Hospitality.JobGiver_BuyFood.TryGiveJob (Verse.Pawn pawn) [0x00044] in <9195c19eff5b49838ff9812aea419a35>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00000] in <e6d267da40db4a01beb1ee5d02f19dd5>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x000fb] in <e6d267da40db4a01beb1ee5d02f19dd5>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()



Title: Re: [1.3.0] Hospitality (updated 20.07.2021)
Post by: Orion on July 25, 2021, 01:14:15 PM
I've fixed it. You can download the latest version for the fix.
Title: Re: [1.3.0] Hospitality
Post by: Orion on August 02, 2021, 11:27:45 AM
Hey guys. I'm no longer going to maintain this thread. It's extra work and I feel like not many people are still following it.

If you still want notifications about new versions, you can go to GitHub (https://github.com/OrionFive/Hospitality/releases), click "Watch" in the upper right corner, then "Custom" and select "Releases". Or follow me on Patreon (https://www.patreon.com/orionmods).

Also, there's a new version. Enjoy!