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RimWorld => Mods => Releases => Topic started by: Fluffy (l2032) on September 14, 2015, 06:16:45 AM

Title: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Fluffy (l2032) on September 14, 2015, 06:16:45 AM
(http://i.imgur.com/qcC2kjp.gif)Fluffy's Mods


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
[1.0]Animal Tab (http://github.com/fluffy-mods/AnimalTab/releases/latest) v4.7 (Aug 8th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=712141500)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/AnimalTab/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/AnimalTab/issues)Adds extra functionality to the Animals tab
[1.0]Area Unlocker (http://github.com/fluffy-mods/AreaUnlocker/releases/latest) v3.14 (Aug 8th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=725153576)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/AreaUnlocker/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/AreaUnlocker/issues)Removes the (arbitrary) limit to the number of areas you can create
[1.0]Backup Power (http://github.com/fluffy-mods/BackupPower/releases/latest) v1.10 (Aug 8th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=2084493662)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/BackupPower/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/BackupPower/issues)add control units to generators to automatically switch them on and off when needed
[1.0]The Birds and the Bees (http://github.com/fluffy-mods/BirdsAndBees/releases/latest) v3.8 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=751049133)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/BirdsAndBees/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/BirdsAndBees/issues)Adds reproductive organs to the animals
[1.0]Blueprints (http://github.com/fluffy-mods/Blueprints/releases/latest) v2.17 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=708455313)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/Blueprints/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/Blueprints/issues)Blueprints allow the quick construction of repetitive rooms/areas
[1.0]Colony Manager (http://github.com/fluffy-mods/ColonyManager/releases/latest) v4.32 (Aug 28th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=715565262)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/ColonyManager/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/ColonyManager/issues)Colony Manager allows you to make colonists do the more tedious parts of managing a colony
[1.0]Command Palette (http://github.com/fluffy-mods/CommandPalette/releases/latest) v1.8 (Aug 9th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=2073966033)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/CommandPalette/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/CommandPalette/issues)all your commands in one place
[1.0]Desire Paths (http://github.com/fluffy-mods/DesirePaths/releases/latest) v0.8 (Aug 24th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=2072410063)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/DesirePaths/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/DesirePaths/issues)Creates packed dirt paths when colonists frequently take the same path
[1.0]Fluffy Breakdowns (http://github.com/fluffy-mods/FluffyBreakdowns/releases/latest) v4.4 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=726244033)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/FluffyBreakdowns/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/FluffyBreakdowns/issues)Replaces random breakdowns with a maintenance requirement
[1.0]Follow Me (http://github.com/fluffy-mods/FollowMe/releases/latest) v4.8 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=715759739)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/FollowMe/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/FollowMe/issues)Gives the camera tracking capabilities
[1.0]Medical Tab (http://github.com/fluffy-mods/MedicalTab/releases/latest) v3.4 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=715565817)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/MedicalTab/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/MedicalTab/issues)Adds a comprehensive medical overview tab
[1.0]Mod Manager (http://github.com/fluffy-mods/ModManager/releases/latest) v3.8 (Sep 5th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1507748539)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/ModManager/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/ModManager/issues)Managing mods should be easy!
[1.0]Pharmacist (http://github.com/fluffy-mods/Pharmacist/releases/latest) v2.9 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1365242717)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/Pharmacist/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/Pharmacist/issues)Not all injuries are equal
[1.0]Relations Tab (http://github.com/fluffy-mods/RelationsTab/releases/latest) v2.6 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=709317151)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/RelationsTab/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/RelationsTab/issues)Replaces the faction tab with a relations tab
[1.0]Research Tree (http://github.com/fluffy-mods/ResearchTree/releases/latest) v3.17 (Jun 9th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1266570759)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/ResearchTree/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/ResearchTree/issues)A better research tree
[1.0]Shit Rimworld Says (http://github.com/fluffy-mods/ShitRimWorldSays/releases/latest) v2.3 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=2069706266)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/ShitRimWorldSays/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/ShitRimWorldSays/issues)adds quotes from /r/ShitRimWorldSays to RimWorld loading screens
[1.0]Stuffed Floors (http://github.com/fluffy-mods/StuffedFloors/releases/latest) v2.7 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=853043503)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/StuffedFloors/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/StuffedFloors/issues)Allows building floors out of stuff*
[1.0]Work Tab (http://github.com/fluffy-mods/WorkTab/releases/latest) v3.21 (Aug 10th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=725219116)(http://i.imgur.com/ed8ia5D.png) (https://github.com/fluffy-mods/WorkTab/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/fluffy-mods/WorkTab/issues)Provides a vastly more customizable work tab

Legend:
(http://i.imgur.com/LHkCJRF.png): Steam Workshop page
(http://i.imgur.com/ed8ia5D.png): All old & new versions
(http://i.imgur.com/ymLMNza.png): Bugs & Suggestions

You can find my outdated & obsolete mods, as well as my other projects, on GitHub (https://github.com/fluffy-mods)

Changenotes:

2020-09-05 22:09 :: ModManager :: Fluffy :: fix requirements showing as unment when mod manager was closed and re-opened
2020-09-05 22:09 :: ModManager :: Fluffy :: fix warning about static texture loading in FluffyUI
2020-09-05 21:09 :: ModManager :: Fluffy :: fix error on non-xml files in modlist dir
2020-09-05 21:09 :: ModManager :: Fluffy :: remove survey popup
2020-08-31 09:08 :: ModManager :: Han Yaodong :: Update Chinese translation for v3.7.1004 (1.2.2723) (#128)
2020-08-30 23:08 :: ModManager :: Proxyer :: Update Japanese Translation for v3.5.996 (#127)
2020-08-30 11:08 :: ModManager :: Fluffy :: minor refactor of filename sanitizing, add more debug info
2020-08-19 00:08 :: ModManager :: Fluffy :: re-implement updating local copies from steam source
2020-08-19 00:08 :: ModManager :: Fluffy :: add steam links for original mod & author to local copies
2020-08-18 22:08 :: ModManager :: Fluffy :: check if userdata exists before trying to copy it
2020-08-18 21:08 :: ModManager :: Fluffy :: fix possible nullref in Incompatible.get_Resolvers
2020-08-18 21:08 :: ModManager :: Fluffy :: fix key error in auto-sort
2020-08-18 20:08 :: ModManager :: Proxyer :: Update Japanese Translation for v3.4.966 (#123)
2020-08-16 00:08 :: ModManager :: Fluffy :: properly cache Dependency.Target
2020-08-16 00:08 :: ModManager :: Fluffy :: cache relevant issue list
2020-08-15 22:08 :: ModManager :: Fluffy :: copy user data when copying/moving mod
2020-08-15 00:08 :: ModManager :: Fluffy :: fix user data storage
2020-08-14 22:08 :: ModManager :: Fluffy :: give local copies unique packageId's, handle comparing them
2020-08-11 22:08 :: ModManager :: Fluffy :: fix nullref in manifest.notify_recache
2020-08-09 12:08 :: CommandPalette :: Fluffy :: allow changing amount of recent widgets displayed
2020-08-09 12:08 :: CommandPalette :: Fluffy :: close palette when keybinding is pressed while open
2020-08-09 12:08 :: CommandPalette :: Fluffy :: update for 1.2
2020-08-09 12:08 :: CommandPalette :: Fluffy :: allow opening with selection with setting. closes #6
2020-08-08 11:08 :: BackupPower :: Fluffy :: add 1.2 updates into 1.1
2020-08-08 11:08 :: BackupPower :: Fluffy :: add run on batteries toggle
2020-08-08 00:08 :: BackupPower :: Fluffy :: build last release for 1.1
2020-08-08 00:08 :: BackupPower :: Fluffy :: lower research cost change prerequisite to electricity
2020-08-07 21:08 :: AnimalTab :: Fluffy :: update .gitignore
2020-08-05 23:08 :: DesirePaths :: Fluffy :: add path width growth
2020-08-05 22:08 :: DesirePaths :: Fluffy :: add defModExtension for changing desirePath settings per terrain
2020-08-05 21:08 :: DesirePaths :: Fluffy :: add old news to vcs
2020-08-04 20:08 :: DesirePaths :: Proxyer :: Japanese Translation
2020-05-23 11:05 :: BackupPower :: Fluffy :: additional nullcheck in PowerNet.StorageLevel
2020-05-22 23:05 :: ColonyManager :: Fluffy :: create read-only list for enumerating in ManagerJob_Livestock.DoFollowSettings
2020-05-22 22:05 :: ColonyManager :: Fluffy :: ignore borrowed animals
2020-05-22 22:05 :: ColonyManager :: Fluffy :: fix 'ew job'
2020-05-22 21:05 :: ColonyManager :: Fluffy :: add support for animals without gender by treating everything non-male as female.
2020-05-22 21:05 :: ColonyManager :: Fluffy :: make history labels translatable
2020-05-22 21:05 :: ColonyManager :: Fluffy :: add some null checks for possible weird modded plants
2020-05-22 15:05 :: BackupPower :: Fluffy :: allow turning backups off when excess would be zero
2020-05-22 14:05 :: BackupPower :: Fluffy :: add battery widget
2020-05-18 23:05 :: WorkTab :: Fluffy :: add priority labels for all priorities
2020-05-18 23:05 :: ModManager :: Han Yaodong :: Update Chinese Translation for v2.11.893 (#91)
2020-05-18 23:05 :: FollowMe :: Proxyer :: Pull request: Update Japanese Translation for v4.5.90 (#29)
2020-05-18 23:05 :: Blueprints :: Proxyer :: Update Japanese Translation for v2.15.128 (#30)
2020-05-18 22:05 :: WorkTab :: Fluffy :: add a bunch of checks for pawns without mood need
2020-05-15 22:05 :: CommandPalette :: Fluffy :: another attempt at fixing duped key errors in designator by category caching
2020-05-14 20:05 :: CommandPalette :: Fluffy :: fix duplicate key error in designator init
2020-05-05 22:05 :: ShitRimWorldSays :: Fluffy :: add tips on main menu
2020-05-05 14:05 :: ShitRimWorldSays :: Fluffy :: update preview image
2020-05-05 10:05 :: BackupPower :: Fluffy :: fix: building control box no longer removes generator (doh)
2020-05-05 10:05 :: BackupPower :: Fluffy :: fix reinitializing control boxes on game load
2020-05-05 10:05 :: BackupPower :: Fluffy :: fix: building control box no longer removes generator (doh)
2020-05-04 22:05 :: BackupPower :: Fluffy :: try to recover more gracefully from failure state
2020-05-04 20:05 :: CommandPalette :: Fluffy :: update preview
2020-05-04 19:05 :: MedicalTab :: Fluffy :: new preview image
2020-05-04 14:05 :: BackupPower :: Fluffy :: remove last traces of Harmony requirement
2020-05-04 11:05 :: BackupPower :: Fluffy :: add minimum on time to stop flickering
2020-05-02 08:05 :: DesirePaths :: Fluffy :: fix: turn paths overlay off by default
2020-05-02 01:05 :: DesirePaths :: Fluffy :: add path density overlay
2020-05-01 22:05 :: DesirePaths :: Fluffy :: tweak snow clearance rate, add stone smoothing
2020-04-30 23:04 :: Blueprints :: Fluffy :: add new files to source. doh
2020-04-30 22:04 :: Blueprints :: Fluffy :: add quick copy blueprint
2020-04-29 00:04 :: CommandPalette :: Fluffy :: make number of rows/columns configurable
2020-04-28 23:04 :: AreaUnlocker :: Fluffy :: fix: copy area now works again
2020-04-28 23:04 :: AnimalTab :: Han Yaodong :: Add Chinese translation (#53)
2020-04-28 11:04 :: FollowMe :: Fluffy :: switch to using better keybinding widget
2020-04-28 11:04 :: FollowMe :: Fluffy :: add configurable keybind for cinematic camera
2020-04-28 10:04 :: CommandPalette :: Fluffy :: deps: update BetterKeybinding dependency
2020-04-27 23:04 :: ModManager :: Fluffy :: fix crosspromotion preview path
2020-04-27 22:04 :: AnimalTab :: Fluffy :: fix sorting by handler
2020-04-27 22:04 :: AnimalTab :: Fluffy :: fix follow checkboxes not registering
2020-04-27 :: AnimalTab :: Fluffy :: remove duplicate age column
2020-04-27 :: CommandPalette :: Fluffy :: remove focus from search when selection is made
2020-04-27 :: AnimalTab :: Fluffy :: allow checkbox dragging
2020-04-27 :: CommandPalette :: Fluffy :: add configurable keybinding
2020-04-27 :: AnimalTab :: Fluffy :: add toggle for higher contrast checkboxes
2020-04-25 :: CommandPalette :: Fluffy :: add toggle for opening architect, hide disallowed commands from recent list, set default scale to 100%
2020-04-25 :: CommandPalette :: Fluffy :: add null check for similarity
2020-04-25 :: CommandPalette :: Fluffy :: update desciption, fix nullref in equality comparer
2020-04-24 :: DesirePaths :: Fluffy :: remove debug cell flashing, pawns standing still don't trample earth (almost), remove snow where pawns walk
2020-04-24 :: DesirePaths :: Fluffy :: more frequent smaller updates to dirt paths
2020-04-24 :: DesirePaths :: Fluffy :: actuall set default values for settings
2020-04-23 :: StuffedFloors :: Fluffy :: Add German translation (thanks to Erdnussbrot)'
2020-04-23 :: BirdsAndBees :: Han Yaodong :: Update Chinese translation for v3.6.55 (#28)'
2020-04-23 :: WorkTab :: Téo Bouttier :: French translation (#135)'
2020-04-23 :: BirdsAndBees :: gast :: Traditional Chinese (#27)'

Title: Re: [A12d] Fluffy's Small Mods
Post by: rsof69 on September 14, 2015, 07:11:22 AM
Awsome
Title: Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
Post by: Fluffy (l2032) on September 16, 2015, 08:10:53 AM
No colonist left behind released, put pets into cryptosleep and take them with you when you launch
Title: Re: [A12d] Fluffy's Small Mods
Post by: Tekuromoto on September 16, 2015, 01:07:35 PM
Quote from: Fluffy (l2032) on September 14, 2015, 06:17:29 AM
Issues
Humans fit into small crypto caskets. Don't do this, it's cruel.

I don't often LOL, but I did with this.  ;D
Title: Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
Post by: Didact04 on September 16, 2015, 03:22:53 PM
Oh thank god, now I can save my pets from rimworld. Puppies can into space.
Title: Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
Post by: bterrik on September 17, 2015, 12:15:00 PM
Bug Report: With this mod enabled, I could no longer right-click on some jobs (for example - I couldn't right click on a power switch to prioritize flicking).  Some right clicking still worked, though.  I could equip weapons, but only when the colonist was drafted.

I am using only this and EdB Interface and Prepare Carefully.  Disabling this mod fixed the problem.

Loving the mod, thanks for the hard work!
Title: Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
Post by: Fluffy (l2032) on September 17, 2015, 03:07:48 PM
Quote from: bterrik on September 17, 2015, 12:15:00 PM
Bug Report: With this mod enabled, I could no longer right-click on some jobs (for example - I couldn't right click on a power switch to prioritize flicking).  Some right clicking still worked, though.  I could equip weapons, but only when the colonist was drafted.

I am using only this and EdB Interface and Prepare Carefully.  Disabling this mod fixed the problem.

Loving the mod, thanks for the hard work!
Hmm, I did play with changing pawn class which might have caused this, but I removed that. I think. Will double check, thanks for reporting!

Update: confirmed, but I have no idea what's causing this. I did already delete all traces of the old pawn class, I'm strictly building on a designator and the new caskets. I see no reason whatsoever why or how this should affect the right click menu...
Update2: found and fixed, this actually clued me in to an option to modify the right click context menu, which I though didn't exist. Good to know, and might be useful in the future. Thanks!
Title: Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
Post by: Fluffy (l2032) on September 17, 2015, 03:19:27 PM
New mod; Medical Info (https://ludeon.com/forums/index.php?topic=16120.msg171785#msg171785)
Title: Re: [A12d][MODLIST] FSM - Medical Info
Post by: Falcon24 on September 19, 2015, 04:38:26 PM
Love the mods, keep them comin! :D
Title: Re: [A12d][MODLIST] FSM - Medical Info
Post by: Fluffy (l2032) on September 19, 2015, 04:43:59 PM
good to hear you're enjoying my stuff :)

I'm working on a fairly major mod, but I sometimes do 'quick' things in between that end up here. The work I actually get paid for is starting to get busier though, so my pace will likely not be so fast anymore ;).
Title: Re: [A12d][MODLIST] FSM - Medical Info updated
Post by: Fluffy (l2032) on September 21, 2015, 02:38:42 PM
Small update to medical info; should now correctly show all possible status effects. If you notice anything missing, let me know!
Title: Re: [A12d][MODLIST] FSM - Medical Info updated
Post by: skullywag on September 21, 2015, 04:50:20 PM
fluffy not sure your dirt before snow mod is save compat, just added it to an existing game and snow is still being cleared first.
Title: Re: [A12d][MODLIST] FSM - Medical Info updated
Post by: Fluffy (l2032) on September 21, 2015, 05:35:33 PM
at least it didn't break things :P I'll slap a notice on it, kindof makes sense that the worktypes get saved with the game I suppose.
Title: Re: [A12d][MODLIST] FSM - Medical Info updated
Post by: Naxdar on September 21, 2015, 06:53:23 PM
Bug : the ResearchInfo mod allows any technology to be researched via the "All" tab, ignoring prerequisites.
Title: Re: [A12d][MODLIST] FSM - Medical Info updated
Post by: Fluffy (l2032) on September 22, 2015, 01:33:56 AM
Quote from: Naxdar on September 21, 2015, 06:53:23 PM
Bug : the ResearchInfo mod allows any technology to be researched via the "All" tab, ignoring prerequisites.
Doh. That's a pretty horrific oversight! Sorry, and thanks for the report.

Update: fixed. Research projects where prerequisites are not researched now show a 'locked' message.
Also made all the strings translatable while I was at it.
Title: Re: [A12d][MODLIST] FSM - Medical Info updated
Post by: Ectoplasm on September 28, 2015, 03:52:19 PM
Might it be possible to add sort arrows to your research info mod? So you could list them by name or research cost? (Pretty please!)
Title: Re: [A12d][MODLIST] FSM - Medical Info updated
Post by: Fluffy (l2032) on September 28, 2015, 06:05:47 PM
Quote from: Ectoplasm on September 28, 2015, 03:52:19 PM
Might it be possible to add sort arrows to your research info mod? So you could list them by name or research cost? (Pretty please!)
Sure, I'm good at sorting stuff by now :P Will try and get it out tomorrow.
Title: Re: [A12d][MODLIST] FSM - Medical Info updated
Post by: Fluffy (l2032) on September 29, 2015, 05:08:21 PM
Sorry, haven't gotten to it yet. Tomorrow? :P
Title: Re: [A12d][MODLIST] FSM - Medical Info updated
Post by: Ectoplasm on September 29, 2015, 05:21:56 PM
Good things come to those who wait :)
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: Fluffy (l2032) on September 30, 2015, 04:26:12 PM
Aight, done! There's an update minor release, grab it from the release post as usual.

Added sorting by name and cost (click to sort, click again to sort in reverse order).
Also threw in filtering/searching in there while I was at it, so you can filter down the list to what you're looking for.
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: Tekuromoto on September 30, 2015, 05:16:47 PM
I hate to be the bearer of bad news...  Two "cannot find texture" errors.  ???

Could not load UnityEngine.Texture2D at UI/Buttons/A in any active mod or in base resources.
Could not load UnityEngine.Texture2D at UI/Buttons/Research in any active mod or in base resources.


Removing the new research info mod prevents the errors - I guess they're missing from the distribution?
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: Ectoplasm on September 30, 2015, 05:45:34 PM
Getting the same error as above. However, it's just what the doctor ordered Fluffy (minus the small bug!). The search feature works great, and although the buttons are missing due to this error (they're just to the right of the search box) They still work and have the sorting functionality. This is one sorely needed mod. It's totally great, no more will I be scrolling up and down the research window thinking FFS where is it!?

Thank you kindly!!
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: Fluffy (l2032) on September 30, 2015, 06:05:59 PM
Quote from: Tekuromoto on September 30, 2015, 05:16:47 PM
I hate to be the bearer of bad news...  Two "cannot find texture" errors.  ???

Could not load UnityEngine.Texture2D at UI/Buttons/A in any active mod or in base resources.
Could not load UnityEngine.Texture2D at UI/Buttons/Research in any active mod or in base resources.


Removing the new research info mod prevents the errors - I guess they're missing from the distribution?
Never worry about being the bearer of bad news, I need people to actually test and give me feedback! You're absolutely right, I switched from doing git manually to letting visual studio handle it for me, forgot I have to manually add these things. It's fixed now!

Quote from: Ectoplasm on September 30, 2015, 05:45:34 PM
Getting the same error as above. However, it's just what the doctor ordered Fluffy (minus the small bug!). The search feature works great, and although the buttons are missing due to this error (they're just to the right of the search box) They still work and have the sorting functionality. This is one sorely needed mod. It's totally great, no more will I be scrolling up and down the research window thinking FFS where is it!?

Thank you kindly!!
Good to hear you're enjoying it!

On a related note, I've been thinking about adding an 'unlocks' section with buildings/recipes unlocked by the research. The problem is, I can't reliably list everything (there's many places this can be defined where I'ld have to look, and some mods unlock things in the .dll, which I can't check at all).

Would you rather have an 'unlocks' overview that may not be complete, or no overview at all?
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: Tekuromoto on September 30, 2015, 06:56:15 PM
Thanks for the quick bugfix.  ;)

Quote from: Fluffy (l2032) on September 30, 2015, 06:05:59 PM
Would you rather have an 'unlocks' overview that may not be complete, or no overview at all?

I'm definitely in favour of a possibly-incomplete unlocks list.
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: Ectoplasm on October 01, 2015, 07:11:36 AM
For the OP, an updated pic of research window

http://i.imgur.com/6A9gps4.png
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: TheGentlmen on October 04, 2015, 02:50:03 AM
Hello Fluffy,

ResearchInfo is NOT compatible with CCL advanced research.

If its set to lead to an advanced research it says it leads to nothing.
If it requires an advanced research is says it has no prerequisite...

Would their be a chance you could make a special CCL version? I would be internally thankful if you do cause Ze Modpack is gonna be using a LOT of CCL.

If not could you tell me how to disable the text which says Prerequisites and Leads to so I can insert it into the description myself?
Figured dis out... hopefully you can make a CCL patch...  :)

-Gentz
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: Fluffy (l2032) on October 04, 2015, 03:38:18 AM
Will look into it.

Update: Will look into it when I get to the recipe/buildings/sowtags unlocked, as that will have to make use of CCL funcionality as well.
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: Fluffy (l2032) on October 08, 2015, 02:25:42 PM
New mod, Quick Start (https://ludeon.com/forums/index.php?topic=16120.msg171786#msg171786)
Title: Re: [A12d][MODLIST] FSM - sorting and filtering for research info
Post by: skyarkhangel on October 08, 2015, 04:38:47 PM
Quote from: Fluffy (l2032) on October 08, 2015, 02:25:42 PM
New mod, Quick Start (https://ludeon.com/forums/index.php?topic=16120.msg171786#msg171786)

wow, really good idea. It helps and it saves a lot of time  :)
Title: Re: [A12d][MODLIST] FSM - Quick Start released!
Post by: 1000101 on October 20, 2015, 01:17:44 PM
Fluffy has graciously integrated and enhanced his Research Info mod into CCL!  CCL v0.12.4 (https://ludeon.com/forums/index.php?topic=16599.0) contains a much upgraded version and as such, the Research Info mod here should only be used with CCL v0.12.3b and earlier.

Thanks Fluffy, you're work with RimWorld UI enhancements is awesome!  :)
Title: Re: [A12d][MODLIST] FSM - Quick Start released!
Post by: koisama on October 26, 2015, 08:33:56 PM
I think I found a bug in MedicalInfo.
Enabling it on .914 will double every entry in medical bill list and every entry in bottom right notification area. Found no dependencies on other mods or saves (tested with just Core, MedicalInfo on a new colony).

Screenshots: http://imgur.com/a/yU7O6
Title: Re: [A12d][MODLIST] FSM - Quick Start released!
Post by: Fluffy (l2032) on October 27, 2015, 03:32:17 AM
Quote from: koisama on October 26, 2015, 08:33:56 PM
I think I found a bug in MedicalInfo.
Enabling it on .914 will double every entry in medical bill list and every entry in bottom right notification area. Found no dependencies on other mods or saves (tested with just Core, MedicalInfo on a new colony).

Screenshots: http://imgur.com/a/yU7O6
Interesting, I'll look into that.
Title: Re: [A12d][MODLIST] FSM - Quick Start released!
Post by: Fluffy (l2032) on October 28, 2015, 04:09:26 AM
Quote from: Fluffy (l2032) on October 27, 2015, 03:32:17 AM
Quote from: koisama on October 26, 2015, 08:33:56 PM
I think I found a bug in MedicalInfo.
Enabling it on .914 will double every entry in medical bill list and every entry in bottom right notification area. Found no dependencies on other mods or saves (tested with just Core, MedicalInfo on a new colony).

Screenshots: http://imgur.com/a/yU7O6
Interesting, I'll look into that.
I've been unable to replicate this on my local install, and I can't really think of a reason why this should happen in the first place. Could you do me a favour and try with a clean install of RW?
Title: Re: [A12d][MODLIST] FSM - Quick Start released!
Post by: Brodiak on October 28, 2015, 09:41:00 PM
So I'm having a bit of an issue with the "No Colonist Left Behind" Mod. Does this mod require you to start your colony over? Or should it work?

I downloaded the zip, extracted to the mod folder, and installed CCL and extracted that to the mod folder, then activated both in the mod section in the main menu just to get that out of the way.

I load up my colony and my ship is all constructed and ready to go, but I can't load any of my animals, even the mass designate isn't available.

Edit: While Mass Designate hadn't become available, deconstructing and reconstructing the caskets solved the issue. Sorry for buggin' ya.
Title: Re: [A12d][MODLIST] FSM - Area unlocker released!
Post by: Fluffy (l2032) on November 25, 2015, 06:32:07 AM
New small mod: Area unlocker.
Completely removes the limit on the amount of areas you can create.
Title: Re: [A12d][MODLIST] FSM - Area unlocker released!
Post by: skullywag on November 25, 2015, 06:33:38 AM
Quote from: Fluffy (l2032) on November 25, 2015, 06:32:07 AM
New small mod: Area unlocker.
Completely removes the limit on the amount of areas you can create.
Thanks for doing that Fluffy. :)
Title: Re: [A12d] Fluffy's Small Mods
Post by: Fluffy (l2032) on January 13, 2016, 06:16:59 PM
New small mod; follow me!
Quote from: Fluffy (l2032) on September 14, 2015, 06:17:02 AM
Follow Me!

Features
Adds an option to set the camera to follow a selected pawn, animal or item as they move or are carried around the map.
- keybinding defaults to Scroll Lock, and is fully configurable.


Compatability

  • No known compatibility issues.
  • Other mods that assign the Scroll Lock key as default to a key binding may give an error, but I am aware of no mods that do this.
  • Doesn't add or store anything, completely save compatible, can be used and removed safely in all games.

Known Issues
None.

Download
Latest release (https://github.com/Karel-Kroeze/RW_FollowMe-/releases/latest) | all releases (https://github.com/Karel-Kroeze/RW_FollowMe-/releases) | Github repository (https://github.com/Karel-Kroeze/RW_FollowMe-)

Updates
12.1 - initial release

Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: skullywag on January 13, 2016, 06:58:44 PM
oh my god, whatever youre taking keep taking, hell take more, jeez! Fantastic work as always Fluffy, this needs to be in the core game and am always surprised its not.
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: dismar on January 16, 2016, 12:12:08 AM
it is weird that wasnt in this game lol Thanks fluffy!
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: Fluffy (l2032) on January 16, 2016, 03:12:02 AM
Quote from: dismar on January 16, 2016, 12:12:08 AM
it is weird that wasnt in this game lol Thanks fluffy!
I know, right? I had to triple check to make sure I wasn't just being thick and missing the button somewhere...
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: RickyMartini on January 16, 2016, 02:07:36 PM
That is a fantastic mod!

I have a question. Could you maybe try to make your Dirt before Snow mod work with "No More Cleaning Please!"?

https://ludeon.com/forums/index.php?topic=11171.msg111238#msg111238

Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: Fluffy (l2032) on January 16, 2016, 05:59:12 PM
Quote from: Skissor on January 16, 2016, 02:07:36 PM
That is a fantastic mod!
Thanks, glad you like it!
Quote from: Skissor on January 16, 2016, 02:07:36 PM
I have a question. Could you maybe try to make your Dirt before Snow mod work with "No More Cleaning Please!"?

https://ludeon.com/forums/index.php?topic=11171.msg111238#msg111238
The dirt before snow mod is so simple it hardly deserves being called a mod. All it does is change two xml values; the priorityInType tags for the cleaning dirt and snow workgivers. I'm not going to make several different versions, but here's how you can do it yourself;

Do it manually;
Open mods/LT_NoCleaningPlease/Defs/WorkGiverDefs/Workgivers.xml
Change the '5' in the priorityInType tag to any value higher than 10 ( snow has 10, higher comes first )
profit!

Or if you don't feel like editing xml;
My EnhancedTabs mod actually allows you to change these priorityInType values in-game,
Open the work tab
Click 'detailed priorities'
Select the Cleaning worktype in the top area
Move Clean filth to be above Clean snow in the bottom area
profit!

Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: RickyMartini on January 16, 2016, 06:01:25 PM
Quote from: Fluffy (l2032) on January 16, 2016, 05:59:12 PM
Or if you don't feel like editing xml;
My EnhancedTabs mod actually allows you to change these priorityInType values in-game,
Open the work tab
Click 'detailed priorities'
Select the Cleaning worktype in the top area
Move Clean filth to be above Clean snow in the bottom area
profit!

I actually use that mod and didn't even think of that! Gaw I'm so dumb. Thank you Fluffy, your mods are seriously heavily appreciated.
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: skullywag on January 17, 2016, 12:08:12 PM
Is the follow me thing working for anyone, and if it is have you rebound the key to something other than scroll lock.

Its not working on any key i try even in a new game with no mods bar this and ccl. I have no scroll lock key hence rebinding it.

Is it dependant on a particular version of ccl? (using 0.12.4)
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: Fluffy (l2032) on January 23, 2016, 04:10:24 PM
CCL 12.4 should be fine, it doesn't use any of the fancy/experimental 12.5 pre-release features, just the bootstrapper.

Apparently, re-binding keys ingame doesn't work at all. Try changing it in the def. I've filed bug reports for this issue, it seems to be a vanilla bug. Somehow. Not sure :P.
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: Vas on January 27, 2016, 06:42:16 AM
Hah, funny.  I don't even have a scroll lock key.  :P  I changed it but that is a funny key to default it to.  :P  What the hell does scroll lock even do anyway? xP
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: Fluffy (l2032) on January 27, 2016, 07:30:01 AM
Yeah I did the mod while working with an old-school KB, I didn't realise scrolllock was pretty much deprecated.

The reason it is on that button is exactly that though, it's unlikely to be used for anything else ;)
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: RickyMartini on January 27, 2016, 03:22:19 PM
Just realized that I use so many mods of you fluffy. For real, some of your mods are basically a must have. Do you accept donations?
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: Vas on January 28, 2016, 03:04:24 PM
Quote from: Skissor on January 27, 2016, 03:22:19 PM
Just realized that I use so many mods of you fluffy. For real, some of your mods are basically a must have. Do you accept donations?
DONATIONS ARE RUINING RIMWOLD MODDING!
Kidding.  I was told that somewhere, I forget where.  I think it was on the Rimworld Slack...  xD  Was the dumbest thing I ever heard.  Donations making modding worse? xD  I get lazy because I get nothing out of it so I don't like to update my mods all the time, if people actually cared enough to give me a few bucks, hell yea I'd be on top of it all the time.  I mean damn, my computer broke down and the motherboard was partially melted and blah blah and I was stuck getting a new machine, I gotta make up the cost somehow right? :P
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: Fluffy (l2032) on January 28, 2016, 05:24:23 PM
hehe, thanks! glad you like the mods :)

Frankly, I'm a bit unsure of wether I should do that. I don't particularly like it when other modders do it, and I don't really need or want the  money (modding is a hobby, I don't want to be (or feel like I am) in a position where it's more like work.)
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: Vas on January 29, 2016, 12:21:18 AM
I think the problem is modders who say "Donate or I won't continue" and require donations in order to do stuff.  Like "Donate if you want X as a new feature or for me to update to A13 right away." or some other thing like that.

I think it's ok if you get offered donations, or put a donation thing on your page and don't specifically ask for them.  But hey, is up to you if you want to reject donations.  xP
Title: Re: [A12d] Fluffy's Small Mods
Post by: Kaballah on January 31, 2016, 12:50:00 AM
Quote from: Fluffy (l2032) on September 14, 2015, 06:17:38 AM
Medical Info


This is great!  Need something just like this for tamed animals too though.
Title: Re: [A12d][MODLIST] FSM - Follow Me! Lock camera on pawns/items/animals
Post by: Fluffy (l2032) on February 05, 2016, 05:55:12 PM
New small mod, and re-organization of mod thread (i've run out of space, going to start linking directly to github for small mods).

Latest small mod is more of a proof-of-concept for myself, but I figured I'd release it anyway. The mod gets rid of any thingCategories in the apparel category, then creates subcategories based on which body parts are covered by each piece of gear.

See the git link for more info;
https://github.com/Karel-Kroeze/RW_ApparelSense/releases/latest
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Apparel Sense, more sensible categories
Post by: Fluffy (l2032) on February 19, 2016, 06:20:55 PM
New mod; Architect Sense

Horribly name, great little mod.

Adds the ability for modders to create architect subcategories, bundling similar buildings under a common button (e.g. chairs). The base mod includes an example def for vanilla chairs and beds, but is otherwise fairly useless in vanilla games.

@modpackers; feel free to use this mod, you're hereby granted permission.
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Architect Sense, cleaning up the archite
Post by: Fluffy (l2032) on February 21, 2016, 02:14:40 PM
I've updated the quick start mod, the button is now right on the main menu, and it loads considerably faster

Thanks Wivex for clueing me in to this stuff, even though I'm still not using your solution :p.
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Architect Sense, cleaning up the archite
Post by: Vas on February 22, 2016, 03:42:54 AM
Any screenshots for this Architect Sense? :P
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Architect Sense, cleaning up the archite
Post by: MisterFlix on February 24, 2016, 06:00:35 AM
Hi :)
Your mods are great, I use a lot of them~
However, when I try to activate FollowMe, even in a game with no mods whatsoever, the next time Rimworld starts I get the error message, ReflectionTypeLoadException. I attached an image of the whole message.

Edit: I'm so so sorry. Of course it won't work on a blank slate without the Community Core Library. ^^""
Gonna keep this post here because I know that one of the other mods I use seems to conflict with this one, and now I can properly test! xD

2nd edit: Works perfectly fine. Maybe I did something wrong last time I used it, but I guess all is good now^^ Sorry for this pretty much unnecessary post D: I guess it's a good reminder to always read the mod description again before posting... u,u

3rd edit: Turns out I found a bug after all, by complete chance: I quit a game where I was still following someone, and when I started a new game, the camera wasn't moveable (in the same way as when it follows something), except that the pawn it was following wasn't there anymore, so I couldn't unfollow.

[attachment deleted by admin - too old]
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Architect Sense, cleaning up the archite
Post by: Fluffy (l2032) on February 24, 2016, 11:53:09 AM
thanks for the report, I'll take a look!

I don't recall actually storing the follow target across saves though, which is odd :P.
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Architect Sense, cleaning up the archite
Post by: Snop on February 24, 2016, 09:19:26 PM
thanks you sir
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Architect Sense, cleaning up the archite
Post by: Fluffy (l2032) on March 12, 2016, 04:46:30 PM
new small mod for modders/translators;

Translation Helper; adds a main tab (the bottom buttons) with xml boilerplate for missing translation keys that can easily be copied. Useful for modders that tend to forget adding translations (me!), or people interested in translating mods to another language.
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: Fluffy (l2032) on March 24, 2016, 04:13:12 AM
New mod; Blueprints. Create, import and export construction blueprints for entire rooms at once.

Provides a 'dragger' designator to copy an existing room (or rooms, or whatever) into a construction blueprint. You can then designate entire rooms for building at once. The designator is rotatable, you can have as many blueprints as you want, and you can import/export blueprints between games.

See the entries in the in-game help menu for details on how to use.
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: RickyMartini on March 24, 2016, 08:07:02 AM
Damn fluffy, never seen someone pop out one useful mod after the other. Nice and keep it coming!! :P
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: Listen1 on March 24, 2016, 09:10:04 AM
This is really amazing...

(http://data1.whicdn.com/images/11497504/good-job-t2h45w18-106961-500-390_large.jpg)
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: Grimandevil on March 24, 2016, 03:17:34 PM
simply amazing.
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: TechnologicApe on April 04, 2016, 12:14:57 PM
Blueprints mod not giving me the create button.

Edit: Just tried it with only your mods, still doesn't work. It says:

ReflectionTypeLoadException getting types in assembly Blueprints: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.



[attachment deleted by admin - too old]
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: Fluffy (l2032) on April 04, 2016, 04:51:41 PM
Interesting... You're sure you've got a recent version of CCL loaded, and you're on the latest A12 release of rimworld?

I would really like a full output_log.txt, see here (https://ludeon.com/forums/index.php?topic=18272.0) on how to get it.
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: TechnologicApe on April 04, 2016, 05:02:38 PM
Quote from: Fluffy (l2032) on April 04, 2016, 04:51:41 PM
Interesting... You're sure you've got a recent version of CCL loaded, and you're on the latest A12 release of rimworld?

I would really like a full output_log.txt, see here (https://ludeon.com/forums/index.php?topic=18272.0) on how to get it.

Just Updated CCL, but the problem persists.

Edit: Blueprint works, QuickStart Does not...

[attachment deleted by admin - too old]
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: Fluffy (l2032) on April 05, 2016, 01:41:44 AM
Ehm, yeah, I need to update Quick Start, the latest CCL broke that one -.-

I'll get to it tonight, should be a small fix!
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: Proximity_Microwave on April 05, 2016, 04:02:49 PM
I just tried out your Blueprints mod, I really love it.

Might I make a feature request? Way back in Alpha 3 there was a mod called Vanilla+ that added auto-rebuilding, it would lay down blueprints for structures that were destroyed in raids or by fires. I've missed the feature and seems like it might fit in well with Blueprints.

Thanks for the great mods! :D
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: TechnologicApe on April 06, 2016, 09:08:47 AM
Quote from: Fluffy (l2032) on April 05, 2016, 01:41:44 AM
Ehm, yeah, I need to update Quick Start, the latest CCL broke that one -.-

I'll get to it tonight, should be a small fix!

Don't work yourself too hard! :D
Title: Re: [A13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Fluffy (l2032) on April 06, 2016, 04:59:06 PM
I'm starting the update progress, which so far seems to be going well enough. Some of my mods do depend on CCL however, for which the update will take quite a bit longer. Please be patient, and don't request updates - I'm working on them! In the mean time, feedback on those mods that I have updated would be very valuable.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Fluffy (l2032) on April 07, 2016, 04:38:47 PM
Blueprints is back up and running. Ran into some bigger issues this time; modders beware - the staticConstructorOnStartup attribute we're supposed to use for classes with static assets seems to be functioning spottily at best. Oddly, the manager mod didn't have any such issues - but this one does, and others have run into issues as well.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Fluffy (l2032) on April 08, 2016, 11:46:06 AM
area unlocker and follow me updated to A13
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: skullywag on April 08, 2016, 01:59:33 PM
I probably got room for one more, feed me fluffy!

just room for area unlocker.......aaaand im done...
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: duduluu on April 09, 2016, 06:49:11 AM
Can i use Cats! in A13?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Fluffy (l2032) on April 09, 2016, 12:46:01 PM
Probably not, sorry. I haven't tried it yet, but I think it'll be fairly broken. Feel free to try it though! (just make sure to start in a new colony so you don't accidentally ruin something
Title: Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
Post by: MisterVertigo on April 11, 2016, 10:14:09 AM
Quote from: Fluffy (l2032) on March 24, 2016, 04:13:12 AM
New mod; Blueprints. Create, import and export construction blueprints for entire rooms at once.
I'm just noticing this for the first time now (I just came back to playing for A13 after taking a couple of months off). This is really freakin' cool. I know this is something I will use!

Can I ask one thing though? Can the mod be used to select the boxes from the planning tool when creating a blueprint? This way I can plan out my base ONCE, and then select the whole plan and save it as a "blueprint". Then the next time I start a new colony, I don't have to manually draw out my base again, I can just use the "blueprint" to lay down my plan again.

I know it's a bit different functionally from your blueprints, but it's SO CLOSE to a mod I've dreamed of finding. I'd consider learning to mod myself if I could do it, but I'm not very good at programming. I'm pretty sure this won't work, as I'm sure programmically actual items in the game are different than the planning tool, but I figured it couldn't hurt to ask! Thank you!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: RickyMartini on April 11, 2016, 10:31:58 AM
Hey man I know it's like the third time I'm saying this, but really thanks for those irreplaceable mods.

I mean holy shit, the colony manager mod and enhanced tabs, I'm absolutely in love with them!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Fluffy (l2032) on April 11, 2016, 11:46:37 AM
@MisterVertigo;
Thats an interesting suggestion - and like you said a bit removed from the current implementation. I'll add it to my list of possible ideas, if A14 takes long enough I might just get to it ;). In the mean time, you _can_ select your whole colony as a blueprint, and then shift-click with the blueprint selected to place planning designations where the walls (or anything that links to walls IIRC) are.

@Skissor; I can never get enough of this kind of feedback :P. Hope you keep enjoying my mods!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: MisterVertigo on April 11, 2016, 11:53:07 AM
Quote from: Fluffy (l2032) on April 11, 2016, 11:46:37 AM
@MisterVertigo;
Thats an interesting suggestion - and like you said a bit removed from the current implementation. I'll add it to my list of possible ideas, if A14 takes long enough I might just get to it ;). In the mean time, you _can_ select your whole colony as a blueprint, and then shift-click with the blueprint selected to place planning designations where the walls (or anything that links to walls IIRC) are.
Thank you Fluffy! I appreciate you listening to my idea!

I will give the shift-click option a try. I think that will work very well for me! Thanks again!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: MisterVertigo on April 11, 2016, 12:05:50 PM
Also, stupid question, but where is the in-game Help tab? I've obviously never used it, but I'd like to RTFM if you know what I mean but I'm not seeing it at all. Am I blind?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Fluffy (l2032) on April 11, 2016, 03:03:06 PM
You're not blind, but I had to take it out for the A13 release, since it depends on CCL which isn't updated yet.

You can go into mods/blueprints/WaitingForCCL/HelpDefs to read the XML version of the help, it's just a text file.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Nebbeh on April 11, 2016, 03:08:36 PM
Does Area Unlocker require ccl? (says to get ccl first by the download button)

Oh and did you have a chance to look at options for that other mod Fluffy? :P
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Fluffy (l2032) on April 11, 2016, 05:27:22 PM
It doesn't, actually. I'll fix that tomorrow. And I'm sorry, but could you refresh my memory on the other question? :D
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Nebbeh on April 11, 2016, 05:49:37 PM
The map editor :P
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Fluffy (l2032) on April 12, 2016, 04:15:17 AM
Ahh, that was you, sorry - I get people mixed up sometimes :P

I'm afraid it's not going to be around for a while. I want to finish the relations overview that I've talked about here (https://ludeon.com/forums/index.php?topic=18502.0), and then I really need to help with getting CCL back up and running completely. In the mean time I also have a 'real' job ;)

After that, it's on my list :P
Title: Re: [A12/13][MODLIST] Fluffy's Mods - starting the A13 update progress
Post by: Nebbeh on April 12, 2016, 05:32:18 AM
Ah,  yea with that much on your plate it's totally understandable. Guess I just gave to settle with half assed maps until then 😅 gl with the updates.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Fluffy (l2032) on April 12, 2016, 05:52:45 PM
Added a new mod; Fluffy Relations

See some screenshots + download here;
https://github.com/Karel-Kroeze/RW_FluffyRelations/releases/latest
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: something776 on April 12, 2016, 05:54:16 PM
Rad! This looks really cool, an something that I'll be using from here on out.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Grogfeld on April 13, 2016, 05:46:59 AM
This is GREAT! Your new mod rocks. Hell yes! It's so easy to see which faction hate another and so on and ... I know who is leader of my colony :D (The oldest one).
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: RickyMartini on April 13, 2016, 05:00:00 PM
OH. MY. FUCKING. GOD Fluffy


You should seriously be praised for this mods!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: RickyMartini on April 13, 2016, 05:04:09 PM
By the way, I'm missing the overview for all the colonists. Meaning I'd like to see all the colonist relationships at once, just like when I'm looking at the faction relations.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: dismar on April 13, 2016, 07:00:24 PM
That dancing cat on the front page.... mesmerizing.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: prongssage on April 13, 2016, 07:57:00 PM
Can't wait to try your new mod. For me all your mods are a must have. Thank you for all your hard work.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Vee on April 13, 2016, 08:18:06 PM
Just tried Fluffies Relations, really nice! much easier to see who likes whom... Just weird that one tribe really hates my colony while we are indifferent towards them or some such... (the line is gray when the colony is selected and red when the tribe is selected) Can this be because the tribe just got a new chief?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Noopy on April 14, 2016, 12:20:48 AM
I don't know if it's a bug or if I am just doing it wrong but when using Blueprints I have a simple 5x6 room with a bed and I try dragging but it just keeps the selector up and won't create the blueprint. I can copy the walls but if I try to select the entire room it won't create the blueprint for me.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Fluffy (l2032) on April 14, 2016, 01:48:05 AM
yeah... I might add a button for that :P By default it shows relations only on the 'overview' mode, so only family and lovers and such.

I have a screenshot somewhere of what happens in largeish colonies if you show everything. It's kindof pretty :P.

edit:
Just remembered another issue with it, that I'm kindof having even with the narrowed down overview; relations between pawns aren't symmetric, pawn A's opinion of pawn B is not necessarily the same as pawn B's opinion of A. For factions, opinions are symmetric, which makes it much easier to just show them in a single overview. I'm not really sure how to handle this. I'd like to maybe draw two lines, or have one line go over a gradient between the two colours, but both solutions seriously complicate drawing of lines.

(technical: one line is simply a connection between the center of both pawns - there's a vanilla function for that. Two lines require an offset to be drawn next to eachother, but when all lines have different angles, that offset is a function of the angle - this complicates things a bit (and requires me to do more trigonometry, which I suck at horribly). A gradient would require that I generate a custom texture for each line. I've done that before for the color picker, so I know it can be done - but it's quite an expansion, both code wise and memory-wise (I'd have to keep a cache of all the encountered shades and lengths of lines - I'm not sure how big this would get).
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Vee on April 14, 2016, 05:06:30 AM
Quote from: Fluffy (l2032) on April 14, 2016, 01:48:05 AM
For factions, opinions are symmetric, [...].
Actually, faction realtions are also (no longer?) asymmetric (see my post a little above). And that was not only during the change of leadership, the others had asymmetries as well, just not as pronounced, that the colors were hugely different...
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Fluffy (l2032) on April 14, 2016, 05:41:06 AM
hmmm, I was fairly certain they were symmetric, I'll have to dig into the code a bit more to be sure. I suppose it's also possible I've made mistakes :)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Fluffy (l2032) on April 14, 2016, 05:39:15 PM
So i got tired of waiting for EdB to fix the leak in his UI/Colonist bar mod, and since I already had most of the code for rendering pawns (my own, EdB's stuff is much more advanced), I figured I might as well make myself useful. I've released a pawn bar mini-mod. It tries to copy the utility of EdB's colonist bar.

This is a really rudimentary implementation of the colonist bar. It shows your currently alive and non-kidnapped colonists (dead/kidnapped disappear immediately), and allows you to select them with click and shift-click, jump to them with double click, and select all with middle click.

I won't add extra features, only reason I'm releasing this is to tide people over until EdB fixes his much better implementation.

Note: It's a blatant copy in spirit, a ripoff in design, but the code is all my own.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Truthowl on April 14, 2016, 10:00:34 PM
Thank you for the Pawn Bar Fluffy.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Fluffy (l2032) on April 15, 2016, 03:02:14 AM
Quote from: Lumaan on April 14, 2016, 06:28:52 PM
And just to let other know how to get it in an already A13 save go read here https://ludeon.com/forums/index.php?topic=5258.msg203392#msg203392
Replace the "<li Class="EdB.Interface.ComponentColonistBar" />" with "<li Class="PawnBar.Mapcomponent_PawnBar" />"  8)
As Lumaan points out on EdB's thread, it doesn't apply on existing games out of the box, you'll have to do a minor save game edit. Don't worry, it won't break existing games (assuming you do the edit correctly - make a backup!)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: TheLunatic889 on April 15, 2016, 05:29:27 AM
I am a lazy bastard. Is there a link to all the files instead of having to click download them one by one?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Fluffy (l2032) on April 15, 2016, 05:38:40 AM
Ehm. Whotcha mean? The link goes to the release of my repo, just download the source archive and unzip that.

If you mean a combined version of all the mods, then no. I'm lazy too, and don't want to create a new archive every time something changes. Sorry :P
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: TheLunatic889 on April 15, 2016, 06:15:06 AM
wait which link? There's a lot of links.

Edit: Screw it i'm gonna stop being lazy and just grab all the Alpha 13 files.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: dragoduval on April 15, 2016, 10:58:15 AM
Damn, can i kiss you for the colonist bar ? No really thanks a lot, its going to be a lifechanger, and more importantly a time saver :D.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: Noopy on April 15, 2016, 06:47:59 PM
Quote from: Noopy on April 14, 2016, 12:20:48 AM
I don't know if it's a bug or if I am just doing it wrong but when using Blueprints I have a simple 5x6 room with a bed and I try dragging but it just keeps the selector up and won't create the blueprint. I can copy the walls but if I try to select the entire room it won't create the blueprint for me.

Can anyone elaborate if I'm doing something wrong or if it's a bug/glitch? I'd LOVE to use this mod but I can't copy rooms.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Fluffy (l2032) on April 16, 2016, 01:49:39 AM
Hey noopy,

The behaviour you're describing sounds like the designator either didn't find anything to copy into the blueprint (which shouldn't be the case), or there's an error going on. Could you do the following things for me?:

1: Make sure there's buildings (not blueprints or in-progress frames, but actual buildings, furniture, etc) that the colony owns in the area you're copying.
2: Turn on devmode (options -> development mode).
3: Try designating a room.

If there's errors, the devmode will spawn a window with some red error text - ignore that, but please send me your output-log.txt, you can see where to find it in the stickied 'how to report a bug' threads.

Thanks in advance!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: CasereHG on April 16, 2016, 02:24:32 PM
Okay, I know I'm not the sharpest knife in the drawer, but I can't seem to get the Pawn Bar to show up in either new colonies or existing saved games. What the heck am I doing wrong? Please help. Here is a list of the mods that I use (in order of loading): Core / EdB Mod Order / EdB Prepare Carefully / Mad Skills / Enhanced Tabs /  RW_PawnBar / Craftable Medicine / Additional Joy Objects / Practise Target - Thank you for any help in advance.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Emottaja on April 16, 2016, 03:05:47 PM
Quote from: CasereHG on April 16, 2016, 02:24:32 PM
Okay, I know I'm not the sharpest knife in the drawer, but I can't seem to get the Pawn Bar to show up in either new colonies or existing saved games. What the heck am I doing wrong? Please help. Here is a list of the mods that I use (in order of loading): Core / EdB Mod Order / EdB Prepare Carefully / Mad Skills / Enhanced Tabs /  RW_PawnBar / Craftable Medicine / Additional Joy Objects / Practise Target - Thank you for any help in advance.

I had that happen to me as well, but I managed to fix it by creating a whole new world. Have you tried that yet? It worked for me at least. =/
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: oronnoro2 on April 16, 2016, 05:07:03 PM
Amazing mods, thank you =D
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: CasereHG on April 16, 2016, 05:50:25 PM
Quote from: Emottaja on April 16, 2016, 03:05:47 PM
Quote from: CasereHG on April 16, 2016, 02:24:32 PM
Okay, I know I'm not the sharpest knife in the drawer, but I can't seem to get the Pawn Bar to show up in either new colonies or existing saved games. What the heck am I doing wrong? Please help. Here is a list of the mods that I use (in order of loading): Core / EdB Mod Order / EdB Prepare Carefully / Mad Skills / Enhanced Tabs /  RW_PawnBar / Craftable Medicine / Additional Joy Objects / Practise Target - Thank you for any help in advance.

I had that happen to me as well, but I managed to fix it by creating a whole new world. Have you tried that yet? It worked for me at least. =/

Oh, I hadn't tried to creating a new world, just a new colony. I'll give that a shot. Thank you!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: RickyMartini on April 16, 2016, 06:27:52 PM
thank fluffy
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: uly on April 18, 2016, 02:46:18 AM
Thanks for the great mods!

I'd like to make a small request:
Could you please add "Animals" to the medical info filters? It's something that's always bugged me about the vanilla game.

Thanks again and keep up the great creations!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Grogfeld on April 18, 2016, 07:12:28 AM
Hello Master Fluffy!
Two things. Relationship tab is so great, every time I'm open it I'm saying this should be in the Core.  I have a suggestion, is it possible that the way you project relations is not only by color but also by length of lines so that colonist won't just be standing in a circle but  somewhat scattered? With middle (between max distance and Pawn [or colony]) as 0 and then further away as negative, and closer as positive standing.

Will you update ApparelSense? I know, work in progress, but I'm really intrigued by this mod and haven't really try it in the past.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: geekest_cat on April 18, 2016, 03:17:42 PM
Quote from: Skissor on April 13, 2016, 05:04:09 PM
By the way, I'm missing the overview for all the colonists. Meaning I'd like to see all the colonist relationships at once, just like when I'm looking at the faction relations.

I second that, although since there is a two-way relationship, maybe it'd be better with a couple of adjacent lines linking every pawn.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: witchyspoon on April 18, 2016, 07:58:26 PM
Quote from: geekest_cat on April 18, 2016, 03:17:42 PM
Quote from: Skissor on April 13, 2016, 05:04:09 PM
By the way, I'm missing the overview for all the colonists. Meaning I'd like to see all the colonist relationships at once, just like when I'm looking at the faction relations.
I second that, although since there is a two-way relationship, maybe it'd be better with a couple of adjacent lines linking every pawn.
what exactly do you mean? I thought when you click in the middle of the colonist circle, it shows all the relationships? like in the factions view...is that not what you mean?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: geekest_cat on April 19, 2016, 02:47:36 PM
Quote from: spoonshortage on April 18, 2016, 07:58:26 PM
Quote from: geekest_cat on April 18, 2016, 03:17:42 PM
Quote from: Skissor on April 13, 2016, 05:04:09 PM
By the way, I'm missing the overview for all the colonists. Meaning I'd like to see all the colonist relationships at once, just like when I'm looking at the faction relations.
I second that, although since there is a two-way relationship, maybe it'd be better with a couple of adjacent lines linking every pawn.
what exactly do you mean? I thought when you click in the middle of the colonist circle, it shows all the relationships? like in the factions view...is that not what you mean?

Mmm... where do I have to click? In the factions screen I can see the entire web of relationships, but not in the colonist tab. I have to click over each colonist individually to show that pawn's relationships, but when deselecting the pawn, the web disappears and no relationships are shown. I'm on Linux, by the way, don't know if it can be a related issue.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
Post by: witchyspoon on April 19, 2016, 05:53:31 PM
Quote from: geekest_cat on April 19, 2016, 02:47:36 PM
Quote from: spoonshortage on April 18, 2016, 07:58:26 PM
Quote from: geekest_cat on April 18, 2016, 03:17:42 PM
Quote from: Skissor on April 13, 2016, 05:04:09 PM
By the way, I'm missing the overview for all the colonists. Meaning I'd like to see all the colonist relationships at once, just like when I'm looking at the faction relations.
I second that, although since there is a two-way relationship, maybe it'd be better with a couple of adjacent lines linking every pawn.
what exactly do you mean? I thought when you click in the middle of the colonist circle, it shows all the relationships? like in the factions view...is that not what you mean?

Mmm... where do I have to click? In the factions screen I can see the entire web of relationships, but not in the colonist tab. I have to click over each colonist individually to show that pawn's relationships, but when deselecting the pawn, the web disappears and no relationships are shown. I'm on Linux, by the way, don't know if it can be a related issue.

hmm maybe it is a linux problem i don't know...but in my game I just have to click right somewhere in the middle of the circle of colonists and then I get a web o relationships..I'll try to add a screenshot

edit: ok I just realized it only shows the relationships in the web like wife, mother, fiance etc not just "normal" when they don't have a specific social relationship with that colonist. like in my screenshot there is no line between Cansin and Albert for example, though they like eachother but they don't have a specified social relationship status maybe that's something that could be added.. :)

[attachment deleted by admin - too old]
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Rock5 on April 26, 2016, 06:56:42 AM
I had an idea and I thought it would compliment the medical info mod so I'll mention it here.

I often find myself waiting for a job to be done and it seems to be taking too long so I wonder to myself "Is anyone doing this job at the moment? What is everyone doing?". And it occurs to me it would be nice to get a snapshot of what everyone is doing at any particular moment.

I use your Medical Info mod and it seems to be similar to what I'm suggesting in that it provides a snapshot of all the colonists current health. Maybe you could expand it to include more data about the colonists such as what they are currently doing.

While thinking along these lines I thought it would also be nice to know what all my colonists are wearing. It's a real pain trying to find out how many more shirts and cowboy hats I need to make.

Of course all this info couldn't fit on one page so I envision having multiple tabs, each showing different details about the colonist.

What do you think?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Lumaan on April 26, 2016, 01:30:50 PM
@Rock5
The 1st one you can almost get from "Colony Manager" - open it and don't select any jobs, but it's not perfect. Only colonist with that skill is shown, but that's what I do.
And to the 2nd, get the "Numbers" Addon. - It have a way to show outfits + a lot more info. https://ludeon.com/forums/index.php?topic=16558.0
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Rock5 on April 26, 2016, 11:36:16 PM
I forgot about Numbers. I wanted to use it my last game but I think it wasn't A13 ready yet. I'll add that to my list of mods for my next game.

Actually Numbers looks like a better place to ask for that 1st feature.

Thanks.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Shabazza on April 30, 2016, 11:46:53 AM
Quote from: Rock5 on April 26, 2016, 06:56:42 AM
I often find myself waiting for a job to be done and it seems to be taking too long so I wonder to myself "Is anyone doing this job at the moment? What is everyone doing?". And it occurs to me it would be nice to get a snapshot of what everyone is doing at any particular moment.

I fully agree. I also suggested an "action queue" like we have in Prison Architect for example. But on individual colonist level.
Sometimes newly ordered things get built while much older build jobs are abandoned although all material is available. And that's just one example where I want to know where the heck my guys are hanging out and why.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Rock5 on April 30, 2016, 11:57:36 AM
Actions queues would be a bit tricky. You can't just assume players will want thing built in the order they place them. What if they want something built right away? You would need a way to add jobs to the front or back of a queue or even somewhere in the middle. I'm not sure how that could be done elegantly.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Pawn bar
Post by: Grogfeld on April 30, 2016, 01:09:19 PM
Jobs aren't abandoned your Pawn is just closer to something that needs to be build and if materials are closer too. This is not Gnomoria where jobs could be forgotten by the system.

To add queuing system you would need to change behavior of AI. Now there are Professions and jobs in that professions in list of order. That's why for example cleaning snow is before dirt, you could change it with help of Master Fluffy's Mods, but that's why it could look like something was abandoned. This system reserves material, workstation, cell, tree or bed for that job so such a queue should not to store jobs, as they are now because too many things would be reserved. Also there should be a system that checks if job wasn't finished by someone else, so it would need to delete jobs within this queue and that could lead really to abandoning jobs. Now you just need to micromanage everything that you think should be finished first.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Fluffy (l2032) on May 02, 2016, 04:12:44 PM
I've just put the latest version of Fluffy Relations up. I seriously recommend you give it a whirl, it's rediculously pretty.

!!FLUFFY RELATIONS REQUIRES CCL!!

Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Justas love on May 02, 2016, 04:55:45 PM
Since you are the UI king to me can you please make a mod:
After an animal gets the training of obedience it will always follow the trainer when drafted
Can you please make a small mod that allows you to toggle the animal folowing his drafted trainer
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Fluffy (l2032) on May 02, 2016, 05:11:01 PM
I've done a little demonstration video for Fluffy Relations;
https://youtu.be/Lnr-hAODTwY
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Megfir on May 02, 2016, 05:32:05 PM
The relations tab is awesome! Thanks for presenting the new social feature so well! The new version is amazing.

Just btw, I'm confused on why factions have two way opinions. In vanilla it just shows a "goodwill" value which I assume is that faction's opinion of my colony. Does my colony's opinion of another faction ever matter? Seems that their opinion is what matters for pretty much any scenario.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Grogfeld on May 02, 2016, 07:24:26 PM
What have you done to me?! I don't play Rimworld I'm playing Fluffy relations. C'mon man! To pretty, to awesome!! Eh, what the hell, here, have triple exclamation point !!!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Fluffy (l2032) on May 03, 2016, 01:23:26 AM
Quote from: Justas love on May 02, 2016, 04:55:45 PM
Since you are the UI king to me can you please make a mod:
After an animal gets the training of obedience it will always follow the trainer when drafted
Can you please make a small mod that allows you to toggle the animal folowing his drafted trainer
I could... The UI is pretty straightforward, just a button on my existing animals tab. The bigger problem is mucking about with animal's work trees. Should be perfectly doable though, I'll add it to the list ;).

Quote from: Megfir on May 02, 2016, 05:32:05 PM
The relations tab is awesome! Thanks for presenting the new social feature so well! The new version is amazing.

Just btw, I'm confused on why factions have two way opinions. In vanilla it just shows a "goodwill" value which I assume is that faction's opinion of my colony. Does my colony's opinion of another faction ever matter? Seems that their opinion is what matters for pretty much any scenario.
You're probably right, but it was pointed out to me that there's two separate numbers there on the last version of the mod, so I figured I'd show em both :P.

Quote from: Grogfeld on May 02, 2016, 07:24:26 PM
What have you done to me?! I don't play Rimworld I'm playing Fluffy relations. C'mon man! To pretty, to awesome!! Eh, what the hell, here, have triple exclamation point !!!
I know right?! :D Part of the reason it took me a while to finish this is that every time I wanted to test a change, I ended up dragging around pawns and see them all flow for half an hour :P
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: skullywag on May 03, 2016, 02:20:17 AM
*dies of pretty*
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Listen1 on May 03, 2016, 07:10:01 AM
What kind of witchery is that? This is really remarkable. I can't give gold, support, nor anything other than feedback. and a cookie. Take some cookies!

(http://christmas.365greetings.com/wp-content/uploads/2014/07/Chocolate-chip-cookies.jpg)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: hyprformnce on May 03, 2016, 12:47:08 PM
This is very impressive stuff
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Justas love on May 03, 2016, 01:22:00 PM
Quote from: Fluffy (l2032) on May 03, 2016, 01:23:26 AM
Quote from: Justas love on May 02, 2016, 04:55:45 PM
Since you are the UI king to me can you please make a mod:
After an animal gets the training of obedience it will always follow the trainer when drafted
Can you please make a small mod that allows you to toggle the animal folowing his drafted trainer
I could... The UI is pretty straightforward, just a button on my existing animals tab. The bigger problem is mucking about with animal's work trees. Should be perfectly doable though, I'll add it to the list ;).
No, when you draft the trainer you have the options of:
Enabling the animal following and disabling
Because the animal always follows the trainer and it will usually get in the way of shots. But what if i just want to train my animals on hauling? So like my mufallo will haul, but when a battle comes he will pretty much die or get downed because he followed his (drafted) trainer in a battle.
Hope i made sense!

and this is the same with your wargs, you don't want to make him tank the bullets and get damaged early on in a battle simply because he follows his trainer, but you want to use him when the raiders are fleeing from your colony.

Or just make the animal go behind your trainer and not go in front of him
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: 25wes25 on May 03, 2016, 01:55:50 PM
Love the new relations ui! Being able to drag colonists and factions around is so entertaining, it's like a minigame for me now haha.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Listen1 on May 03, 2016, 02:06:10 PM
Quote from: Justas love on May 03, 2016, 01:22:00 PM
Quote from: Fluffy (l2032) on May 03, 2016, 01:23:26 AM
Quote from: Justas love on May 02, 2016, 04:55:45 PM
Since you are the UI king to me can you please make a mod:
After an animal gets the training of obedience it will always follow the trainer when drafted
Can you please make a small mod that allows you to toggle the animal folowing his drafted trainer
I could... The UI is pretty straightforward, just a button on my existing animals tab. The bigger problem is mucking about with animal's work trees. Should be perfectly doable though, I'll add it to the list ;).
No, when you draft the trainer you have the options of:
Enabling the animal following and disabling
Because the animal always follows the trainer and it will usually get in the way of shots. But what if i just want to train my animals on hauling? So like my mufallo will haul, but when a battle comes he will pretty much die or get downed because he followed his (drafted) trainer in a battle.
Hope i made sense!

and this is the same with your wargs, you don't want to make him tank the bullets and get damaged early on in a battle simply because he follows his trainer, but you want to use him when the raiders are fleeing from your colony.

Or just make the animal go behind your trainer and not go in front of him

I agree with you, If I would mod this, I would:

1. Modify the code that makes the animals with obedience rush to the side of the drafted colonist so that only the animals with "Release" trained rush to the side of the drafted colonist. Should not be very hard, but would already be amazing.
2. Make a button that you can change all the animals master (Except the bonded one)
3. Fixate the Bonded animal to it's bonded master. (This would be more realistic.)
4. [The hard one.] Toggle release/rescue/haul of one animal on/off. That way if I have someone bonded to an animal, I can choose to not release that animal.

Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: RagingLoony on May 03, 2016, 10:25:44 PM
I have an error, In the factions screen I have a 'Null' faction which, when clicked, crashes the factions screen, not game breaking but having the duff faction there is kinda botherome. At least they like me.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Lumaan on May 03, 2016, 10:58:06 PM
@Fluffy - Nice looking Relations tab, but when using with "More Factions Spawn" mod it get messy in the Factions tab. :(
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Minnigin on May 03, 2016, 11:16:42 PM
All I can say is wow, just wow this relations mod is absolutely beautiful. Very nice job two thumbs up

Quote from: Lumaan on May 03, 2016, 10:58:06 PM
@Fluffy - Nice looking Relations tab, but when using with "More Factions Spawn" mod it get messy in the Factions tab. :(

that's odd mine looks neat and tidy and I'm using more factions (http://imgur.com/jSco4T1)
(right click icon and open image in new tab) dont forget to click the icon in the top right to widen the pawns into a circle
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Turner on May 04, 2016, 12:03:21 AM
Is anyone else having trouble with the blueprints mod? It worked for a few saves but after that the blueprints stopped showing up other then the create one....
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Fluffy (l2032) on May 04, 2016, 01:31:45 AM
Quote from: 25wes25 on May 03, 2016, 01:55:50 PM
Love the new relations ui! Being able to drag colonists and factions around is so entertaining, it's like a minigame for me now haha.
I know :D It's really mesmerizing :P

Quote from: Flying_Rockbass
I agree with you, If I would mod this, I would:

1. Modify the code that makes the animals with obedience rush to the side of the drafted colonist so that only the animals with "Release" trained rush to the side of the drafted colonist. Should not be very hard, but would already be amazing.
2. Make a button that you can change all the animals master (Except the bonded one)
3. Fixate the Bonded animal to it's bonded master. (This would be more realistic.)
4. [The hard one.] Toggle release/rescue/haul of one animal on/off. That way if I have someone bonded to an animal, I can choose to not release that animal.
#1 is what I was referring to, but instead of release training I was thinking about a toggle option. The others are a bit more niche... I'll think about it :P

Quote from: RagingLoony on May 03, 2016, 10:25:44 PM
I have an error, In the factions screen I have a 'Null' faction which, when clicked, crashes the factions screen, not game breaking but having the duff faction there is kinda botherome. At least they like me.
Could you post your savefile? And the output_log.txt? Would be really interested to see what's going on there.

Quote from: Lumaan on May 03, 2016, 10:58:06 PM
@Fluffy - Nice looking Relations tab, but when using with "More Factions Spawn" mod it get messy in the Factions tab. :(
Yeah, that's the problem with dynamic stuff, it's really hard to get all the parameters right for all situations. In your relations view, there's a lot more factions as normal, and they all attract eachother. That will inevitable lead to clustering. There's two things you can do; change the layout to a circle (top right button), or go into menu -> mod options -> fluffy relations, and scroll all the way down. You'll see the parameters that the algorithm uses there. You could try halfing the attractive force, and/or doubling the repulsive force, and see what happens when you next open the tab. Currently these settings also apply to the pawns, so don't go too crazy - I might make them separate at some point.

Quote from: Minnigin on May 03, 2016, 11:16:42 PM
All I can say is wow, just wow this relations mod is absolutely beautiful. Very nice job two thumbs up
Thanks :)

Quote from: Turner on May 04, 2016, 12:03:21 AM
Is anyone else having trouble with the blueprints mod? It worked for a few saves but after that the blueprints stopped showing up other then the create one....
Blueprints are stored separate from the save game, which means that you can import them in a new/different game - which is nice. I've made the choice not to auto-load all available blueprints in new games, you have to right-click the create blueprint icon, and then pick one from the list of exported blueprints.

Note that you also need to export a blueprint by rightclicking it and selecting that option before it is stored at all.

Finally, I honestly can't remember right now whether or not blueprints were supposed to also get stored in the savegame - I'll look into that.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: RagingLoony on May 04, 2016, 05:00:31 AM
I would but the game doesnt crash, just the factions screen. it stops working till i close the factions screen and re-open it, so no log is generated. I'll start a new colony when im home from work, see if its still happening then post you my save.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Lumaan on May 04, 2016, 05:56:48 AM
Quote@Fluffy - Nice looking Relations tab, but when using with "More Factions Spawn" mod it get messy in the Factions tab. :(

Yeah, that's the problem with dynamic stuff, it's really hard to get all the parameters right for all situations. In your relations view, there's a lot more factions as normal, and they all attract eachother. That will inevitable lead to clustering. There's two things you can do; change the layout to a circle (top right button), or go into menu -> mod options -> fluffy relations, and scroll all the way down. You'll see the parameters that the algorithm uses there. You could try halfing the attractive force, and/or doubling the repulsive force, and see what happens when you next open the tab. Currently these settings also apply to the pawns, so don't go too crazy - I might make them separate at some point.
Found the settings and played around with them, looks better now.. :)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Fluffy (l2032) on May 04, 2016, 05:57:42 AM
Quote from: RagingLoony on May 04, 2016, 05:00:31 AM
I would but the game doesnt crash, just the factions screen. it stops working till i close the factions screen and re-open it, so no log is generated. I'll start a new colony when im home from work, see if its still happening then post you my save.
The log is always generated, what you're thinking of is a crash report. I just need the logs, wouldn't know what to do with a crash report anyway ;)

@Lumaan; good to hear :) Out of curiousity, what did you end up using? I'm still looking for some better defaults ;)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Lumaan on May 04, 2016, 06:09:21 AM
@Fluffy - Only setting that made it so I can read the faction names easy was "<REPULSIVE_CONSTANT>50000</REPULSIVE_CONSTANT>" from the default 5000, rest is still default *Might change when I have more time to play with the settings*
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: RagingLoony on May 04, 2016, 08:15:49 AM
I think this is the right file? I just saved my new colony and this one has two null factions on the screen. Both hate me this time :(

EDIT: funny thing is i still have the right number of factions, it's just generating a couple extra null ones for some reason. Maybe they're the invisible factions like spacers and stuff?




[attachment deleted by admin - too old]
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: RagingLoony on May 04, 2016, 08:19:37 AM
Sory for spam! wouldnt let me edit the attachment. ignore the first one, use this one. forgot to click the null faction to generate the stuff in the output lol. use this one :3 what you need is right near the bottom i believe?

[attachment deleted by admin - too old]
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Megfir on May 04, 2016, 09:48:14 AM
Couldn't you make the parameters scale with pawn/faction count? So it always looks like it should.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Fluffy (l2032) on May 04, 2016, 10:03:07 AM
It does scale, but.... it gets complicated :P
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Goldenpotatoes on May 04, 2016, 10:23:28 AM
I'm assuming the factions part of the relations mod just pulls in-game data? I have factions who have negative reputation with me when I click on my colony leader, but they have positive reputation with me when I click on their faction leader. A bit confusing to say the least.

Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Fluffy (l2032) on May 04, 2016, 10:58:39 AM
Quote from: Goldenpotatoes on May 04, 2016, 10:23:28 AM
I'm assuming the factions part of the relations mod just pulls in-game data? I have factions who have negative reputation with me when I click on my colony leader, but they have positive reputation with me when I click on their faction leader. A bit confusing to say the least.
It does pull ingame data. I'm not sure why the game has different levels of goodwill for player -> faction, and faction -> player. faction -> faction seems to always be symmetric. In any case, I haven't had time to play much over the last few weeks, I'll make some adjustments after playing with it and getting some more 'real' data.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Orion on May 05, 2016, 06:41:04 AM
[EDIT]
nvm wrong thread ;)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Fluffy (l2032) on May 08, 2016, 04:48:10 PM
Ehm, you sure you're in the right thread? I don't have any visitors/traders mods ;)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: RagingLoony on May 09, 2016, 04:54:52 AM
oh geez I had both tabs open and put the wrong messages into ther wrong ones XD Sorry about that, deleting my previous post :P
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: joaonunes on May 17, 2016, 10:55:29 AM
I just noticed something strange... The Fluffy Relations mod has a file named AnimalTab.xml even though the inside refers to the Factions defName... is it a bug or something intentional?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Fluffy (l2032) on May 17, 2016, 01:36:57 PM
well.. it's neither :P It's probably a result of me being lazy and copy-pasting code from the animals tab, then only changing the internals and not the file name. It shouldn't matter though, the game doesn't actually care about filenames of xml files, just their location.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: joaonunes on May 17, 2016, 02:23:57 PM
ehh, ok... xD if it works :P
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Jdalt40 on May 21, 2016, 12:55:29 AM
Hey Fluffy, I just noticed after playing with Glitter Tech and more factions mod that the orion peacekeeper faction is displayed as "Null" with no image in the relations panel, do you have any idea of what can be causing this?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
Post by: Rock5 on May 21, 2016, 04:20:55 AM
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Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 22, 2016, 12:24:53 PM
New mod; Fluffy breakdowns.

Replaces RimWorld's random breakdowns with an actual game mechanic;

All buildings that can break down now require maintenance. If properly maintained, the building will never break down. If not maintained, the chances of breakdown will gradually increase, and a quick breakdown is almost certain when no maintenance is done for prolonged periods of time.

Feedback on how this affects difficulty is more than welcome. Variables I'm particularly interested in are;

speed of maintenance decay.
speed of maintaining job
chances of breakdowns happening (and should breakdowns still have a tiny chance to happen even if properly maintained?)

Future additions will - maybe - include additional checks and bounds on maintenance; e.g. powered off buildings won't degrade, etc.

See front page for download link
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: RagingLoony on May 22, 2016, 12:56:01 PM
Quote from: Fluffy (l2032) on May 22, 2016, 12:24:53 PM
New mod; Fluffy breakdowns.

Replaces RimWorld's random breakdowns with an actual game mechanic;

All buildings that can break down now require maintenance. If properly maintained, the building will never break down. If not maintained, the chances of breakdown will gradually increase, and a quick breakdown is almost certain when no maintenance is done for prolonged periods of time.

Feedback on how this affects difficulty is more than welcome. Variables I'm particularly interested in are;

speed of maintenance decay.
speed of maintaining job
chances of breakdowns happening (and should breakdowns still have a tiny chance to happen even if properly maintained?)

Future additions will - maybe - include additional checks and bounds on maintenance; e.g. powered off buildings won't degrade, etc.

See front page for download link

so it would probably be a wet dream to think this is save game compatible right? :(
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 22, 2016, 01:20:51 PM
It should be safe to add/remove it from savegames as you please. But do make a backup, and report how it went - it's difficult to thoroughly test this stuff.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: RagingLoony on May 22, 2016, 01:34:59 PM
well, no kidding... I have a save thats a couple years in, ill make a back up and throw it onto that and see how it goes.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: laser_man6 on May 22, 2016, 11:19:48 PM
can you add a tab in the relations menu to include prisonors?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: RagingLoony on May 23, 2016, 05:34:55 AM
Played for roughly 6 hours last night and didn't run into any problems on that save that was a few years in, everything worked like a charm, fantastic work Fluffy :D
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Jdalt40 on May 25, 2016, 01:41:13 AM
Hey Fluffy, have you ever thought of a option for fluffy's relations to turn it into a flow chart? I just think it would look awesome seeing how messed up your colony is in a flow chart :D
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 25, 2016, 02:05:48 AM
Assuming what you mean is more or less this (http://layered%20graph%20drawing), then yes!

In fact I largely did the force directed graph we have now as a step towards a directed othogonal graph (or hierarchical flowchart) that I want to use for the research tree, because believe it or not - a flowchart is much, much harder. If/when I figure out the research tree layout, it should be fairly straightforward to also use that system for relations.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Atomisk on May 25, 2016, 10:07:42 PM
Wanted to report small 'incompatibility' issue with your relations menu and the hospitality mod. While visitors are in your colony, you can't see colonist relations. You can still see faction relations. Not game breaking, but I figured I'd let you know. On a side note, I have installed relations and breakdowns on a 2-year running save and i am happy to report nothing is broken. There is one problem with breakdowns that I noticed, but it doesn't really matter as repair is fast. When you reload the save, everything resets to 100% maintenance.

I know the relations/hospitality incompatibility must be it, because i have no other mods that effect visitors, and i can only not see colonist relations when i have visitors. Don't know if you can fix that or not, but as soon as they leave the map i can see my people again. Also, I love these two mods.

P.S. love the description of the breakdown mod.
(Replaces breakdowns with an actual game mechanic) shots fired!!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Thorbane on May 26, 2016, 03:59:24 AM
Any idea why Area Unlocker would interact badly with Scheduled Trade Caravans?  As near as I can figure trying to use both at once causes the map generator to give up and die.

Nevermind, load Trade Caravans first.  It doesn't like it otherwise.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Ralekin on May 26, 2016, 04:06:55 AM
First post on the forums, so let's see what I screw up.

just tried your breakdowns mod, saw a few posts saying it was save compatible and gave it a try. as soon as i load in, i go to repair something that had already been broken down from a previous session. no ability to right click it. Which is odd because the person is in the middle of the 'standing' task, and unresponsive. and then once someone else finishes their task, they get stuck 'standing' and unresponsive. and soon, every one of my colonists is 'standing'.

Any idea what that might be? only change between game loads was the breakdown mod
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 26, 2016, 06:45:29 AM
@Thorbane;
That seems a really random error, and I suspect what's really happening is that Scheduled Trade Caravans is throwing one or more errors, breaking CCL injections, and then Area Unlocker doesn't load correctly. I can't see any reason why these two would conflict otherwise - area unlocker is the simplest of simple mods...

@Ralekin;
Are you sure you have CCL loaded as well? And adding CCL to a game probably does require a new savegame, sorry. Also, ALWAYS reload the game after opening the mod menu - even if you don't change anything (unless you have the latest CCL, in which case CCL will tell you to reload).
If you did have CCL loaded and you restarted the game after addings mods, please attach your output_log.txt file so I can have a look at what's erroring.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: hwfanatic on May 26, 2016, 08:24:17 AM
Wow! Thanks for all your efforts. How does the maintenance thing work? Does it add a new job or something along the lines? Who performs the maintenance and how often?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 26, 2016, 08:51:33 AM
It adds a maintenance job to the repair worktype, so any pawns marked with repair should do it. If I recall correctly (currently no quick access to the code), components are currently set to have a 'lifespan' of one in game year. That means that over the course of a year, a building that can break down will slowly degrade to zero. Once it hits 90%, pawns should start repairing it. When it hits 50%, it starts smoking and has a chance of breaking down inversely proportional to the maintenance level - at 50% it'll have a small chance (roughly double that of vanilla, iirc) of breaking down, at 1% (minimum) the chance of a breakdown is almost 100%.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Vassteel on May 27, 2016, 12:24:39 AM
Hey fluffy im getting an error from your breakdown mod. It happens after the map has been running for a while and prevents the map from loading.


I took a screenshot of the error thats shown in the log

https://goo.gl/photos/ZRFCSw2sg4w5rBWn6
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 27, 2016, 02:05:39 AM
output-log.txt and save file, please :D
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Peppsen on May 27, 2016, 04:29:53 AM
I love your work and your videos, keep 'em coming!

One thing that seems to happen quite often is when I add a new job to one colonist, e.g. I give Vas construction with priority 4 When I then try to prioritize building a bed, for instance, it says Vas isn't a constructor
I checked with another colonist with the same priority in consturction and I could prioritize building the bed with him..?
Then with a third colonist and it said he wasn't a constructor even though all the colonists had priority 4 in construction.

I'm really confused and not sure if this is a bug in the game or if it's your Enhanced Tabs mod.. or maybe I did something wrong.. There shouldn't be a construction skill requirement when building a double bed, right?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 27, 2016, 05:14:27 AM
@Peppsen, glad to hear you're enjoying my mods :).

As for the right click prioritization, are you sure you have the latest version of the mod? There used to be a bug with this, but I thought I had that covered ;).

Also, if you're using the timed mode, make sure Vas has the construction job active for the current hour.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Peppsen on May 27, 2016, 05:30:36 AM
Quote from: Fluffy (l2032) on May 27, 2016, 05:14:27 AM
As for the right click prioritization, are you sure you have the latest version of the mod? There used to be a bug with this, but I thought I had that covered ;).
Thanks, I didn't have the latest version! It works fine now, brilliant.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fitz on May 27, 2016, 08:22:26 AM
Hi Fluffy, first off love your work, relations is almost a work of art! Similar to vasteel I am having loading problems since adding breakdown to my mod list, hopefully I have attached everything you need. I assume it's a mod conflict, hopefully it's something I can fix easily because I really want to use breakdown, it is a brilliant idea (again).

Can't upload my save, it is too big even compressed, how does everyone else do it? Sorry for the hassle

EDIT > sorted out dropbox here is the link for my savegame: https://www.dropbox.com/s/1ts6250sle8cjt4/Defiance.rws?dl=0
EDIT 2 > mods config link if that helps as well: https://www.dropbox.com/s/8fs6xwv4xx5nigg/ModsConfig.xml?dl=0

[attachment deleted by admin - too old]
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 27, 2016, 11:51:16 AM
@Fitz;
Thanks, that was very useful :). Apparently, for some reason, one of your buildings (a grill) has two compBreakdownables registered. Since I use the building as a key for saving/loading (the comp itself isn't normally stored), this gave some issues. I've fixed that, but it's still a bit of a mystery to me how this should have come about in the first place.

Anyhow, I'm updating the release on github right now, should be there by the time you read this.

edit: Your old save should now load fine (I can't test it, considering your obscene amount of mods :P)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fitz on May 27, 2016, 12:08:30 PM
Wow that was quick, amazing service lol. And glad I could help identify a bug. Yes I am a bit of a mod fiend, but there are so many I can never resist squeezing just one more in ... (even since I posted I have added 2 more, new glittertech without surgeries and haulIT). Without the amazing mods created by yourself and many others, my Rimworld would be a very dull place :)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Grogfeld on May 27, 2016, 04:14:20 PM
Hey Master! I've just played with worktab and time schedule.  It's really great and powerful tool a must have for mod packed game with many job types. I've noticed that I can add different priorities on different time zones. Does it work like that or is it just a glitch?

EDIT: Not a glitch, It works :D I've set priority 1 cleaning at 7-8 and 20-21 and the rest 22 hours on priority 3, and actually my Pawns are cleaning everything at those hours, and from time to time, when they don't have anything to do at other time zones. RWhack!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 27, 2016, 04:58:48 PM
yep, it's not a glitch :) There's a video in the main page in which I try to explain a little bit how it works.

Let me know how it plays, and if you have any suggestions on how to improve usability, I'm all ears!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Grogfeld on May 27, 2016, 06:51:21 PM
I've watched your video, without it I wouldn't be able to do anything with schedule but after that I've started to experiment with it and must say that it's the biggest improvement (plus DF style detailed priorities) in RW since EdB's Interface mod (don't count CCL and yours manager mod :D). Like I said earlier It's really powerful tool. Few minutes of adjustment and you don't have to micromanage anything. For example my cleaning schedule. Every Pawn is set to clean  for two hours a day with priority 1 and even with only 3 Pawns it works really great so that there is no input from my side, and no problems with food/construction/crafting production chain. This with even more powerful detailed priorities makes my gameplay easier and I enjoy it even better so thanks.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: harpo99999 on May 27, 2016, 06:54:20 PM
fluffy, just a small suggestion, could you add a release date against each of the mods to help us get the updated mods?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Jdalt40 on May 27, 2016, 07:46:11 PM
Hey Fluffy, I just noticed on Fluffy's relations that it only uses half of the page in the relations tab. Is this a bug with my game or is just something you can't work out how to make it fit to the full page?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: RagingLoony on May 28, 2016, 01:30:19 PM
Dunno if you remember but I was getting those NULL factions a while back? I worked out what it is and it's GlitterTech mod. with GT I get 2 NULL factions, without I dont get them. So I guess it;s something to do with the orion corp?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Grogfeld on May 29, 2016, 10:16:24 AM
Moved to proper topic ;)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Jdalt40 on May 31, 2016, 02:04:09 AM
Quote from: RagingLoony on May 28, 2016, 01:30:19 PM
Dunno if you remember but I was getting those NULL factions a while back? I worked out what it is and it's GlitterTech mod. with GT I get 2 NULL factions, without I dont get them. So I guess it;s something to do with the orion corp?
I think it is because they are a spacer faction
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 31, 2016, 08:07:31 AM
Quote from: harpo99999 on May 27, 2016, 06:54:20 PM
fluffy, just a small suggestion, could you add a release date against each of the mods to help us get the updated mods?
I'll update the change log soon, I want to do some spring cleaning on my mod thread(s) soon anyway.

Quote from: Joshy1111 on May 27, 2016, 07:46:11 PM
Hey Fluffy, I just noticed on Fluffy's relations that it only uses half of the page in the relations tab. Is this a bug with my game or is just something you can't work out how to make it fit to the full page?
Not a bug, and I do know how to use the whole space. It's just that having a non-square space complicates the math required for the force directed graph (the dynamic mode) quite a bit - it's just not something I thought was worthwhile. Besides, the space on the left is used for details on selected pawns/factions.

Quote from: RagingLoony on May 28, 2016, 01:30:19 PM
Dunno if you remember but I was getting those NULL factions a while back? I worked out what it is and it's GlitterTech mod. with GT I get 2 NULL factions, without I dont get them. So I guess it;s something to do with the orion corp?
I really do need an output-log.txt file from a game where this happens if I'm going to be able to fix this one.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: DJ Daemonix on May 31, 2016, 01:28:41 PM
Hi there,

I am encountering a bug with most Fluffy UI Mods (Enhanced Tabs & Relations) that is causing most of my bar to disappear in the game (as shown in attachment).
Please fix this bug ASAP, unless you have a workaround for which i would be glad to try.

Regards
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on May 31, 2016, 02:37:48 PM
Welcome to the forums Daemonix!

Unfortunately, there's no attachment, and your description is very vague - so I can't do much about the problem you're having. Please make sure you're running the latest versions of my mods and CCL, and that CCL is second in the load order (right after core).

If that doesn't work, try starting a new world + game, not all my mods are save compatible. If that still doesn't work, I'll need the following to properly investigate the bug;
- A description of the issue. Try to describe when or how the issue occured and what exactly went wrong.
- Your mod load order with any other mods you are running (modconfig.xml)
-  Your output_log.txt.

Screenshots are generally of very little help, please include the output_log.txt, this is very important for debugging!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: DJ Daemonix on June 01, 2016, 12:59:51 AM
Apologies, but for some weird reason, the file didn't upload. Moving on, here is the screenshot : http://www.noelshack.com/2016-22-1464756321-capture-d-ecran-116.png

I did forget to install CCL (because i din't see any indication of dependencies on the topic. You might want to state these...), but after installation the problem remained the same. Included per your previous post's request is the output_log.txt, but i cannot find the modconfig.xml, so here is a screenshot of my mods folder :
http://www.noelshack.com/2016-22-1464757115-capture-d-ecran-117.png

Thanks for your support :)

[attachment deleted by admin - too old]
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 01, 2016, 01:28:42 AM
Hmm, it appears to fail loading the Fluffy Relations dll. Can you please double check that there's is only one installation of Fluffy_Relations, and that the folder structure is
<whatever>/RimWorld/Mods/Fluffy_Relations<version>/Assemblies/Fluffy_Relations.dll

Is the fluffy relations.dll there? Is there anything else there? What OS are you on?

thanks!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: DJ Daemonix on June 01, 2016, 11:20:11 AM
In the described folder, i only have that same .dll, and basically nothing else. In doubt i tried renaming the root folder "Rimworld" instead of "Rimworld1135Win" (being a total derp :D), but that didn't do much if anything...

As OS i am running Windows Redstone (spinoff of W10 generously gifted by Microsoft), but i doubt that it may be the source of problems...
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 01, 2016, 02:17:04 PM
It seems to be unable to find CCL still though, are you sure you installed CCL correctly? It's a bit odd that you're the only one reporting such issues, which is why I'm leaning towards user error ;)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: DJ Daemonix on June 01, 2016, 03:45:40 PM
I finally realized that yes, CCL wasn't installed correctly. I adopted the widely-used "drag "zip's" folder to "mods" folder" behaviour, and being a complete moron I didn't realise the pain of CCL's installation.

Lesson to be learned : always check the modder's instruction...
By the way, it wouldn't be bad either to put a big red sign marked "REQUIRES CCL" or something, it would prevent morons like me to rush to troubleshooting zone...


In sign of good will, I would like to propose my services as a translator for your mods. Indeed i speak English and French natively, and I thought I could put my gift to good use :)

Thanks again and sorry for my incompetence -_-
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Slye_Fox on June 02, 2016, 04:30:26 AM
I'm getting an error about a duplicate breakdown entry when trying to load my some of my saves (http://i.imgur.com/jVVA12k.png).
Is there an easy way to find this duplicate entry in the save file so I can fix it?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 02, 2016, 04:51:48 AM
I thought I had that bug fixed in the latest version, could you make sure you've updated?

Failing that, open the save file, and search (Ctrl-F) for Maintenance. There should be a mapcomponent (comp, mapcomp, not sure what it's called exactly, I'm not around the code at the mometn) for maintenance. This will list all of the buildings that have a compbreakdownable, and their maintenance status. Look for buildings that are duplicates, and delete the duplicate entries. (make sure to delete the whole 'block', so building + maintenance level + the containing tag).
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Slye_Fox on June 02, 2016, 04:57:49 AM
Quote from: Fluffy (l2032) on June 02, 2016, 04:51:48 AM
I thought I had that bug fixed in the latest version, could you make sure you've updated?

Failing that, open the save file, and search (Ctrl-F) for Maintenance. There should be a mapcomponent (comp, mapcomp, not sure what it's called exactly, I'm not around the code at the mometn) for maintenance. This will list all of the buildings that have a compbreakdownable, and their maintenance status. Look for buildings that are duplicates, and delete the duplicate entries. (make sure to delete the whole 'block', so building + maintenance level + the containing tag).
Just updated to 13.0.1.1, that fixed it.
Thank you for the fast reply. ^_^
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: InfiniteRemnant on June 02, 2016, 10:08:21 AM
with the breakdown mod, I would have breakables start at a minimum breakdown chance of 1% per day (assuming perfect maintenance), and have that minimum chance increase by 5% for every year since the breakable was built.

Old equipment needs more maintenance and breaks down faster than new stuff after all.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: BandOfDog on June 02, 2016, 03:19:43 PM
Hi there, not a massive issue but I can't seem to get Follow Me! to work with the Hardcore SK modpack Skyarkangel didn't include it in the pack so I added it into my mods list myself.

The in game keybind setting appears and allows me to set it to a different key etc. However upon pressing whatever key I set it to it does not follow a pawn/item etc. :(
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: hwfanatic on June 02, 2016, 03:47:47 PM
Today I had a heater drop below 50% and it started smoking. Took me some time to figure out what was going on. :) Kudos for implementing.

So far I spent a grand total of 0 components for repairs, although the guy does spend quite some time doing the maintenance on a daily basis. I have to play many more hours to get the idea of how balanced it is. I do believe, though, that even properly maintained things should have a tiny chance of breaking down.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 02, 2016, 04:19:01 PM
Quote from: DJ Daemonix on June 01, 2016, 03:45:40 PM
I finally realized that yes, CCL wasn't installed correctly. I adopted the widely-used "drag "zip's" folder to "mods" folder" behaviour, and being a complete moron I didn't realise the pain of CCL's installation.

Lesson to be learned : always check the modder's instruction...
By the way, it wouldn't be bad either to put a big red sign marked "REQUIRES CCL" or something, it would prevent morons like me to rush to troubleshooting zone...


In sign of good will, I would like to propose my services as a translator for your mods. Indeed i speak English and French natively, and I thought I could put my gift to good use :)

Thanks again and sorry for my incompetence -_-
Don't worry, happens to the best of us :)

I'll gladly take you up on that translation offer - I assume you have some idea of how it works? The keyed strings should be simple, I've never messed about with definjected stuff. As for bigger warnings, you're probably right. One of these days I'll make some time to clean up my main posts ;)

Quote from: InfiniteRemnant on June 02, 2016, 10:08:21 AM
with the breakdown mod, I would have breakables start at a minimum breakdown chance of 1% per day (assuming perfect maintenance), and have that minimum chance increase by 5% for every year since the breakable was built.

Old equipment needs more maintenance and breaks down faster than new stuff after all.
Having a minimum breakdown chance of 1%/d would be much higher than the current vanilla chance, but I'm inclined to agree there should always be a tiny breakdown chance. Also like the idea that old stuff breaks down quicker, but I'm not so sure that'll be fun to actually play with (would need some other mechanic to 'refresh' buildings, manually tearing down and replacing would be a pain).

Quote from: BandOfDog on June 02, 2016, 03:19:43 PM
Hi there, not a massive issue but I can't seem to get Follow Me! to work with the Hardcore SK modpack Skyarkangel didn't include it in the pack so I added it into my mods list myself.

The in game keybind setting appears and allows me to set it to a different key etc. However upon pressing whatever key I set it to it does not follow a pawn/item etc. :(
Ugh - follow me has been nothing but trouble lately. I'll put it on the list of things to do (it's quite low though, sorry).

Quote from: hwfanatic on June 02, 2016, 03:47:47 PM
Today I had a heater drop below 50% and it started smoking. Took me some time to figure out what was going on. :) Kudos for implementing.

So far I spent a grand total of 0 components for repairs, although the guy does spend quite some time doing the maintenance on a daily basis. I have to play many more hours to get the idea of how balanced it is. I do believe, though, that even properly maintained things should have a tiny chance of breaking down.
Thanks, glad to hear you're enjoying it. I'm inclined to agree that there's some balance issues, and maintenance is now a bit too easy.

Maybe I can have a random 'weak' breakdown, which if not fixed immediately, turns into a 'real' breakdown? Or just keep it simple and add breakdowns back in with a really tiny chance.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: hwfanatic on June 02, 2016, 04:29:07 PM
Probably just keep it simple, but IDK what do others think.

Not too easy, though. Still to be determined. A stray bullet hit my main constructor and suddenly it is quite hard to keep everything maintained. We shall see as the base progresses.

I did notice however that their skill doesn't increase due to this activity. WAI?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 02, 2016, 05:21:44 PM
nah, that's just a lazy oversight - they probably should gain skill
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Thorbane on June 03, 2016, 04:49:47 AM
I'm frequently crashing to desktop when clicking on the "Manage Areas" button with Area Unlocker installed.

Log:
http://pastebin.com/t1fZYnnf
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 06, 2016, 03:45:35 AM
Interesting. That mod uses an older, simpler, version of detours - I thought it was fine for all platforms. I'll switch it over to use CCL soonish, that should resolve the issue.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: harpo99999 on June 06, 2016, 06:17:52 PM
fluffy, I really like the smoke issueing from the lower maintance buildings before they break down
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 07, 2016, 03:34:12 AM
Thanks :) I was rather pleased with it myself - it's really just reusing vanilla assets/code though :p
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Atomisk on June 08, 2016, 12:49:54 AM
Quote from: Fluffy (l2032) on June 07, 2016, 03:34:12 AM
Thanks :) I was rather pleased with it myself - it's really just reusing vanilla assets/code though :p

yeah but it's cool design choice nontheless. Say uh, I have the same problem with duplicate building keys, i guess. But I'd really rather learn how to fix it myself because whatever's happening is happening repeatedly and i'd rather do maintenance on my save than remove any more of my mods. I think it has something to do with spawning buildings in god mode, but i havn't played a game without god mode yet. In which case, it's more a bug that i need to report to the actual dev as it sounds like an issue that can interfere with mod testing. :P


Oh i mistook your message as you saying you edited his save or something. you just uploaded a fixed version of the mod?

Edit 2: Well i just installed the update and it even worked with my dead save! Thank you so much for the fix. :D

Edit 3: Okay fuck it, since you ask in the mod description, lemme give you an evualuation of breakdowns, because i love you for it, and it NEEDS to be the vanilla mechanic, it is far superior. I find it strange that i can't prioritize repairing something unless it's in the homezone but i think that's vanilla pawn behavior... I do however, only have actual breakdowns when i have noone assigned to repair, or people are too busy to repair and it's very gruadual. When i realized the mistake i was making, though, almost my entire base was covered in smoke and i was freaking out because i couldn't prioritize something that wasn't in the home zone. It was only undesignating my repairer from other work that threw me for a loop with the REST of the base. Still, the threshold for breakage is perfect for small colonies... might get too easy in higher colonies, but i tend to keep population low anyway.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: katjezz on June 09, 2016, 07:32:46 AM
does anyone maybe have a collection of their blueprints to share?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: InfiniteRemnant on June 09, 2016, 06:17:49 PM
Quote from: Fluffy (l2032) on June 02, 2016, 04:19:01 PM
Quote from: InfiniteRemnant on June 02, 2016, 10:08:21 AM
with the breakdown mod, I would have breakables start at a minimum breakdown chance of 1% per day (assuming perfect maintenance), and have that minimum chance increase by 5% for every year since the breakable was built.

Old equipment needs more maintenance and breaks down faster than new stuff after all.
Having a minimum breakdown chance of 1%/d would be much higher than the current vanilla chance, but I'm inclined to agree there should always be a tiny breakdown chance. Also like the idea that old stuff breaks down quicker, but I'm not so sure that'll be fun to actually play with (would need some other mechanic to 'refresh' buildings, manually tearing down and replacing would be a pain).
Really? huh... I must have terrible luck then. I thought vanilla was higher than that from how often things break on me. whatever, point was more, "small chance that grows as the years go by" than specific numbers.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Lupin III on June 10, 2016, 11:25:12 AM
Is there a way to make the pawn bar icons smaller? I've around 45 colonists and the icons start to take up a sizeable part of the screen.

About breakdowns: I think it is quite well balanced. I can see colonists fix stuff regularily, but it is never that much that it feels to take too much time. Things go down to approx. 80% until someone comes around to fix it. It is still a challenge when the colony isn't running well, like the one time when after a raid, an outbreak of sleeping sickness and malaria and mental breakdowns 15 of my at the time 40 colonists were out of order.

As for your other mods (I also use enhanced tabs, med info, blueprints and relations): I'd call them almost essential and I definitely wouldn't play as long if those mods weren't around!
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: joaonunes on June 10, 2016, 12:06:09 PM
I use all the Fluffy's mods and my only complaint is the pawn bar. The position is great to fit with the minimap, but when the number of pawns increases the screen becomes cluttered quite easily...

There could be two options:
- Be possible to manage the size of the icons;
- Hide the icons with a button (like EdB does);
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Simon_The_Space_Engineer on June 13, 2016, 10:54:33 AM
hey i got the mod where you can follow colonists around and since i wanted to change the keybinding where and how would i do that? i couldnt find it in the key binding option in the settings menu (not the mod settings)

edit: i found it after relaunching the game with other mods getting turned on, bug maybe or me just being ignorant :P
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 17, 2016, 07:49:17 AM
Quote from: joaonunes on June 10, 2016, 12:06:09 PM
I use all the Fluffy's mods and my only complaint is the pawn bar. The position is great to fit with the minimap, but when the number of pawns increases the screen becomes cluttered quite easily...

There could be two options:
- Be possible to manage the size of the icons;
- Hide the icons with a button (like EdB does);
The pawn bar was really a temporary fix to tide me over while EdB's pawn bar wasn't working correctly (I tried to fix EdB's, but he uses black magic to make things work (e.g. he uses 'real' GPU rendering, while I use the much easier to use, higher level but slower GUI rendering functions). That said, I've had a number of requests to do something more with the bar, so I might get around to merging it with follow me and add some fancyness and make it a proper mod for A14. Maybe. Possibly. Probably not, considering I have zero time lately.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Listen1 on June 17, 2016, 08:43:20 AM
Maybe, probably, who knows? It might be happening right now.

*Fingers crossed*

Nah, I would like you to update cat behavior, making cats do absurd things, like cuddling and then attacking the colonist, going super fast around the colony, delivering dead animals to colonists bedrooms, stuff like that.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: harpo99999 on June 17, 2016, 06:48:22 PM
Quote from: Flying Rockbass on June 17, 2016, 08:43:20 AM
Maybe, probably, who knows? It might be happening right now.

*Fingers crossed*

Nah, I would like you to update cat behavior, making cats do absurd things, like cuddling and then attacking the colonist, going super fast around the colony, delivering dead animals to colonists bedrooms, stuff like that.
I also want 'REAL cat minds' and behaviours (and cats DO bond with their people and prefer to sleep near or on them)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Listen1 on June 18, 2016, 12:02:01 PM
Or in the workbench they are working
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Draconicrose on June 23, 2016, 05:10:13 PM
Follow Me keybind doesn't work (as mentioned by another poster). Area Unlocker crashes the game when used on an existing save and makes new games go haywire while the map is generating (after selecting colonists).
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 23, 2016, 05:35:41 PM
Area unlocker will work perfectly fine in an existing game, as will it on new maps - for people on windows and linux. Mac has some issues, which I'll get to for the next Alpha.

FollowMe also has some issues, of which I'm aware (For the record, it works perfectly fine if you use quick start mode). Again, next alpha.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: DJ Daemonix on June 25, 2016, 09:11:14 AM
Concerning my translation offer, which is still OK for me, i must say i have little to no experience with messing with people's code, so it would be better if you could explain that to me some day. Maybe through Skype ? If you have, my username is starlight_5628.

PS : Sorry for my late reply, had issues with my forum account (Password-hassle-type-problem if you see what i mean :D)...
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Lupin III on June 25, 2016, 01:12:51 PM
Why are there two numbers for the relation between factions and the colony? I get the one that makes a faction friend or enemy of the colony (although I can never remember which of the two numbers actually counts for that). But what is the influence of the other number?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Draconicrose on June 25, 2016, 04:55:38 PM
Quote from: Fluffy (l2032) on June 23, 2016, 05:35:41 PMFor the record, it works perfectly fine if you use quick start mode

What's quick-start mode?
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 26, 2016, 08:45:05 AM
Quote from: Lupin III on June 25, 2016, 01:12:51 PM
Why are there two numbers for the relation between factions and the colony? I get the one that makes a faction friend or enemy of the colony (although I can never remember which of the two numbers actually counts for that). But what is the influence of the other number?
That is a very good question, and one which I haven't figured out yet. I'm guessing nothing, but you'd have to ask Tynan ;).

Quote from: Draconicrose on June 25, 2016, 04:55:38 PM
What's quick-start mode?
It's a debugging/developer thing where you load the game with the -quickstart flag, and it skips all the menus and immediately goes to a small map with default/random settings. Very conventient for debugging mods, but as shown here, shouldn't be used as a replacement for 'real' testing ;).

Quote from: DJ Daemonix on June 25, 2016, 09:11:14 AM
Concerning my translation offer, which is still OK for me, i must say i have little to no experience with messing with people's code, so it would be better if you could explain that to me some day. Maybe through Skype ? If you have, my username is <<>>.

PS : Sorry for my late reply, had issues with my forum account (Password-hassle-type-problem if you see what i mean :D)...
No worries, I still have your first batch lying around, haven't gotten around to implementing them yet - very busy over here :'(.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Argelle on June 27, 2016, 08:34:58 AM
About the very nice relation mod (I was amazed by the presentation video) do someone know how to get it compatible with EdB mods (inventory, colonist and prepare carefully)?
With only these 4 mods, the game has half the buttom tabs, menu are irresponsives, and only way to quit is alt F4.

(http://tof.canardpc.com/preview2/a0b0b618-42bd-42ff-be59-8c6acb367f80.jpg) (http://tof.canardpc.com/view/a0b0b618-42bd-42ff-be59-8c6acb367f80.jpg)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 27, 2016, 11:07:54 AM
there should be no incompatibility - these mods don't overlap in any way.

Fluffy relations does require CCL, so go get it! :D
Make sure you've reloaded the game after installing CCL.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Argelle on June 27, 2016, 11:20:47 AM
Oh, that's good news! Thanks a lot Fluffy :)
I'll go and install CCL.
Can I suggest a little amphasis on this on the first page, cos I skip it since it says
"Looking for the Research Info mod? It's now integrated with CCL!"
so, for a newby like me, it's not obvious CCL should be installed.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 27, 2016, 02:04:05 PM
Good point :)
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Lockdown on June 30, 2016, 12:54:58 PM
I love the Blueprints mod, it removes so much of the tediousness of starting a new colony. Thank you for making it!

One thing I'd ask, if at all feasible, is for the mod to be aware of research requirements. Currently, I can use my imported "Living Room" blueprint (which includes a tube television) on a new colony and be allowed to build said television without its research being unlocked, which is a bit cheaty. Currently I just manually delete the item foundations for the stuff I'm not supposed to have, but it'd be great if the mod could handle it automatically, by showing unavailable items in a unique color when choosing the location for the blueprint, and not placing foundations for said items.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: Fluffy (l2032) on June 30, 2016, 02:00:35 PM
Thanks, glad you like it!

As for your suggestion, it's a good one - I'll add it to the list :p.
Title: Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Fluffy Breakdowns
Post by: dismar on July 13, 2016, 04:49:16 PM
OMG Fluffy! blueprints is so awesome I just tried it in my last run. So much nicer for build bedrooms!! tyty
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 15, 2016, 04:37:55 PM
Updated the first batch of mods for A14. They're also all on the workshop! (Although take care, some require CCL, and CCL is not on the workshop - and the jury is still out on if it will ever be).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: halby on July 15, 2016, 04:44:36 PM
Enhanced Tabs, noone can live without it, but it's no longer listed on post #1, is this a typo? or is it DEAD?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: halby on July 15, 2016, 05:23:11 PM
speaking of enhanced tabs, i really want to see peoples # of flames (desire to do taht job) when i'm picking jobs, cuz usually i don't assign jobs based on current skill at all... who cares if you are lvl 11 now, what i care about is how quickly you'll become lvl 20 :)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 15, 2016, 05:23:59 PM
Enhanced Tabs is dead - Long live the new tabs; Animals Tab (https://github.com/FluffierThanThou/RW_EnhancedTabs/releases/latest) and Work Tab (https://github.com/FluffierThanThou/Fluffy_Tabs/releases/latest).

The animal tab is simply the animal part of enhanced tabs. The work tab is a new and vastly improved version. See this vid for an introduction;
https://www.youtube.com/watch?v=3hO8CtsYH2o
(I'm sorry it's so lengthy, it's also a sort of how to use it vid)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffe on July 15, 2016, 05:39:11 PM
Now that alpha 14 is out will we be seeing a updated Cat mod :p
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 15, 2016, 06:36:26 PM
It's on the list to be updated, but I have to say there's a few things above it.

I want to get ArchitectSense updated for the modpackers (that one should be quick), I wanna get the ResearchTree mod alive again (that one won't be quick), and after that... we'll see! :P
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffe on July 15, 2016, 06:53:08 PM
k lol
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Dakkon on July 15, 2016, 07:36:19 PM
Quote from: Fluffy (l2032) on July 15, 2016, 04:37:55 PM
Updated the first batch of mods for A14. They're also all on the workshop! (Although take care, some require CCL, and CCL is not on the workshop - and the jury is still out on if it will ever be).

Fluffy I have a very serious and important question. How are you so awesome?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: hwfanatic on July 15, 2016, 08:53:11 PM
Quote from: Dakkon on July 15, 2016, 07:36:19 PM
How are you so awesome?
:)
+1
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: BlackSmokeDMax on July 15, 2016, 09:03:48 PM
Fluffy, I take it (and hope) that your Steam name doesn't match your forum name here? I am really guessing they don't match, but if they are the same, then someone is releasing all your mods on the forums.

Really suspect that my post is completely unnecessary, but on the off chance....
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 16, 2016, 04:45:38 AM
Thanks for all the support folks!

@BlackSmoke, yeah, it's me. Thanks for the vigilance though, there's bound to be some stealing/unauthorized posting at some point. Good to know you guys have your eyes open!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: DariusWolfe on July 16, 2016, 05:14:22 AM
Hey Fluffy,

Work Tab is working pretty well, but I'm having one bit of problem with it; Specifically, the ability to sort by a job seems to not be working properly. Everything else is great, including the mass increase/decrease, but I can't seem to sort. Modlist is attached.

[attachment deleted by admin - too old]
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 16, 2016, 06:08:47 AM
You're correct, none of the column sorting seems to work at the moment. I'll look into it, thanks!

edit: fixed, and updated github + workshop releases
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 16, 2016, 07:16:38 AM
For the modpackers; ArchitectSense is updated for A14, look in my github, A14 branch. There's no proper release, as I have to run now.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: DariusWolfe on July 16, 2016, 05:12:40 PM
Also, if you ever get to a pausing point with your current mods (fat chance, I know) I would love to see you take on the trade interface. I kind of hate it, particularly how annoying it is to sort, plus some sort of filter wouldn't suck, either.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Delmain on July 18, 2016, 05:00:11 PM
Can I feature request in here?

How annoying would it be to add the allowed medicine level to the Animals tab?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: kaptain_kavern on July 18, 2016, 09:46:02 PM
Damn i miss the breakdown mod ....   ::)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 19, 2016, 01:53:38 AM
oh it's ready - just forgot to release it here :P (too many places to change when things update :'( )
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: kaptain_kavern on July 19, 2016, 02:17:56 AM
I know :p
I took it from the repo 2h ago and i can say it works like a charm :p

Thx man
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: hwfanatic on July 19, 2016, 03:18:46 AM
That's the one I've been waiting for. :) Many thanks. Now I can't wait to get back home.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: 123nick on July 20, 2016, 12:17:57 PM
hey, the fluffly breakdowns mod says on the OP that its for A13, but clicking on it shows that its now for A14 on the github.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: 123nick on July 20, 2016, 10:32:11 PM
when using fluffy relations, is htere any way too see the info-screen of a faction? this image should clearify what i mean:

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

clicking the button would open up a screen showing information about the faction, but with fluffy relations i dont think that button shows up anywhere.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Sarelth on July 21, 2016, 01:51:00 AM
Getting an error when I try to open the Relations tab.
It was working fine yesterday for me, so I am guessing its a mod clash with something else, but not sure what.
Here is the error:

QuoteArgument out of range
parameter name: index
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Sierra Mike on July 23, 2016, 08:52:40 AM
Followme isn't working for me,the key is there (home) in game,but that or right-click doesn't do anything.Description on start menu is there also.
I notice ModHelperDefs is missing in a14 version,but maybe the ccl dependency is removed.At least something is different.
Playing a game with only 2 colonists,I could really use this mod.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: webatron on July 23, 2016, 10:01:59 AM
Fluffy how do you download
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: kaptain_kavern on July 23, 2016, 11:31:30 AM
In the first post (https://ludeon.com/forums/index.php?topic=16120.0) : just click there. This is link to download




(http://i.imgur.com/saF6Lga.jpg?2)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: eskoONE on July 23, 2016, 07:25:33 PM
Quote from: Sierra Mike on July 23, 2016, 08:52:40 AM
Followme isn't working for me,the key is there (home) in game,but that or right-click doesn't do anything.Description on start menu is there also.
I notice ModHelperDefs is missing in a14 version,but maybe the ccl dependency is removed.At least something is different.
Playing a game with only 2 colonists,I could really use this mod.

do u have dev mode on? that was causing problems for me either. if u disable it it does work. for me i also changed the key cause i couldnt find the home key :D
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: 123nick on July 24, 2016, 08:18:33 AM
hey i think i have a bug report, favorites dont seem too work, in the work tab mod.

this gif should describe what i mean (it stays still for a few moments in the beggining)

(https://icp9ew-bn1306.files.1drv.com/y3pySTE1aUd-WLmX_x2vE7eTJ94ixrfQgrAxDvBvVvCH9nLVJwHgOZR7u_ACiBhV5fQrwSYnDV3VD74U8LjFN13VRwTMSih2hmLcHkD9sNQ5_Pk7VyF90FS8xLXbeCmBjC4B9nhnGirXBxzUV7Jq1SM6WKmmDMkox5lncLRDkUm1-U/2016-07-24_08-13-37.gif?psid=1)


after changing a colonist's prioritys, then trying too set it too the favourite, it doesent change too reflect what was saved in the favourite.

a mod list:

   
      <modNames>
         <li>Core</li>
         <li>Community Core Library</li>
         <li>CorePanda pre14.00</li>
         <li>EdB Prepare Carefully</li>
         <li>Toxic Fallout Protection Suit</li>
         <li>Additional Joy Objects pre14.00</li>
         <li>Ancient Amulets 14.00</li>
         <li>Apparello 2</li>
         <li>Clutter Furniture Module</li>
         <li>Clutter Structures</li>
         <li>Cupro's Alloys 14.00</li>
         <li>Cupro's Drinks pre14.00</li>
         <li>Dwarven Crafts 14.00</li>
         <li>Powerless! pre14.00</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>Quarry 14.00</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>Numbers</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>Animals Tab</li>
         <li>RTGs v1.15</li>
         <li>Follow Me!</li>
         <li>Work 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>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>ED-More Vanilla Turrets</li>
         <li>Auto Seller</li>
         <li>LT-DoorMat</li>
         <li>LT-A Dog Said...</li>
         <li>RedistHeat</li>
         <li>Roof Support</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</li>
         <li>Rimsenal - Federation TEST a14</li>
         <li>Rimsenal - Feral TEST</li>
         <li>Rimsenal - Security</li>
         <li>Expanded Traits</li>
         <li>RD_DevSpeedEnabler</li>


i
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Sarelth on July 24, 2016, 08:32:46 AM
I seem to be having a mod clash and something is making the Relations tab not work, just get a small red error with no info that is all that helpful in any way. Does anyone know which mods might cause issues, I am not sure which ones I have that might be the problem. I will start by unchecking all the ones that I think modify relations/factions in some way.

On another note, how do people get the xml list of the mods they use?

This is the error as listed in the output file.

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Fluffy_Relations.Visible].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.ThoughtDef,Fluffy_Relations.Visible].get_Item (RimWorld.ThoughtDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Relations.RelationsHelper.CreateThoughtList (System.Collections.Generic.List`1 pawns) [0x00000] in <filename unknown>:0
  at Fluffy_Relations.MainTabWindow_Relations.BuildPawnList () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnList.PreOpen () [0x00000] in <filename unknown>:0
  at Verse.WindowStack.Add (Verse.Window window) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.ToggleTab (RimWorld.MainTabDef newTab, Boolean playSound) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.DoTabButton (RimWorld.MainTabDef def, Single posX, Single width) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.DoTabButtons () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.MainTabsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRootMap.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Lupin III on July 24, 2016, 10:49:05 AM
Quote from: Sarelth on July 24, 2016, 08:32:46 AM
I seem to be having a mod clash and something is making the Relations tab not work, just get a small red error with no info that is all that helpful in any way. Does anyone know which mods might cause issues, I am not sure which ones I have that might be the problem. I will start by unchecking all the ones that I think modify relations/factions in some way.
Do you always get that error? I do get an error sometimes when I have not selected one of my own colonists before clicking the tab. So it seems that something I clicked before breaks it.

Quote from: Sarelth on July 24, 2016, 08:32:46 AM
On another note, how do people get the xml list of the mods they use?
Out of the savegame file.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: qurffe on July 24, 2016, 10:58:11 AM
Quote from: Lupin III on July 24, 2016, 10:49:05 AM
Quote from: Sarelth on July 24, 2016, 08:32:46 AM
On another note, how do people get the xml list of the mods they use?
Out of the savegame file.
I will just add, if you are using any mods from steam workshop they wont show up as names but numbers so it is kind of useless in that case.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Sarelth on July 24, 2016, 11:24:49 AM
I get the error when I click on the relations tab button or if I can get into it when I click on a faction that has no picture.
Trying to track down which mods actually seem to make it happen.
As of now, the only one I have found is the Talons Faction mod and Glittertech. But I have a lot of mods to go through.
Mod Hoarder..... I guess I just like the chaos.

Edit:
It is specific to the Spacer Faction. It affects Glittertech and Talon Faction for sure. Not sure what other mods add in a Spacer faction. But I bet if they do add one, it will affect them also. Not sure if it's coming from the others mods, though. I did notice that The Spacer Faction is normally a hidden faction, could that be the issue?

Mod mod list and order was:
CCL
CCL - Vanilla Tweaks
Relations tab
Glittertech or Talon Faction
  (Tested both individually and tested without either)
Got the same error each time, minus the time without Glittertech or Talon. It would load the game, was making new world, basic scenario, random pawns and starting location. Once in the game I would open the relation tab and if there was a Spacer faction in the Factions tab it would have no pic and crash the tab if clicked.

Added screens of the errors I got and the lack of a faction picture. Hope this helps in some way. I like the Relations tab, but can't use it right now because of this. I would be happy to just find out why it hates me so. lol.

[attachment deleted by admin - too old]
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: 123nick on July 24, 2016, 04:50:17 PM
Quote from: Sarelth on July 24, 2016, 11:24:49 AM
I get the error when I click on the relations tab button or if I can get into it when I click on a faction that has no picture.
Trying to track down which mods actually seem to make it happen.
As of now, the only one I have found is the Talons Faction mod and Glittertech. But I have a lot of mods to go through.
Mod Hoarder..... I guess I just like the chaos.

Edit:
It is specific to the Spacer Faction. It affects Glittertech and Talon Faction for sure. Not sure what other mods add in a Spacer faction. But I bet if they do add one, it will affect them also. Not sure if it's coming from the others mods, though. I did notice that The Spacer Faction is normally a hidden faction, could that be the issue?

Mod mod list and order was:
CCL
CCL - Vanilla Tweaks
Relations tab
Glittertech or Talon Faction
  (Tested both individually and tested without either)
Got the same error each time, minus the time without Glittertech or Talon. It would load the game, was making new world, basic scenario, random pawns and starting location. Once in the game I would open the relation tab and if there was a Spacer faction in the Factions tab it would have no pic and crash the tab if clicked.

Added screens of the errors I got and the lack of a faction picture. Hope this helps in some way. I like the Relations tab, but can't use it right now because of this. I would be happy to just find out why it hates me so. lol.

the picture not showing up isnt that big a bug, it can be lived with. the errors, however, i dont recall getting any when opening it. and when clicking on a faction without a picture, i didnt have any crashes, just there were no relations showed.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Delmain on July 24, 2016, 11:31:09 PM
Looks like something is broken in regards to MCM? As soon as I click on Work Tab or Relations Tab menus in MCM, I get the exception log and have to close Rimworld to escape.

http://steamcommunity.com/sharedfiles/filedetails/?id=731018014
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Sarelth on July 24, 2016, 11:38:08 PM
Quote from: 123nick on July 24, 2016, 04:50:17 PM
the picture not showing up isnt that big a bug, it can be lived with. the errors, however, i dont recall getting any when opening it. and when clicking on a faction without a picture, i didnt have any crashes, just there were no relations showed.

I didn't say it was a game breaking error, but it happens every time for me. I went down to just the relations tab and CCL with Glittertech and it still happened. From everything I can tell it's just something related to Spacers Faction in general, but I am new to the game and definitely not a modder. Just making sure people get a heads up when I find issues, as minor problems seem to eventually become big problems in my experience.

EDIT:
I went into the xml files for the mods that have a problem, specifically the FactionDefs and the refer to the Spacer techlevel, in the core FactionsDefs the Spacer Faction is in the hidden factions group. This is the only thing that I can think of that might be the problem. Normally the hidden factions would not show up at all on the relations tab. Perhaps because the mods add a Spacer techlevel faction the Relations tab gets confused? Thats all I can think of at least.
Not sure what I did, but I got the relations tab to open now at least. So that's progress for me.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 25, 2016, 04:26:44 AM
Thanks for all the reports guys, I've had a busy period, but I'll look into them in more detail in the coming days.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: UncleFester on July 25, 2016, 05:28:20 AM
Help, where I can find FollowMe! for a13?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Drusek on July 26, 2016, 06:42:12 PM
One minor issue when I use Colony Manager and Work Tab  - there is no manage work in detailed priorities work tab.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: damnfan on July 28, 2016, 12:30:10 AM
I really like the work tab but I kinda messed up using it. Is there a way to reset the time scheduled events?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Tai on July 28, 2016, 07:54:55 AM
I've been having a nasty bug of some kind with the Work tab, not 100% sure what or why. Running just Core, CCL, CCL Vanilla Tweaks, and Work Tab, I get this error log on trying to generate a new world. http://puu.sh/qhmm5/d5161b013f.png

It bars the generation, which basically means the game can't be played with the mod.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 28, 2016, 08:54:14 AM
Yeah I mucked up last night's update. You should roll back to the previous 0.14.0.2 version. It's on https://github.com/FluffierThanThou/Fluffy_Tabs/releases (one of the small entries with just a download, since it was just a small update).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Tai on July 28, 2016, 09:36:37 AM
Ah, there'll be the problem, I was using the Steam release, I guess it auto-updated. I really need to get around to just grabbing everything off here... Guess now's as good a time as any
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 28, 2016, 03:01:07 PM
steam and github (so forum) releases are now updated and should work again. Sorry folks!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: ThiIsMe007 on July 28, 2016, 03:56:12 PM
Thank you for your awesome mods, Fluffy. I believe I use all of the major ones, and would have a hard time playing without them now.

Two questions : would the new update to "Fluffy Relations" break save games ? I still use version 0.14.0.2, and experienced some bugs :

https://ludeon.com/forums/index.php?topic=16599.msg239158#msg239158

These do not seem game-breaking however.

Next question is I am much intrigued by your "Fluffy Breakdowns" down, and would like to know if you intend to update that mod sooner or later (no pressure) ? Where could I find a more thorough description of how it's supposed to work ?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: kosh401 on July 28, 2016, 05:10:49 PM
The Breadowns mod is actually updated and working and basically gives your buildings a maintenance HP ticker of sorts that your pawns need to repair as it degrades down from 100%. If the building isn't maintained then it will have short circuit/'splody issues. As opposed to just purely random ones. Great little mod, highly recommend it.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: ThiIsMe007 on July 28, 2016, 05:16:54 PM
Quote from: kosh401 on July 28, 2016, 05:10:49 PM
The Breadowns mod is actually updated and working and basically gives your buildings a maintenance HP ticker of sorts that your pawns need to repair as it degrades down from 100%. If the building isn't maintained then it will have short circuit/'splody issues. As opposed to just purely random ones. Great little mod, highly recommend it.

Thank you! Consider it as yet another Fluffy mod installed for my next colony.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Chibisuke on July 28, 2016, 11:32:00 PM
Could I make a suggestion for Work Tab Mod, would it be possible to be able to import/export favorites like Colony Manager does it. I usually use the more detailed priority for the "slaves", haulers n cleaning pawns and adjust accordingly. So it would be nice to just export those and then be able to import them into a new game, instead of having to make a new favorite for the same priority each new game.

Thank you for the fantastic mods btw.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: eberkain on July 30, 2016, 08:26:54 AM
Is there any way to make the colonist character tab one line taller? the Managing skill gets cut off there.

[attachment deleted by admin - too old]
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: fidelfc on July 30, 2016, 02:18:29 PM
I suggestion: There is a way to make the passion icons bigger or colored? It's very hard for me-even in a big monitor- to actually see them, i know is not part of the mod but would be a huge improvement.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: stigma on July 30, 2016, 10:30:17 PM
Fluffy,  I think there is something seriously wrong with worktab 14.0.4

With only CCL (0.14.1) + CCL vanilla tweaks + worktab (14.0.4) on A14e the whole game crashes as soon as I start to change priorities in the worktab. (I would assume the crash is related to how your UI is sending updates to the game? ..)

Also, I've noticed that I get a logged error when I enter the CCL mod-menu for worktab. my error is pretty much identical to the one posted by another user a few posts back:
http://steamcommunity.com/sharedfiles/filedetails/?id=731018014

I've done some brief troubleshooting to find the root of the problem, and here are my findings:

worktab 14.0.2 seems to work (did not try 14.0.3 since you said it had errors). it does not crash the game. However, there are still errors in the modmenu. I have also observed a couple of errors while starting new games while testing, but this seems a little random (I didn't save those errors regrettably).

I also tried reverting to A14d version of the client, but the results there seem to be the same as in 14e (meaning CCL mod menu errors in 14.0.2 and crashes in 14.0.4).

Finally I tried going all the way back to my "last working setup" that was error-free. A14c, with CCL 0.14.0 and worktab 14.0.2
This did not crash, and no mod-menu errors
Tried only changing worktab in that setup to 14.0.4 and that crashes the game again (but no mod-menu errors with this combination)

I can't tell for sure if the problem is in your mod or in something CCL changed, but since you released your latest version quite a few days after CCL updated to 0.14.1 I figured I should ask you first? ...

Let me know if I can assist in tracing the root of the problem. I'm hesitant to even play without your worktab mod, and even though 14.0.2 kind of works in the sense that it doesn't crash the game... I'm not stoked on the random critical errors. Want to get to the bottom of this.

-Stigma
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: stigma on July 30, 2016, 10:45:13 PM
Oh, and one other purely feedback thing...

How about flipping the entire therapist-mode window 90 degrees clockwise? Reading through the job-names sideways is a chore (and a literal pain the neck!). I don't think anyone would care if it filled up more of the screen in therapist-mode. After all, when you are fixing details you are busy on that screen and not looking at the game anyway. I think it would increase user friendliness :)

and finally, one feature-request:
Is it possible to add a job-type which is basically a copy of the "construct frame" one - except it ONLY applies to items that can have a quality-rating? (i.e. beds, chairs ect.).
Essentially I want an alternative to skilledbuilder:
https://ludeon.com/forums/index.php?topic=19764.0
since it seems like the modauthor is AWOL...
I think this functionality would fit right into the worktab though. it does more of what worktab already does - giving more control of the details.

Thats all for now. Thanks for all the great mods :)
-Stigma
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: MisterVertigo on July 31, 2016, 11:59:21 AM
Hello! I have a question about the breakdown mod. I understand that it puts a countdown timer on buildings, and if it hits zero then it breaks down. But, if a colonist with the repair job gets to it first it will not break down. So I'm curious, is there a certain percentage or something that a building hits that triggers the repair work job for colonists? For example, when the timer gets to around 30% or so the colonist will go do the repair job. I usually set my colonists so they all do repair work, but with this enabled I can see how it's possible that repair work is all any of them will do if I have a large colony with lots of buildings.

Thanks in advance for your answers, and thank you Fluffy for the great mods!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: stigma on July 31, 2016, 12:29:27 PM
Quote from: MisterVertigo on July 31, 2016, 11:59:21 AM
Hello! I have a question about the breakdown mod. I understand that it puts a countdown timer on buildings, and if it hits zero then it breaks down. But, if a colonist with the repair job gets to it first it will not break down. So I'm curious, is there a certain percentage or something that a building hits that triggers the repair work job for colonists? For example, when the timer gets to around 30% or so the colonist will go do the repair job. I usually set my colonists so they all do repair work, but with this enabled I can see how it's possible that repair work is all any of them will do if I have a large colony with lots of buildings.

Thanks in advance for your answers, and thank you Fluffy for the great mods!

Since it's not my mod I can only make assumptions here - but generally (in vanilla) breakdowns only happen to more advanced machinery. Ie. walls don't break down, neither do chairs - but airconditioners and auto-doors do for example. Typically you have a somewhat limited amount of constructed items that are prone to breakdown, and as long as maintainance isn't triggered as a task at a too high remaining percentage then it shouldn't preoccupy your builders every day to run around and do these things.

It would be nice to get a few example numbers though - of how fast the maintainance status degrades, at what point it triggers ect.

-Stigma
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: stigma on July 31, 2016, 12:54:37 PM
Very quick suggestion for worktab:

Add just a thin little line to therapist-mode between the major task-groups so that it is easier to narrow down what you are looking for.

To clarify: For example, there are many tasks in therapy mode that originally fell under "construction". A thin white line should denote where that category starts and ends (and for the other categories too). Therapy-mode can be a little overwhelming at times, but if you can see familiar groupings then that makes things easier - especially if you want to avid swapping between the simple mode and therapist mode.

Alternative solution: a clearer by-category coloring. Right now it seems like the coloring is for the priority spectrum, which is not really all that useful, and it does not very clearly show you the category boundaries IMO.

-Stigma
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 31, 2016, 01:47:40 PM
@MisterVertigo, I just quickly checked the source code:
public const int componentLifetime = GenDate.TicksPerSeason;
private const float maintenanceThreshold = .9f;


So maintenance goes from 100%-0% over the course of a season, and pawns will start considering maintenance jobs when maintenance < 90%.

Additionally;
if ( durability < .5 && Rand.MTBEventOccurs( GenDate.TicksPerYear * durability, 1f, checkinterval ) )
    DoBreakdown();

If durability is below 50%, there's a random chance - inversely proportional to maintenance level (which is on a 0-1 scale) for breakdowns to occur.

@Stigma; good suggestions, I'll keep those in mind! I've also been planning for a while now to implement a way to change priorities for the entire workgiver, e.g. all priorities in cleaning, in the therapist mode. It's a bit fiddly though ;).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: DariusWolfe on July 31, 2016, 02:36:10 PM
QuoteAlternative solution: a clearer by-category coloring. Right now it seems like the coloring is for the priority spectrum, which is not really all that useful, and it does not very clearly show you the category boundaries IMO.

Most heartily seconded. Just an alternating light-dark color scheme would be preferred.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: stigma on July 31, 2016, 03:25:40 PM
Quote from: Fluffy (l2032) on July 31, 2016, 01:47:40 PM
@Stigma; good suggestions, I'll keep those in mind! I've also been planning for a while now to implement a way to change priorities for the entire workgiver, e.g. all priorities in cleaning, in the therapist mode. It's a bit fiddly though ;).

Thanks, did you catch my first post regarding critical crashes in 14.0.4 though? That's sort of the most pressing issue :)
I hope I'm not just doing something wrong - aside from one other guy who posted the modmenu error screenshot I don't see many others talking about crash issues, but I even tried a total reinstall of the game with clear settings to make sure the error wasn't on my end.

-Stigma
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: qurffe on July 31, 2016, 03:27:36 PM
i am personally using work tabs 1.0.2 since all the newer ones dont really work for me
1.0.3 doent eve nlet me get through map gen to picking colonists
1.0.4 throws error every time i try to randomize guy (have to close the error message and click again for every random i try)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: BlackSmokeDMax on July 31, 2016, 03:36:59 PM
Had been using "Fluffy Breakdowns" with no issues for a while. Today in a recent game I have a Fueled Stove down to 24% maintenance, and no pawn seems to want to repair it. I don't remember having needed to repair a fueled stove before, just electric. I do have most pawns set at 2, and one set at 1 for repairs. The same pawn that has Repair at 1 has construction at something between 4 and 9 (I'm also using Work Tabs), and is currently prioritizing a smooth floor job over repairing.

http://images.akamai.steamusercontent.com/ugc/270598716244518051/3D08FAD7FE1D58EA3AEB4FBAF9EA4BC6E92F310E/

The only change I made in game since beginning the game was to add the Recycle mod. Will include a pic of mod order as well:

http://images.akamai.steamusercontent.com/ugc/270598716244517549/2ADB10554D7F0C249571432AA13824280E4C2CB0/

If you need anything further, please let me know.

edit: Nevermind! Fell victim to the oldest trick in the book, wasn't completely in my home zone... one tile of the stove was outside the zone!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: stigma on July 31, 2016, 05:13:49 PM
Quote from: qurffe on July 31, 2016, 03:27:36 PM
i am personally using work tabs 1.0.2 since all the newer ones dont really work for me
1.0.3 doent eve nlet me get through map gen to picking colonists
1.0.4 throws error every time i try to randomize guy (have to close the error message and click again for every random i try)

Than I'm not the only one having problems...

For me on 14.0.4 I 100% crash when I try to change priorities in the worktab.

-Stigma
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on July 31, 2016, 05:51:51 PM
UGH! I forgot to update the forum release of the Work Tab. It's fixed in the steam version... I'm not currently near the code, so can't update it, but if you're familiar with github you should be able to grab the current state of the repository - that should be up to date, I've just forgotten to create a release.

Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: stigma on July 31, 2016, 06:41:15 PM
Quote from: Fluffy (l2032) on July 31, 2016, 05:51:51 PM
UGH! I forgot to update the forum release of the Work Tab. It's fixed in the steam version... I'm not currently near the code, so can't update it, but if you're familiar with github you should be able to grab the current state of the repository - that should be up to date, I've just forgotten to create a release.

Not sure I understand. There is a 14.0.5 version? Or the 14.0.4 linked here is mislabeled?

-Stigma
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: daagar on July 31, 2016, 09:04:31 PM
He's basically saying he forgot to make a 14.0.5 version on github. To get the latest fixes, go to the github page and download everything as a .zip from the source page rather than from the Releases section.

That is:
* Go here: https://github.com/FluffierThanThou/Fluffy_Tabs
* Click on 'Clone or download'
* Choose to download as a .zip file
* Extract the contents over the top of your existing Rimworld/Mods/Fluffy-tabs folder (or delete the existing and extract this one).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: stigma on July 31, 2016, 09:22:08 PM
Quote from: daagar on July 31, 2016, 09:04:31 PM
He's basically saying he forgot to make a 14.0.5 version on github. To get the latest fixes, go to the github page and download everything as a .zip from the source page rather than from the Releases section.

That is:
* Go here: https://github.com/FluffierThanThou/Fluffy_Tabs
* Click on 'Clone or download'
* Choose to download as a .zip file
* Extract the contents over the top of your existing Rimworld/Mods/Fluffy-tabs folder (or delete the existing and extract this one).

Gotcha! Thanks :)
-Stigma
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: daagar on July 31, 2016, 09:34:49 PM
However, it seems to still crash for me, so my directions may be in vain. Or bogus.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Elysium on July 31, 2016, 10:13:16 PM
Quote from: daagar on July 31, 2016, 09:04:31 PM
He's basically saying he forgot to make a 14.0.5 version on github. To get the latest fixes, go to the github page and download everything as a .zip from the source page rather than from the Releases section.

I had a look and I'm fairly certain the latest commit is identical to 14.0.4 so I'm guessing the repo is outdated as well, that or I'm just running into compatibility issues. 14.0.4 is crashing for me.

On an unrelated note, I would just like to thank fluffy for his very useful mods.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: stigma on July 31, 2016, 10:55:25 PM
Quote from: Elysium on July 31, 2016, 10:13:16 PM
Quote from: daagar on July 31, 2016, 09:04:31 PM
He's basically saying he forgot to make a 14.0.5 version on github. To get the latest fixes, go to the github page and download everything as a .zip from the source page rather than from the Releases section.

I had a look and I'm fairly certain the latest commit is identical to 14.0.4 so I'm guessing the repo is outdated as well, that or I'm just running into compatibility issues. 14.0.4 is crashing for me.

On an unrelated note, I would just like to thank fluffy for his very useful mods.

Yes, unfortunately I can confirm that the latest master also crashes.
I also checked via a hashing tool that 14.0.4 is indeed 100% identical to the current master on github.

Can someone who uses the steam version check what Fluffy said about the steam version being up to date?

-Stigma
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 01, 2016, 02:39:25 AM
0.14.0.5 is the latest release for WorkTab now, that should fix the issues everyone's been having. (At least I haven't had any more reports from steam users).

Sorry about that, folks!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Kailour on August 01, 2016, 03:32:49 AM
Letting you know I had an issue with Fluffy Breakdowns where I couldn't right click to order my colonists to do something unless I drafted them first. I did disable all other mods and enabled only CCL and breakdowns to make sure that was it. :(

Edit: Managed to fix my problem.

Very foolishly thought CCL - Vanilla tweaks meant CCL + Vanilla tweaks, it did not.
After having both CCL and CCL - Vanilla tweaks installed I had 0 problems.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: daagar on August 01, 2016, 08:46:50 PM
Fluffy - not to sound like a nagging wife, but I think you may have updated the changelog without updating the .zip file itself on the Releases page. It still shows as 14.0.4.zip. Obviously, grabbing the .zip manually from the source page works fine but just in case others were wondering...

Thank you for the work, I only started using these as of a14 and they are all excellent.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 02, 2016, 03:08:59 AM
You're absolutely right daagar, thanks for pointing it out to me :) Fixed now.

I feel like an absolute noob lately, released 2 buggy versions in a row on steam, then fucked up the forum/git releases as well. I'll try and be better!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: wadhah on August 02, 2016, 06:46:42 AM
Hey Fluffy, thank you so much for your mods, they make the game so much better

did you find a solution to the animal incest problem where they just stop reproducing after a while ?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 02, 2016, 07:56:58 AM
yeah, it's on the workshop. Haven't had time to update the post here yet.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: wadhah on August 02, 2016, 09:29:27 AM
Okay, thank you :D
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: BlackSmokeDMax on August 03, 2016, 07:13:26 AM
Hi Fluffy, just wondering if you had decided which direction you were gonna go with your research tree mod. Were you still going to release a standalone, or is putting it back into CCL still an option?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 03, 2016, 07:51:40 AM
At the moment, it's mostly a case of staring at it, sighing deeply, and doing something else instead...

I still want to get back to it, but I'm finding it a bit hard to get motivated about it at the moment.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: BlackSmokeDMax on August 03, 2016, 08:20:25 AM
lol, fair enough! Thanks for the honest answer!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Lockdown on August 04, 2016, 11:34:31 AM
Just upgraded to A14 and WorkTab 0.14.0.5, and I get the following error when going into the MCM of WorkTab:

(http://i.imgur.com/r5PK0v3.png)

I should mention, that while I don't get any errors from opening CCL's MCM, it doesn't seem to properly reload my custom minimap settings after restarting the game, so there might be something wrong in CCL that's causing the error.


Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 05, 2016, 09:13:21 AM
heh. Yeah. I think I know what the problem is. Try opening it in-game! :D

(I'll see about fixing this soonish).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Lockdown on August 05, 2016, 12:09:48 PM
Quote from: Fluffy (l2032) on August 05, 2016, 09:13:21 AM
heh. Yeah. I think I know what the problem is. Try opening it in-game! :D

(I'll see about fixing this soonish).

You're right! No errors when opening if done from a loaded map. It does have the same issue as my CCL minimap settings, where they revert to default after every game restart, but I'm pretty sure that's something wrong with the mod options framework, not a mod-specific problem.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: vehementi on August 07, 2016, 01:19:41 PM
I am pretty sure the therapist mode in Work tab is not working properly. If I set my non-growers to still Sow but not Harvest, they harvest anyway.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Grogfeld on August 08, 2016, 03:49:09 PM
Fluffy is there a limit to number of jobs showed/loaded in/to extended view?  I remember manager job vanishing bug and have just encounter it. I've just updated Hospitality and in my save Manager job just vanished and whole priorities had to be reset, by the way great handling with such problems :)

On new games it's the same issue.

EDIT: ONLY in extended view its gone, normal Vanilla style, it's still there.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 08, 2016, 05:02:34 PM
@Grogfeld, might be an issue with me miscalculating the number or required rows on edge cases. I have to implement my own scrollbar and all. I'll have a better look soon(tm).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Elysium on August 08, 2016, 05:10:18 PM
Quote from: Fluffy (l2032) on August 08, 2016, 05:02:34 PM
@Grogfeld, might be an issue with me miscalculating the number or required rows on edge cases. I have to implement my own scrollbar and all. I'll have a better look soon(tm).

Just to clarify, I don't think it is a case of there being too many jobs being displayed or the scroll bar not functioning properly, as all of my jobs in therapist mode seem to appear just fine.  It is only the manager job that refuses to be displayed for whatever reason.  You might want to look into if it has something to do with either the fact that it is displayed on the simple mode ( where as other mod jobs do not seem to appear here ) or that it comes after research, and maybe therapist mode is not expecting jobs to appear after research.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 09, 2016, 05:55:34 AM
Aight, I've been wanting to learn the mean stack ( MongoDB, Express.js, Angular.js and Node.js ) for web development, and I needed a 'small' project to just muck about with a bit. What I ended up with was a mod list post generator (it's just for personal testing use, so I'm not telling you where to find it.).

I would like some feedback on the kind of thing it spews out though; so in the next post you'll find my current status. Note that this extensively uses the github api to get information about all repositories on my github account, merges information from repos and releases to get version numbers and download links, and then puts it in a front end where I can finetune the information and generate the required BBcode. In other words, it's all automagic, and once I'm done I can update my entire mod list page with two clicks - including pulling my commit log to show you guys how busy I've been.

I'd appreciate any and all feedback! ( I'm aware the updates section lists updates on repositories that aren't mine - it's because I forked them, still need to filter down that list ).

So without further ado;




(http://i.imgur.com/qcC2kjp.gif)(http://i.imgur.com/BKU6XRw.png)
Alpha 14
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/Fluffy_Breakdowns/zipball/0.14.0.0)Fluffy Breakdowns (https://api.github.com/repos/FluffierThanThou/Fluffy_Breakdowns/zipball/0.14.0.0)  A14    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/Fluffy_Breakdowns/issues)Replaces random breakdowns with an actual game mechanic
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/Fluffy_Tabs/zipball/0.14.0.5)Work Tab (https://api.github.com/repos/FluffierThanThou/Fluffy_Tabs/zipball/0.14.0.5)  A14    v0.5  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/Fluffy_Tabs/issues)(http://karel-kroeze.nl:3000/images/yt.png) (https://www.youtube.com/watch?v=3hO8CtsYH2o)Lost of extra functions, time schedules and more control.
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_ArchitectSense/zipball/12.0.1)Architect Sense (https://api.github.com/repos/FluffierThanThou/RW_ArchitectSense/zipball/12.0.1)  A14    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_ArchitectSense/issues)[MODTOOL] Allows modders to group together related designators.
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_AreaUnlocker/zipball/0.14.0.0)Area Unlocker (https://api.github.com/repos/FluffierThanThou/RW_AreaUnlocker/zipball/0.14.0.0)  A14    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_AreaUnlocker/issues)Removes arbitrary area limit.
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_Blueprints/zipball/0.14.0.1)Blueprints (https://api.github.com/repos/FluffierThanThou/RW_Blueprints/zipball/0.14.0.1)  A14    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_Blueprints/issues)Build entire rooms at once!
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_EnhancedTabs/zipball/0.14.0.0)Animal Tab (https://api.github.com/repos/FluffierThanThou/RW_EnhancedTabs/zipball/0.14.0.0)  A14    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_EnhancedTabs/issues)(http://karel-kroeze.nl:3000/images/yt.png) (https://www.youtube.com/watch?v=NMzfdLWpTFI)Adds filters and sorting to the animal tab.
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_FluffyRelations/zipball/0.14.0.0)Relations Tab (https://api.github.com/repos/FluffierThanThou/RW_FluffyRelations/zipball/0.14.0.0)  A14    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_FluffyRelations/issues)(http://karel-kroeze.nl:3000/images/yt.png) (https://www.youtube.com/watch?v=Lnr-hAODTwY)A very pretty graphical relations tab.
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_FollowMe/zipball/0.14.0.0)Follow Me! (https://api.github.com/repos/FluffierThanThou/RW_FollowMe/zipball/0.14.0.0)  A14    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_FollowMe/issues)(http://karel-kroeze.nl:3000/images/yt.png) (https://www.youtube.com/watch?v=s8MfYk8zxmk)Gives the camera tracking capabilities
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_Manager/zipball/0.14.0.5)Colony Manager (https://api.github.com/repos/FluffierThanThou/RW_Manager/zipball/0.14.0.5)  A14    v0.5  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_Manager/issues)Automate the more tedious parts of colony management.
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_MedicalInfo/zipball/0.14.0.0)Medical Tab (https://api.github.com/repos/FluffierThanThou/RW_MedicalInfo/zipball/0.14.0.0)  A14    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_MedicalInfo/issues)Medical overview for colonists, prisoners and animals
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_TranslationHelper/zipball/0.14.0)Translation Helper (https://api.github.com/repos/FluffierThanThou/RW_TranslationHelper/zipball/0.14.0)  A14    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_TranslationHelper/issues)[MODTOOL] Gives a handy overview of missing C# translation keys, with some scaffolded xml output
(http://karel-kroeze.nl:3000/images/git.png) issues/bugs/enhancements   |   (http://karel-kroeze.nl:3000/images/yt.png) YouTube
Alpha 13
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_AnimalRangedVerbsUnlocker/zipball/0.13.0.1)Animal Ranged Verbs Unlocker (https://api.github.com/repos/FluffierThanThou/RW_AnimalRangedVerbsUnlocker/zipball/0.13.0.1)  A13    v0.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_AnimalRangedVerbsUnlocker/issues)[MODTOOL] Allows modders to add ranged verbs (attacks) to animals
(http://karel-kroeze.nl:3000/images/git.png) issues/bugs/enhancements   |   (http://karel-kroeze.nl:3000/images/yt.png) YouTube
Alpha 12
(http://karel-kroeze.nl:3000/images/dl.png) (https://api.github.com/repos/FluffierThanThou/RW_QuickStart/zipball/12.1.1)Quick Start (https://api.github.com/repos/FluffierThanThou/RW_QuickStart/zipball/12.1.1)  A12    v1.1  (http://karel-kroeze.nl:3000/images/git.png) (https://github.com/FluffierThanThou/RW_QuickStart/issues)[MODTOOL] Takes starting a new game from 5+ to just one click
(http://karel-kroeze.nl:3000/images/git.png) issues/bugs/enhancements   |   (http://karel-kroeze.nl:3000/images/yt.png) YouTube
(http://i.imgur.com/QP5zMrR.png)



1-8:
RELEASE :: RW_Manager :: Steamy Manager (0.14.0.5)
RW_Manager :: FluffierThanThou :: Fix duplicate techLevel entries in research
RW_Manager :: FluffierThanThou :: Merge pull request #26 from FluffierThanThou/A14...
RW_Manager :: FluffierThanThou :: Resolve merge conflict
RW_Manager :: FluffierThanThou :: Add preview.png
RW_Manager :: FluffierThanThou :: Merge pull request #22 from kaptain-kavern/patch-2...
RW_Manager :: FluffierThanThou :: Merge pull request #25 from Moumix3/patch-1...
RELEASE :: Fluffy_Tabs :: Steamy Workers (0.14.0.5)
Fluffy_Tabs :: FluffierThanThou :: finally fix priority crashes
RW_Manager :: Moumix3 :: Update ManagerStations_Research.xml...

28-7:
Fluffy_Tabs :: FluffierThanThou :: Merge pull request #11 from FluffierThanThou/A14...
Fluffy_Tabs :: FluffierThanThou :: fix issues introduced in last commit, add proper priority communication between ...

27-7:
Fluffy_Tabs :: FluffierThanThou :: Merge pull request #8 from FluffierThanThou/A14...
Fluffy_Tabs :: FluffierThanThou :: Detour WorkSettings.SetPriority()...

26-7:
ExtendedStorage :: Skullywag :: Alpha 14 update

20-7:
Fluffy_Tabs :: FluffierThanThou :: Merge pull request #6 from FluffierThanThou/A14...
Fluffy_Tabs :: FluffierThanThou :: Attempt to deal with users adding workgivers during a game....

19-7:
Fluffy_Tabs :: FluffierThanThou :: Merge pull request #5 from FluffierThanThou/A14...
Fluffy_Tabs :: FluffierThanThou :: Implement ModConfigurationMenu...
RELEASE :: RW_TranslationHelper :: Alpha 14 (0.14.0)
RW_TranslationHelper :: FluffierThanThou :: Update to Alpha 14
Fluffy_Tabs :: FluffierThanThou :: Add option to delete favourite....
Fluffy_Breakdowns :: FluffierThanThou :: Merge pull request #5 from FluffierThanThou/A14...
RELEASE :: Fluffy_Breakdowns :: Steamy Breakdowns (0.14.0.0)

17-7:
RW_Manager :: KapTaiN KaVerN :: Add minified attribute to Benchbase...
RW_Manager :: FluffierThanThou :: Fix power production buildings showing in Power tab....
RW_Manager :: FluffierThanThou :: Clear DEBUG flag in release, and recompile....
RW_Manager :: FluffierThanThou :: Stop clearing growing areas if plants in it are intended to be grown there and t...
Fluffy_Breakdowns :: FluffierThanThou :: Update to Alpha 14, prepare for workshop release.
RELEASE :: RW_Blueprints :: Steamy Blueprints (0.14.0.1)
EdBPrepareCarefully :: edbmods :: Merge pull request #3 from edbmods/change-version-to-beta...
EdBPrepareCarefully :: eedibee :: Updated version number to 0.14.0.1 to better reflect beta status
EdBPrepareCarefully :: edbmods :: Merge pull request #2 from edbmods/add-gitignore...
EdBPrepareCarefully :: eedibee :: Added git ignore file
EdBPrepareCarefully :: edbmods :: Merge pull request #1 from edbmods/initial-alpha14...
EdBPrepareCarefully :: eedibee :: Initial commit for Alpha 14
EdBPrepareCarefully :: edbmods :: Initial commit

16-7:
Fluffy_Tabs :: FluffierThanThou :: Fix sorting by column....

15-7:
Fluffy_Tabs :: FluffierThanThou :: Update to CCL A14, add Preview and expand About.
RELEASE :: RW_AreaUnlocker :: Steamy Areas (0.14.0.0)

14-7:
RELEASE :: RW_FluffyRelations :: Steamy Relations (0.14.0.0)
RELEASE :: RW_EnhancedTabs :: Steamy Animals (0.14.0.0)
RW_Manager :: FluffierThanThou :: Update About.xml, expand description.

13-7:
RELEASE :: RW_FollowMe :: Steamy Follower (0.14.0.0)

2-7:
RW_Manager :: FluffierThanThou :: [fixes] Tree listing respects canvas bounds. Added trigger detail button to hunt...
RELEASE :: RW_MedicalInfo :: Steamy Doctors (0.14.0.0)

27-6:
RW_Manager :: FluffierThanThou :: name change
Fluffy_Tabs :: Fluffy :: provisional A14 changes...

22-6:
RW_Manager :: Fluffy :: Preview image
RW_Manager :: Fluffy :: A14 changes

8-6:
awesome-bootstrap-checkbox :: Philip Daineka :: Merge pull request #91 from 4Giedrius/patch-1...

4-6:
awesome-bootstrap-checkbox :: Giedrius :: Fixed typo in demo

31-5:
Fluffy_Tabs :: Fluffy :: [fixes]...
Fluffy_Tabs :: Fluffy :: [changes]...

27-5:
Fluffy_Breakdowns :: Fluffy :: [fixes]...
RELEASE :: Fluffy_Breakdowns :: Meaningful breakdowns! (13.0.1.1)

22-5:
Fluffy_Breakdowns :: Fluffy :: initial release

21-5:
RELEASE :: Fluffy_Tabs :: Work tab (13.0.1.2)
Fluffy_Tabs :: Fluffy :: [adds]...
Fluffy_Tabs :: Fluffy :: [fixed]...
Fluffy_Tabs :: Fluffy :: [fixes]...
Fluffy_Tabs :: Fluffy :: [fixes]...

17-5:
Fluffy_Tabs :: Fluffy :: asd
Fluffy_Tabs :: Fluffy :: [fixed]...

16-5:
Fluffy_Tabs :: Fluffy :: initial release

15-5:
ExtendedStorage :: Skullywag :: fixed passthrough on some objects and added a freezer chest

8-5:
RELEASE :: RW_FluffyRelations :: Force Directed Relations! (0.13.1.2)
RW_FluffyRelations :: Fluffy :: [fixes]...

4-5:
RELEASE :: RW_FollowMe :: A13! (0.13.0.2)
RW_FollowMe :: Fluffy :: [fixes]...

2-5:
RW_FluffyRelations :: Fluffy :: [fixes]...

1-5:
RW_FluffyRelations :: Fluffy :: [adds]...

28-4:
RELEASE :: LT_NoCleaningPlease :: Latta's No Cleaning Please! (0.13.0.1)
LT_NoCleaningPlease :: Fluffy :: A13 update by Fluffy....

26-4:
RELEASE :: RW_AnimalRangedVerbsUnlocker :: [A13] Animal Ranged Verbs Unlocker (0.13.0.1)
RW_AnimalRangedVerbsUnlocker :: FluffierThanThou :: Merge pull request #1 from Skullywag/master...
RW_AnimalRangedVerbsUnlocker :: Skullywag :: Alpha 13 update

24-4:
RELEASE :: RW_Manager :: Colony Manager v2 [A13] (0.13.0.3)
RW_Manager :: Karel Kroeze :: [additional fix #16]...
RW_Manager :: Karel Kroeze :: [fixes #18]...
RW_Manager :: Karel Kroeze :: [resolves #16]...
RW_Manager :: Karel Kroeze :: [fixes #4]...
RW_Manager :: Karel Kroeze :: [fixes #17]...
RW_Manager :: Karel Kroeze :: [fixes #15]...
RW_Manager :: Karel Kroeze :: [fixes #14]...

16-4:
ExtendedStorage :: Skullywag :: added manufactured to wooden pallet

14-4:
RW_PawnBar :: Karel Kroeze :: initial (only) release
RELEASE :: RW_PawnBar ::  (0.13.0.1)
RW_PawnBar :: Karel Kroeze :: Initial commit

12-4:
RELEASE :: RW_FluffyRelations :: Fluffy relations! (0.13.0.1)
RW_FluffyRelations :: Karel Kroeze :: initial commit

11-4:
ExtendedStorage :: Skullywag :: Merge branch 'master' of github.com:Skullywag/ExtendedStorage
ExtendedStorage :: Skullywag :: alpha13 update

8-4:
RELEASE :: RW_AreaUnlocker :: A13 (0.13.0.1)
RW_AreaUnlocker :: Karel Kroeze :: [A13]...
RW_FollowMe :: Karel Kroeze :: [A13]...
RW_Manager :: Karel Kroeze :: [fix]...
RW_Manager :: Karel Kroeze :: [fix]...

7-4:
RELEASE :: RW_Blueprints :: Blueprints (0.13.0.1)
RW_Blueprints :: Karel Kroeze :: [A13]...
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: biship on August 09, 2016, 06:12:16 AM
Nice mod list, I love all the useful buttons. Can I just say how useful Colony Manager is? I like a easy game where I have 20+ colonists and Colony Manager reduces the micro-management so much - thank you!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Listen1 on August 09, 2016, 07:14:19 AM
Any and all feedback?

I love the cat gif you put.

And you are the best UI-Designer i've seen on this forum. Congratz
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: ThiIsMe007 on August 09, 2016, 09:26:58 AM
Quote from: Flying Rockbass on August 09, 2016, 07:14:19 AM
Any and all feedback?

I love the cat gif you put.

And you are the best UI-Designer i've seen on this forum.

I second this, on both accounts.

Thank you, Fluffy!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Grogfeld on August 09, 2016, 09:56:39 AM
Quote from: Elysium on August 08, 2016, 05:10:18 PM
Quote from: Fluffy (l2032) on August 08, 2016, 05:02:34 PM
@Grogfeld, might be an issue with me miscalculating the number or required rows on edge cases. I have to implement my own scrollbar and all. I'll have a better look soon(tm).

Just to clarify, I don't think it is a case of there being too many jobs being displayed or the scroll bar not functioning properly, as all of my jobs in therapist mode seem to appear just fine.  It is only the manager job that refuses to be displayed for whatever reason.  You might want to look into if it has something to do with either the fact that it is displayed on the simple mode ( where as other mod jobs do not seem to appear here ) or that it comes after research, and maybe therapist mode is not expecting jobs to appear after research.

Correct, and I think that Fluffy just set "table" to fill with condition "< y" and should be "<=y" :P "Argument out of range. Parameter name: index" says the error. 
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 09, 2016, 10:35:02 AM
I didn't realise there was an actual error associated with this, do share, please!

At this point it's either an issue with not restarting after adding mods, adding mods to existing games (I thought I handled that one), or it can still be what I suspected initially; that my code to handle the columns shown is incorrect in edge cases.

I haven't been able to reproduce this particular one, but if it consistently happens for you guys, would you mind going into the defs/worktypedefs for the manager mod, and change the priority to something higher (so a smaller number)? That should bump the job to the left in the work list, if the error still appears specifically on the managing job we know something is horrifically wrong ;).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Grogfeld on August 09, 2016, 11:28:12 AM
Well, the error shows after loading, when in previous state there was managing job and now it's vanished and pawn want to do something, but not managing because it's not the 8:00 when I've set managing on priority 1.

Exception filling window for Verse.FloatMenu: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.AssignFavourite (Fluffy_Tabs.WorkFavourite favourite) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Widgets+<>c__DisplayClass21_1.<DrawFavouritesCell>b__2 () [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.Window+<WindowOnGUI>c__AnonStorey241.<>m__175 (Int32 x) [0x00000] in <filename unknown>:0


This is from output_log.txt from new game because I wanted to see if it's consistent. I'm using many mods and that problem pop up just after update of 3 mods Hospitality, Vegetable Garden, and CorePanda. Every of this, and yours is from workshop and every of this was in game before error showed, so this shoudn't be causing this error.

Anyway setting order on 9 from 11 in worktab defs doesn't do anything. I will disable few mods, especially 3 updated and try narrow source of the problem but like you said it's always related to new mods in loaded game, or in this case updated, maybe with major changes.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Elysium on August 09, 2016, 01:48:29 PM
Quote from: Fluffy (l2032) on August 09, 2016, 10:35:02 AM
I didn't realise there was an actual error associated with this, do share, please!

At this point it's either an issue with not restarting after adding mods, adding mods to existing games (I thought I handled that one), or it can still be what I suspected initially; that my code to handle the columns shown is incorrect in edge cases.

I haven't been able to reproduce this particular one, but if it consistently happens for you guys, would you mind going into the defs/worktypedefs for the manager mod, and change the priority to something higher (so a smaller number)? That should bump the job to the left in the work list, if the error still appears specifically on the managing job we know something is horrifically wrong ;).

I don't get an error at all, it just doesn't appear in therapist mode. Changing the either the natural priority or the priority in work type doesn't seem to do anything.  I've been doing some troubleshooting on my own and I was able to get it to appear in therapist mode by switching the WorkType to Research and adding a label into WorkGiver_Managing, plus a priorityInType to Core WorkGivers in research, but then I was unable to change the priorities for manager in the simple mode.  I suspect work tabs does not like the fact that you are adding an entirely new WorkType and it doesn't know how to handle it properly.  I suspect there is a fairly simple fix here but I'm rather new to this and I've already spent about an hour on this so far.  I hope my troubleshooting was somewhat helpful at the very least.

Oh, also... I've started a new game since I originally noted this issue to myself and it was there from the very start, so it wasn't a case of adding mods after the fact that caused this. If you say it is working fine for you, then potentially it has something to do with the mods I am using in combination with your mods.


Edit: Could it be as simple as the scroll bar being unable to get to the very edge?  Seems unlikely but there does appear to be a small gap...

(http://i.imgur.com/oe2ULKQ.png)

Update: It is indeed the scroll bar,  I just loaded a new game with only CCL, work tabs, and colony manager and I could see everything just fine.  The moment I added more work types to my game to the point where the scroll bar is required, you could no longer see the manager job.  Ignore everything I said in the previous paragraphs.

As for the post generator, it is very interesting.  It looks like you got it working for the most part, you just need to filter out the forks like you said.  Could be very useful for both the users of your mod and yourself.  Having up to date and accurate info on the mods I am using is very important to me so I'm a huge fan of this.  Oh, and I think I said this already but I feel like saying it again... your mods are extremely useful.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Grogfeld on August 09, 2016, 02:25:08 PM
It's not because scroll bar can't get to the edge, my errors are related to the fact that this worktype isn't there. That's why Fluffy's self-preservation method kicks in and resets priorities.

Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Elysium on August 09, 2016, 02:34:47 PM
Quote from: Grogfeld on August 09, 2016, 02:25:08 PM
It's not because scroll bar can't get to the edge, my errors are related to the fact that this worktype isn't there. That's why Fluffy's self-preservation method kicks in and resets priorities.

Your error is completely unrelated to the manager job not showing up in therapist mode.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 09, 2016, 02:35:16 PM
Yeah looks like these are two separate issues. I'll do some more testing on a smaller screen size to force the scrollbar issue, as for the jobs - grogfeld, I'm not sure, does the work tab actually recover after resetting priorities? Or does it keep spamming that error?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Grogfeld on August 09, 2016, 04:15:34 PM
Quote from: Fluffy (l2032) on August 09, 2016, 02:35:16 PM
Yeah looks like these are two separate issues. I'll do some more testing on a smaller screen size to force the scrollbar issue, as for the jobs - grogfeld, I'm not sure, does the work tab actually recover after resetting priorities? Or does it keep spamming that error?

Resetting works fine. I think that was false alarm because of no managing job showing up and resetting errors at one time. After Elysium posted screenshot, and saying he have no errors showing up, I see that there is that small gap :D so I think that something was added in updated mods. Normally we don't know what worktype was added but with extended view our ignorance doesn't protect us anymore :P

Well I think I need to stop using steam workshop, there are too many changes at one time, and with my "from time to time" play schedule I'm ending with that kind of panic attacks ;)

EDIT: So setting in normal view managing on priority 1, and than changing it on extended view works, Pawns do this job. Elysium was right, sorry for panic. But still I would gladly see managing wotktype in extended view ;)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 09, 2016, 04:54:19 PM
yeah I need to fix this.

By the way, you can copy mods out of the steam workshop content folder and into the rimworld mods folder, then use those - steam updating will only affect the workshop content folder, and you're basically using a static snapshot of your mods.

There's a few caveats with that, mods in the workshop folder have numbered folder names (file id's), in game they will show the correct name (assuming the modder correctly added About.xml, which just about everyone does). Also it's a bit of manual labour in copying stuff over and making sure you use the 'local' versions of the mods. Still, better than loosing save games to steam.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Grogfeld on August 09, 2016, 05:42:22 PM
Thanks, I will do that. That's no more laborious than before steam. Now we have this numbered folders and getting to a mod is just horrible. Than you can search mod in workshop, see what id it has and try to find it. It's probably more work then before.

EDIT: So managing is back. Probably Autoequip had to do something with it because I've made manual update to newer beta, last one was broken, now Killface uses yours Outfitter. OR... resolution change to lower :P previously I've played on monitor now I'm just on laptop screen.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Elysium on August 09, 2016, 10:34:12 PM
Where are the priorities stored for Work Tab?  I looked in the save file and I think I only found the regular priorities, and your mod just seems to override those if therapist mode was used.  Basically I'm just looking for a way to manually edit or at the very least forcibly reset my work priorities because I must have messed something up during my earlier troubleshooting.  Some of my pawns are doing things they really shouldn't be doing and I can't just change the priority for them because they are disabled for those pawns.  I'll look into editing their traits for now but I would still like to know how to do this manually for the future.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 10, 2016, 02:22:59 AM
@Elysium, they're stored in a mapcomponent - MapComp_Priorities I think? I need to implement a better way of storing them (e.g. the same way Tynan stores arrays), but for now they're a massive list of lists of lists (pawns -> hours -> workgivers). The list is ordered assuming a specific workgiver order, so it's both fragile and virtually impossible to edit by hand, something I might have a look at later.

The good news is that it should get reset on errors, so try just emptying out the list - see what happens :P. (make a backup first!)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Elysium on August 10, 2016, 03:22:21 AM
Quote from: Fluffy (l2032) on August 10, 2016, 02:22:59 AM
@Elysium, they're stored in a mapcomponent - MapComp_Priorities I think? I need to implement a better way of storing them (e.g. the same way Tynan stores arrays), but for now they're a massive list of lists of lists (pawns -> hours -> workgivers). The list is ordered assuming a specific workgiver order, so it's both fragile and virtually impossible to edit by hand, something I might have a look at later.

The good news is that it should get reset on errors, so try just emptying out the list - see what happens :P. (make a backup first!)

Alright thanks.  I wouldn't imagine being able to easily edit the priorities would be particularly useful outside of some pretty rare scenarios for a select group of people anyways so I wouldn't worry too much about improving because it appears to work as is.  Being able to reset it if something goes wrong should be enough to get the job done.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 10, 2016, 04:04:19 AM
Oh you'll see why I wan't to improve the storage method once you open up that save game and find the mapcomp. Let's just say it's a bit... tall.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: skyarkhangel on August 10, 2016, 05:23:42 AM
I miss Fluffy's Research tree from A12.. :(
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: harpo99999 on August 10, 2016, 06:14:08 AM
poor fluffy broke down, and it could be a couple of years (in game) before a trader visits that has the needed 5 fluffy components to repair the fluffy, and as there is no a14  fluffy breakdowns mod, we were not able to maintain the fluffy and prevent the breakdown
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Havan_IronOak on August 10, 2016, 06:43:29 AM
Just seeing all the discussion about having Steam mod updates break the saved game files...

Can this be avoided by going into Steam Properties for RimWorld and setting it to NOT automatically Update? Does that work for just the base game or for mods too?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Sarelth on August 10, 2016, 06:57:36 AM
The only option for not updating on steam is to only update when you load the game. You can not turn off updates normally. Maybe if you keep your steam in Offline mode and never connect it online, but then once you wanted new mods you would have to update.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
Post by: Fluffy (l2032) on August 10, 2016, 07:11:12 AM
Nope, steam controls all your workshop mods. There's a simple solution though, just copy the mods out of the steam workshop folder and into the rimworld/mods folder. Or, you know, just download the mods from the forums ;).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Two new(ish) mini mods!
Post by: Elysium on August 10, 2016, 02:31:27 PM
I have a suggestion for an addition to the animals tab.  Just a quality of life enhancement that would allow you to set all animals to their bonded master with a couple clicks.  It would also be nice if you could do the reverse, set all animals to have no master for the times when you are about to go in to battle and don't want unnecessary risk for your animals.  You could also take this one step further and have a button that would allow you to set all animals to a specific master, none, or bonded.  In case of no bond or bonded master skill too low, remain unchanged.

The latter bit of the suggestion may be more work than it is worth, but setting all to bonded or none would be really useful.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Two new(ish) mini mods!
Post by: Fluffy (l2032) on August 10, 2016, 03:10:47 PM
Sounds like a doable and very useful addition! Would you mind making a post on the issue tracker so I don't forget? It's the little github icon next to the mod in the list.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Two new(ish) mini mods!
Post by: skullywag on August 10, 2016, 03:18:10 PM
Your icons are wonky in the OP.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Fluffy (l2032) on August 11, 2016, 05:11:34 PM
Fixed a bug and implemented a few suggestions/enhancements for Fluffy Breakdowns;

- No longer keeps track of maintenance of buildings that were destroyed (bugfix).
- Add skill gain for repairing (roughly half the skill gain of 'real' component replacement repairs).
- Attempts to check if buildings are used (depends on power on/off or CCL's lowIdleDraw), if not used lower maintenance degrades at 1/3 the normal rate. (if we can't determine if object is used or not, assume it is used.)
- Add ModConfigurationMenu for maintenance theshold, so pawns don't have to run all over the map for a minor repair. Defaults to 90%, keep in mind that at 50% buildings start running the risk of a 'real' breakdown.

In the (near) future, I hope to add some research to increase durability of components, to give late game colonies a bit of a relief in the amount of repairing that needs to be done. It's not hard, just a bit of busy work I didn't have time for today.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: kaptain_kavern on August 11, 2016, 05:12:50 PM
nice additions thx !
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Elysium on August 11, 2016, 05:14:32 PM
Quote from: Fluffy (l2032) on August 11, 2016, 05:11:34 PM
Fixed a bug and implemented a few suggestions/enhancements for Fluffy Breakdowns;

- No longer keeps track of maintenance of buildings that were destroyed (bugfix).
- Add skill gain for repairing (roughly half the skill gain of 'real' component replacement repairs).
- Attempts to check if buildings are used (depends on power on/off or CCL's lowIdleDraw), if not used lower maintenance degrades at 1/3 the normal rate. (if we can't determine if object is used or not, assume it is used.)
- Add ModConfigurationMenu for maintenance theshold, so pawns don't have to run all over the map for a minor repair. Defaults to 90%, keep in mind that at 50% buildings start running the risk of a 'real' breakdown.

In the (near) future, I hope to add some research to increase durability of components, to give late game colonies a bit of a relief in the amount of repairing that needs to be done. It's not hard, just a bit of busy work I didn't have time for today.

These all sound like great additions, nice!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: biship on August 11, 2016, 05:23:32 PM
Nice! I'm setting it to 50% so my repairman doesn't spend a whole day, every second day, repairing stuff.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Fluffy (l2032) on August 11, 2016, 05:30:47 PM
keep in mind that he'll still have to do the same amount of work, just travel about a bit less. Also 50% is on the low side (components start having a chance of breakdown at <50%). Either way, glad you like the option ;).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: biship on August 11, 2016, 05:56:09 PM
Yeah I figured. Able to make the deterioration rate configurable?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Szara on August 11, 2016, 06:28:22 PM
Any chance to set a range for when the workers will repair things, based on proximity to a recently completed job?

Hell even as I ask it sounds like a no go from a coding perspective, but I still like the idea. Say you set your guys to repair things that are <60% outright, and if they happen to be near something that is say at 60-80 % when they finish doing something and look for another task, then they'll take care of that while they're there, to reduce the amount of running around they might do. If you have 5 workbenches in one room that all get about the same use, they'd all get repaired in one visit to the room, instead of the repairman getting the one that dropped down to 59% then hauling clear across the base to go fix some door or something that will take him an hour to reach, leaving all the others at 60-65% or whatever.


Also, I also had the problem with my pawns doing jobs they're not able to do, I'll try to keep that in mind as a potential fix. It's on a colony I stopped playing already though.

Dangit, Fluffy, I love that cat gif. Every time I look in this thread I have to watch it for awhile. Sometimes several times.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Chibisuke on August 11, 2016, 11:11:48 PM
(https://s10.postimg.org/7h1kq6p21/Untitled.png)

Breaks down maintenance shows 100%, pawn refuses to repair. Can't force them to repair it either. Set Maintenance threshold to 100% it repairs everything else except the broken down wind turbine. Just tested some more, seems everything power related, except the wood fuel generator can't be repaired n maintained, tried solar panel, turbine, thermal, cts plasma generator. They are ignored by the pawn and once broken down, you arent able to set manual priority for them to be repaired either.

Removing the Breakdown mod, everything goes back to normal.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Etherdreamer on August 12, 2016, 12:23:08 AM
So breakdown it´s not working? or maybe there it´s other mod that mess bd one?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Elysium on August 12, 2016, 01:05:41 AM
Works perfectly for me.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Fluffy (l2032) on August 12, 2016, 02:03:27 AM
@Chibisuke, they'll only repair things in the home area. Make sure your powerplant buildings are in the home area.
@Etherdreamer, works just fine.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: SpaceDorf on August 13, 2016, 12:22:34 PM
In my savegame the Breakdowns Update stops the HaulIt Mod from working :(
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Elysium on August 13, 2016, 05:03:11 PM
Quote from: SpaceDorf on August 13, 2016, 12:22:34 PM
In my savegame the Breakdowns Update stops the HaulIt Mod from working :(

That is pretty strange since I'm pretty sure haulit just omits the dumb labor and hauling skills from the story traits.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: SpaceDorf on August 13, 2016, 08:11:43 PM
Yeah Turns out it was not only fluffies mod so it may be something completely different ..
I hate it, when I can't use awesome mods because of something like this.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Lockdown on August 14, 2016, 01:41:41 PM
Quick question regarding the favorites feature of the Work Tab mod:

I'm trying to make a favorite that includes all the 'everyone-does-this' work priorities (firefighting, flicking switches, hauling, etc). The idea is to, whenever I get a new recruit, I assign them that favorite to set their priorities right, then I add additional jobs like construction or art depending on that colonist's specific skills. (adding the specific skills causes the colonist to no longer be assigned to that favorite, but that doesn't matter to me, it has already made the changes I want)

Problem is, this only seems to work if there's already someone else with the favorite assigned when I try to set a new recruit right. If no one has it at the time, then assigning it to someone seems to have no effect. This leads me to believe favorites aren't meant to store priority presets, but rather keep colonist priorities synchronized. Is this the case, or am I using it wrong?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Vakturion on August 14, 2016, 09:08:58 PM
G'day.
I've really enjoyed your mods, great work.

I have a problem with the Work tab mod. I have two Doctors, one is in training and I don't want him to operate yet. I wan't him to be able to do everything else. I set it up in the work tab so that any surgeries don't have a priority, but he still gives them a go.

Have I got something wrong? I don't think I've got any mods that would interfere.

Thanks.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Grogfeld on August 15, 2016, 04:15:18 AM
Quote from: Vakturion on August 14, 2016, 09:08:58 PM
G'day.
I've really enjoyed your mods, great work.

I have a problem with the Work tab mod. I have two Doctors, one is in training and I don't want him to operate yet. I wan't him to be able to do everything else. I set it up in the work tab so that any surgeries don't have a priority, but he still gives them a go.

Have I got something wrong? I don't think I've got any mods that would interfere.

Thanks.
maybe you switch to simple view before closing work tabs?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Vakturion on August 15, 2016, 04:28:23 PM
Quote from: Grogfeld on August 15, 2016, 04:15:18 AM
Quote from: Vakturion on August 14, 2016, 09:08:58 PM
G'day.
I've really enjoyed your mods, great work.

I have a problem with the Work tab mod. I have two Doctors, one is in training and I don't want him to operate yet. I wan't him to be able to do everything else. I set it up in the work tab so that any surgeries don't have a priority, but he still gives them a go.

Have I got something wrong? I don't think I've got any mods that would interfere.

Thanks.
maybe you switch to simple view before closing work tabs?

Oh geez, I do!

I didn't realise this was a one or the other thing... which kind of makes sense now.

Thanks!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Fluffy (l2032) on August 15, 2016, 04:41:30 PM
It's on my to-do list, shouldn't work that way, but right now it sortof does, yeah.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: MisterVertigo on August 15, 2016, 05:09:00 PM
Quote from: Vakturion on August 15, 2016, 04:28:23 PM
Quote from: Grogfeld on August 15, 2016, 04:15:18 AM
Quote from: Vakturion on August 14, 2016, 09:08:58 PM
G'day.
I've really enjoyed your mods, great work.

I have a problem with the Work tab mod. I have two Doctors, one is in training and I don't want him to operate yet. I wan't him to be able to do everything else. I set it up in the work tab so that any surgeries don't have a priority, but he still gives them a go.

Have I got something wrong? I don't think I've got any mods that would interfere.

Thanks.
maybe you switch to simple view before closing work tabs?

Oh geez, I do!

I didn't realise this was a one or the other thing... which kind of makes sense now.

Thanks!
I'm so glad you posted this. I noticed something similar, but it was for planting. I wanted my guys with high planting skills to do the harvesting, but anyone can do the planting. It wasn't working for me; everyone did both. I just realized I did the same thing you did, I switch back and forth between the two views.

Most of the time the simple view is sufficient for me, but later on it would be nice to fine tune some things with the advanced view. I just don't like having to look at the advanced view all the time; it's just a lot of info to take in and can be a bit overwhelming. That's part of the reason I changed it back to 0-4 instead of 0-9.

I'm glad to hear the fearless Fluffy is aware though, and maybe this will be changed!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Elysium on August 16, 2016, 06:26:00 PM
For those that do not know, Animal Tab has recently been updated.  It includes some very useful master settings and a pregnancy column.

(http://i.imgur.com/bknzOVW.jpg)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Vakturion on August 17, 2016, 01:06:14 AM
I'm getting this error when in using the MCM from the main menu. I click on Work Tab and I see this. http://i.imgur.com/GfUI0pZ.jpg 

It doesn't happen when in a game, just from the menu. Does this matter?

Any ideas? let me know if you need more info. 

Thanks.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: kaptain_kavern on August 17, 2016, 01:11:54 AM
Looks like the same I reported not so long ago : https://github.com/FluffierThanThou/Fluffy_Tabs/issues/17

If it is, it only occur because there is no game already launch and will not prevent you to play and will not screw your game. Fluffy explain it better than me in the link i posted
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Vakturion on August 17, 2016, 02:11:35 AM
Quote from: kaptain_kavern on August 17, 2016, 01:11:54 AM
Looks like the same I reported not so long ago : https://github.com/FluffierThanThou/Fluffy_Tabs/issues/17

If it is, it only occur because there is no game already launch and will not prevent you to play and will not screw your game. Fluffy explain it better than me in the link i posted

Thanks for the quick response, I'll carry on as usual then ;D
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: bigbantha on August 17, 2016, 03:27:53 AM
Just a heads up, in the main post, for the description of Work Tabs, it says 'Lost' when it should say 'Lots'.  :P
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: SpaceDorf on August 17, 2016, 09:23:24 AM
Quote from: Elysium on August 16, 2016, 06:26:00 PM
For those that do not know, Animal Tab has recently been updated.  It includes some very useful master settings and a pregnancy column.


I did not know that, thank you :)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Fluffy (l2032) on August 17, 2016, 09:29:32 AM
yep, just did another one - if you have both PetFollow and the Animal Tab, you can now use PetFollows follow settings from my Animal Tab (just load Animal Tab after PetFollow).
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: SpaceDorf on August 17, 2016, 09:39:01 AM
And downloaded.

Your new Main Post design is awesome by the way.
If there is ever Rimworld Merchandise we need a FluffyCat :)

*inspiration*
How about a small mod and shameless self advertise :)
You can buy FluffyCats(tm) from Traders. Small Statues that the pawns can visit :)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: BlackSmokeDMax on August 17, 2016, 10:59:56 AM
Quote from: SpaceDorf on August 17, 2016, 09:39:01 AM
And downloaded.

Your new Main Post design is awesome by the way.
If there is ever Rimworld Merchandise we need a FluffyCat :)

*inspiration*
How about a small mod and shameless self advertise :)
You can buy FluffyCats(tm) from Traders. Small Statues that the pawns can visit :)

I'd totally buy a Fluffy Cat statue in game! (and maybe out of game too!)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: SpaceDorf on August 17, 2016, 12:28:43 PM
After updating my modlist and testing my palm just had a important meeting with my forehead ...

In the small suggestion thread I had this idea, my hand reminded me to pitch it to you, especially after reading some of the mod notes.

Could you add an option in the restriction tab to activate the selected restriction for all colonists when you click on the time of day ?



Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: zmadz on August 18, 2016, 05:49:57 PM
i can't imagine playing this game without your mods , just wanted to say thx for all the good work!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: kaptain_kavern on August 19, 2016, 08:10:20 AM
Hi Fluffy,

Just a quick question please. If I were to do a modded plants or animals how must I proceed to be sure that the manager tab will "catch" them? Is it searching for a specific tag or something?

Thx in advance


edit : I think i found what i was searching : https://github.com/FluffierThanThou/RW_Manager/blob/master/Source/Manager/ManagerJobs/ManagerJob_Foraging.cs
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Fluffy (l2032) on August 19, 2016, 09:03:10 AM
hey Kapain,

That's a very specific scenario for the caveworld fauna mod's mushrooms. Under normal conditions it uses the game's lists of what can spawn on the biome. In the case of animals, it also adds any animals that are currently on the biome to account for weirdness.

tldr; unless you're doing something weird like spawning plants by code, you don't have to do anything.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Fluffy (l2032) on August 19, 2016, 09:09:51 AM
actually, I just properly read the bit of code, and it is more than just the shrooms. Sorry :P
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: kaptain_kavern on August 19, 2016, 09:11:53 AM
Thx.

Long story short :  In last HcSK pack release, Skyarkhangel renamed the "Fungiponics" research label to something else. So mushrooms were not been counted. I'm in the process of correcting that after seeing that it's the bit your code is searching for (in <sowTags> if I got things right).

oh thx for commenting your code BTW ^^
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: lance789 on August 19, 2016, 10:02:31 AM
thanks for the updates
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: kaptain_kavern on August 19, 2016, 11:01:16 AM
Quote from: Fluffy (l2032) on August 19, 2016, 09:03:10 AM
hey Kapain,

That's a very specific scenario for the caveworld fauna mod's mushrooms. Under normal conditions it uses the game's lists of what can spawn on the biome. In the case of animals, it also adds any animals that are currently on the biome to account for weirdness.

tldr; unless you're doing something weird like spawning plants by code, you don't have to do anything.
In fact I have question after all ;) :

// add cave world fauna
            List<ThingDef> caveWorldFauna = DefDatabase<ThingDef>.AllDefsListForReading.Where( def => def.plant?.sowTags.Contains( "Fungiponics" ) ?? false ).ToList();
            foreach ( var fungus in caveWorldFauna )
            {
                AllowedPlants.Add( fungus, false );
}


Does this mean that the <sowTags> must be equal to "Fungiponics" or can I use "FungiponicsI","FungiponicsII" and "FungiponicsIII" in my XML files?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: 1000101 on August 19, 2016, 02:08:10 PM
Quote from: kaptain_kavern on August 19, 2016, 11:01:16 AMDoes this mean that the <sowTags> must be equal to "Fungiponics" ...

Yes.

Quote from: kaptain_kavern on August 19, 2016, 11:01:16 AM... or can I use "FungiponicsI","FungiponicsII" and "FungiponicsIII" in my XML files?

No.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: kaptain_kavern on August 19, 2016, 02:11:58 PM
Thx a lot
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: csavages on August 19, 2016, 03:29:04 PM
On the newest version of the WorkTab, whenever I open the work tab on a fresh save it only shows one of my colonists and none of the tooltips show when hovering over the new icons.  I've tried reinstalling and various changes to the mod order.  Any ideas?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Seikikai on August 21, 2016, 07:01:12 PM
There's A Problem With The WorkTab Mod :1

It Overwrites The Default Work Config Of Pawns That Cannot Be Managed Like Robots Of Miscellaneous Robots Making Them Do Works That They Shouldn't Do.

Can You Fix That? :)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: jjwa on August 23, 2016, 09:39:13 AM
Quote from: Seikikai on August 21, 2016, 07:01:12 PM
There's A Problem With The WorkTab Mod :1

It Overwrites The Default Work Config Of Pawns That Cannot Be Managed Like Robots Of Miscellaneous Robots Making Them Do Works That They Shouldn't Do.

Can You Fix That? :)
I experienced an issue that sounds similar. I had pawns that are unable to do certain jobs, but they ARE doing the jobs. And I can't manage them. Reported on Fluffy's GitHub: https://github.com/FluffierThanThou/Fluffy_Tabs/issues/23
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || Breakdowns updated (11-8)
Post by: Vakturion on August 24, 2016, 01:06:38 AM
Any ideas on why my priorities are reverting to "on/off" when loading a save file? it's only started since the new CCL patch. I save the game with numerical but when I load they are all on/off. Did I do something wrong?

Thanks for any help!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: Fluffy (l2032) on August 24, 2016, 02:33:47 AM
I've added a new mod. It's a bit tricky to test for me, so I'm calling it a beta for now. It should work, and should be fine to add to existing games. Please let me know if there's unexpected issues (and make a backup of your save!)

QuoteDescription
======

Animals (including humanoids) require reproductive organs to mate &amp; and do lovin'.
+ Adds reproductive organs to fleshy pawns (e.g., animals and colonists).
+ Adds neutering operation (removal of said organs).
+ Since reproductive organs are now a body part, they can be affected by external violence - including, but not limited to;
   - Gunfire
   - Berserking colonists
   - Frostbite
   - Castration (Neutering)
+ In addition, old age will also have an effect on humanoids;
   - Impotence
   - Menopause, hot flashes
+ Reworks mating &amp; lovin' to take account of fertility stat.
   - Failure to do lovin' will depress your pawns.


Technical implementation
======
The mod adds reproductive organ bodypartDefs and the reproduction PawnCapacityDef, but does not alter bodyDefs directly. Rather, it injects these parts post-load, meaning that theoretically it should be compatible with any mods that add more animals and races. Similarly, the mod alters thinktrees for any fleshy pawns (normally that'd be animals and colonists), replacing the JobGiver_Mate (animals) and JobGiver_Lovin (colonists) nodes with custom versions. JobGiver_Mate still calls the base version after a fertility check for the male partner, JobGiver_Lovin is completely overridden, colonists will still make lovin if one or both partners are infertile (neutered), but will not do so if one or both partners are completely missing their reproductive organs.

While this method is more complex than directly altering the defs, it should provide the best out-of-the-box compatibility with other mods.

Furthermore, the mod detours PawnUtility.FertileMateTarget to a custom version that includes a fertility check for the female partner, PawnUtility.Mated to link the likelihood of impregnation to the fertility stat, HediffGiver.TryApply to allow a HediffGiver to only apply to a particular gender, and the FinishAction in the MakeNewToils iterator block of JobDriver_Lovin to add moods for failed lovin'. The FinishAction detour depends on compiler generated names to perform correctly, and will likely break in new builds of RimWorld.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: SpaceDorf on August 24, 2016, 06:10:13 AM
ALL HAIL THE FLUFFY !!!

New and !!FUN!! things to try on Prisoners.

-------

short question.
Where should it be in the load order ?
answer : last works well :)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: Listen1 on August 24, 2016, 08:16:09 AM
I can see a new scenarios thanks to that mod  :)

Like The lost dickheads, The nuttercrew...




...Desperate housewives.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: Exe19 on August 24, 2016, 08:39:00 AM
Can't wait for bionic organs that perform 20 percent better than natural ones.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: SpaceDorf on August 24, 2016, 09:04:42 AM
Quote from: Exe19 on August 24, 2016, 08:39:00 AM
Can't wait for bionic organs that perform 20 percent better than natural ones.

is this APOE or are you just happy to see me ?


--- EDIT ---

And of course you know which drug you have to create for A15 now
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: 123nick on August 24, 2016, 09:45:59 AM
does the new mod, the birds and the bees allow for human reproducing and baby making?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: lukasix2273 on August 24, 2016, 09:46:48 AM
Why does the Work Tab in advanced (DF) mode not display Manage from your Colony Manager? In your video I clearly see 'Mana' which I assume stands for Manage, yet I don't have it. It appears just fine in the normal view. I tried different mod orders, new save, etc
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: 123nick on August 24, 2016, 09:54:30 AM
Quote from: lukasix2273 on August 24, 2016, 09:46:48 AM
Why does the Work Tab in advanced (DF) mode not display Manage from your Colony Manager? In your video I clearly see 'Mana' which I assume stands for Manage, yet I don't have it. It appears just fine in the normal view. I tried different mod orders, new save, etc

do you have a large amount of mods? maybe there is not enough space on the screen to show it, and it is being cut off? also, can you tell me how much the advanced mode helps, regarding to the efficiency and etc of the colony? i sorta want to use it, so i can have the colony run smoother, but i'm afraid it will be complicated and etc.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: biship on August 24, 2016, 10:11:03 AM
Work tab keeps defaulting to check boxes (not numbers), on game load.
Animal Tab is missing the icon & ability to set pet to follow on tame.
Good work on the new Birds and Bees mod - it looks amazing.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: lukasix2273 on August 24, 2016, 10:34:51 AM
Quote from: 123nick on August 24, 2016, 09:54:30 AM
Quote from: lukasix2273 on August 24, 2016, 09:46:48 AM
Why does the Work Tab in advanced (DF) mode not display Manage from your Colony Manager? In your video I clearly see 'Mana' which I assume stands for Manage, yet I don't have it. It appears just fine in the normal view. I tried different mod orders, new save, etc

do you have a large amount of mods? maybe there is not enough space on the screen to show it, and it is being cut off? also, can you tell me how much the advanced mode helps, regarding to the efficiency and etc of the colony? i sorta want to use it, so i can have the colony run smoother, but i'm afraid it will be complicated and etc.

Well, what do you know, you're right. EPOE + Miscellaneous (Haplo) are enough to max out the advanced tab. I didn't even think of that, cause Fluffy added a scroll-bar at the bottom, I figured if that's there, surely there's no limit. Strange that just 2 mods are enough to max out the limit.

As for your question, I personally find it extremely useful. But I really hate microing late game.
1. Mid-Late you might want a couple doctors, chances are one of them will be less skilled than the other(s). You can restrict him to do no surgeries.
2. For cooking, you can tell them to always butcher first then cook
3. For construction, you can set one colonist to do the construction itself and another guy to bring resources for it (note that bringing resources for building is a function of construction, and not hauling (easily confused). so the colonist that usually does your hauling doesn't actually bring resources for building. you can change that using the advanced tab. it's useful because you probably have a useless stats colonist who is only good for hauling, so you can set normal hauling priority 2 and building resources hauling priority 1 (arbitrary numbers).
4. And for regular hauling of stuff, it's useful as well. there is https://ludeon.com/forums/index.php?topic=18377.0 that you can use for haul priority, but it's still micro work to do it. with advanced tab, you can automatically prioritize some crucial hauling tasks, like stripping corpses, hauling corpses, rearming traps, etc

it also has compatibility with many mods (like Misc + EPOE), so if you are creative you can really reduce the amount of micro needed by a lot. if that matters to you then sure learn to use it!

for me the most useful feature and it's not exclusive to the advanced tab is the time management/schedule stuff, I use it a lot, e.g. set hauling + cleaning to highest priority, but only let it happen for 1-2 hours a day. it almost feels like cheating :P also for the colony manager.. it's currently a bit bugged / not efficient, the colonist who is set to be the manager, goes to the manager bench WAY too much, you can actually fix this by restricting managing time schedule to 1-2 hours a day as well.

also, an unrelated bug i noticed, the favorites saving/loading doesn't work in normal tab view. but I'm pretty sure fluffy is aware of this already.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: Adventurer on August 24, 2016, 10:41:14 AM
Is there anything I can do about the Managing skill being cut off on the character interface?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: 123nick on August 24, 2016, 11:56:51 AM
Quote from: lukasix2273 on August 24, 2016, 10:34:51 AM
Quote from: 123nick on August 24, 2016, 09:54:30 AM
Quote from: lukasix2273 on August 24, 2016, 09:46:48 AM
Why does the Work Tab in advanced (DF) mode not display Manage from your Colony Manager? In your video I clearly see 'Mana' which I assume stands for Manage, yet I don't have it. It appears just fine in the normal view. I tried different mod orders, new save, etc

do you have a large amount of mods? maybe there is not enough space on the screen to show it, and it is being cut off? also, can you tell me how much the advanced mode helps, regarding to the efficiency and etc of the colony? i sorta want to use it, so i can have the colony run smoother, but i'm afraid it will be complicated and etc.

Well, what do you know, you're right. EPOE + Miscellaneous (Haplo) are enough to max out the advanced tab. I didn't even think of that, cause Fluffy added a scroll-bar at the bottom, I figured if that's there, surely there's no limit. Strange that just 2 mods are enough to max out the limit.

As for your question, I personally find it extremely useful. But I really hate microing late game.
1. Mid-Late you might want a couple doctors, chances are one of them will be less skilled than the other(s). You can restrict him to do no surgeries.
2. For cooking, you can tell them to always butcher first then cook
3. For construction, you can set one colonist to do the construction itself and another guy to bring resources for it (note that bringing resources for building is a function of construction, and not hauling (easily confused). so the colonist that usually does your hauling doesn't actually bring resources for building. you can change that using the advanced tab. it's useful because you probably have a useless stats colonist who is only good for hauling, so you can set normal hauling priority 2 and building resources hauling priority 1 (arbitrary numbers).
4. And for regular hauling of stuff, it's useful as well. there is https://ludeon.com/forums/index.php?topic=18377.0 that you can use for haul priority, but it's still micro work to do it. with advanced tab, you can automatically prioritize some crucial hauling tasks, like stripping corpses, hauling corpses, rearming traps, etc

it also has compatibility with many mods (like Misc + EPOE), so if you are creative you can really reduce the amount of micro needed by a lot. if that matters to you then sure learn to use it!

for me the most useful feature and it's not exclusive to the advanced tab is the time management/schedule stuff, I use it a lot, e.g. set hauling + cleaning to highest priority, but only let it happen for 1-2 hours a day. it almost feels like cheating :P also for the colony manager.. it's currently a bit bugged / not efficient, the colonist who is set to be the manager, goes to the manager bench WAY too much, you can actually fix this by restricting managing time schedule to 1-2 hours a day as well.

also, an unrelated bug i noticed, the favorites saving/loading doesn't work in normal tab view. but I'm pretty sure fluffy is aware of this already.

thank you very much! ill try and set something like that up for my next colony :)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: 123nick on August 24, 2016, 11:57:29 AM
Quote from: Adventurer on August 24, 2016, 10:41:14 AM
Is there anything I can do about the Managing skill being cut off on the character interface?

not yet, i mean, fluffy would likely have to do something to fix it. if there is a scrollbar u might be able to use that?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: kaptain_kavern on August 24, 2016, 01:05:40 PM
Oh man i'm gonna try the Birds and Bees mod ASAP !!!
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: Grogfeld on August 24, 2016, 01:53:21 PM
Quote from: Adventurer on August 24, 2016, 10:41:14 AM
Is there anything I can do about the Managing skill being cut off on the character interface?
change resolution
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: Kiroberos on August 24, 2016, 03:59:55 PM
Okay, tried your new The Birds & The Bees mod.  Error during injection on starting the game up, however, at the main menu before I even load a save.  System.NullReferenceException: Object reference not set to an instance of an object.  Here's the log and mod config.

https://www.dropbox.com/s/zs5e3lykoacxl3c/output_log.txt?dl=0
https://www.dropbox.com/s/sq8atmq9h76p662/ModsConfig.xml?dl=0
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: SpaceDorf on August 24, 2016, 05:19:47 PM
In my game the birds are flying and the bees are humming.
Happy Dorfs Pawns all around.

--- EDIT ---
first time I saw x2 on the mood :)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: Deimos Rast on August 24, 2016, 05:37:39 PM
Doesn't work for me; or at least is causing conflicts with the minimap. Don't have a log at the moment.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: SpaceDorf on August 24, 2016, 06:07:51 PM
I have it in the very last posistion of the load order .. between 70 and 80 mods running, no problems
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: oninaig on August 24, 2016, 09:22:01 PM
I just downloaded Work Tab and I am having the following issues/have the following questions:

1.) The "Save Favorite" priorites functionality doesn't appear to be working. It will save the priorities for that particular person but when you make changes and then try to reload the favorite, it doesn't do anything (just like in your demo video on steam). I will mark a priority for character A as a favorite, and then if I change anything about character A and then try to re-apply the favorite, nothing happens and the favorite priorities are not restores.

2.) Also is there any way to "undo" a work schedule? Like if I accidentally select a time frame for a set a priorities that I didn't mean to, how do I "undo" that time frame and revert the priorities back to their all-day settings? I accidentally set different priorities for a particular hour of the day and I wanted a simple "Ok, delete this 'day-time priority' slot for that time" and I was unable to find such a feature (basically I just want to revert the priorities to their normal state with no schedule *without* having to manually set the priorities again.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: 123nick on August 27, 2016, 05:12:31 AM
i think there is a bug with the work tab switching to on/off priorities after loading a save, even if u saved it with manual priorities before . i suffer from it too, and so does a lot of people on the reddit: https://www.reddit.com/r/RimWorld/comments/4zqtn7/manual_priorities_being_disabled_on_game_load/
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: bomberchibbi on August 27, 2016, 09:40:11 AM
Hi Fluffy,

Thanks a lot for all the great mods, I really enjoy them a lot (especially the manager). I hope this is the right place for suggestions, too. My suggestion/wish is this: Could you add a tab to the manager for dealing with surgeries and medicine in general? I like harvesting prisoners organs and saving escape pod survivors and for both I have to setup the same options over and over. For the prisoners one always has to set them from no medicine to herbal medicine and set up the surgeries. For the survivors they always have to be set to herbal medicine, too. Since I am not a modder I could only work out some possible conditions like "skip organ in bill if patient couldn't survive" and a possible "complete bill first" to make automated maximum efficiency surgeries possible. If you'd be interested I could give you more Info on what I thought out so far.

greets

Bomber
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: mordan on August 28, 2016, 04:46:26 AM
Quote from: 123nick on August 27, 2016, 05:12:31 AM
i think there is a bug with the work tab switching to on/off priorities after loading a save, even if u saved it with manual priorities before . i suffer from it too, and so does a lot of people on the reddit: https://www.reddit.com/r/RimWorld/comments/4zqtn7/manual_priorities_being_disabled_on_game_load/

I get the same bug as well, my work tab rolls back to default instead of staying on manual priorities and I noticed it happened after installing the latest CCL v0.14.3.1 and maybe even 0.14.3.0. I posted an issue on work tab github so hopefully fluffy will fix it as soon as he can :)
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: Statistical_Insanity on August 28, 2016, 03:23:12 PM
Any idea how long the jump to A15 will take? Assuming you do intend to update them. Holding off starting a game until these mods are all ready to go.
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: prototype2001 on August 29, 2016, 08:19:13 PM
Will this mod allow me to perform 100 organ removals without creating 100 medical bills?
Title: Re: [A12/13/14][MODLIST] Fluffy's Mods || NEW: The Birds & The Bees (24-8)
Post by: BlueWinds on August 29, 2016, 08:33:09 PM
Quote from: mordan on August 28, 2016, 04:46:26 AM
Quote from: 123nick on August 27, 2016, 05:12:31 AM
i think there is a bug with the work tab switching to on/off priorities after loading a save, even if u saved it with manual priorities before . i suffer from it too, and so does a lot of people on the reddit: https://www.reddit.com/r/RimWorld/comments/4zqtn7/manual_priorities_being_disabled_on_game_load/

I get the same bug as well, my work tab rolls back to default instead of staying on manual priorities and I noticed it happened after installing the latest CCL v0.14.3.1 and maybe even 0.14.3.0. I posted an issue on work tab github so hopefully fluffy will fix it as soon as he can :)

This is a CCL bug, nothing to do with Fluffy's mods, and thus nothing Fluffy can fix. :)

https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/171
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Deimos Rast on August 31, 2016, 02:23:08 AM
If you're wondering, a lot of the timing on the update depends on CCL, as  a number of Fluffy's mods use it, and that hasn't been updated yet. He can't do anything until it gets updated.
Also, the steam version of his mods seem to be updating sooner than this thread reflects.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Fluffy (l2032) on August 31, 2016, 03:31:29 AM
yep, about 2/3rd of my mods depend on CCL to some extent. I'm actually a co-author on CCL, so it's not like there's nothing I can do, but at the same time I have very little time at the moment.

I'm doing quick 'find the obvious changes' updates at the moment, with little playtesting beyond booting the colony and testing if I get any errors on common operations. I depend on you guys to find the more complicated errors.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Fluffy (l2032) on August 31, 2016, 04:27:01 AM
ok, all the non-CCL stuff is done. The rest will have to wait for CCL, so I'm going to focus my attention on helping the CCL update.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Deimos Rast on August 31, 2016, 05:33:14 AM
awesome work! now I don't have to keep hacking away at your source code trying to get it to build. ;D
Although I did manage to get the medical tab working, pretty thrilled about that.
Good luck with CCL - I feel blind without the minimap.
Cheers!
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Fluffy (l2032) on August 31, 2016, 06:47:13 AM
Quote from: Deimos Rast on August 31, 2016, 05:33:14 AM
awesome work! now I don't have to keep hacking away at your source code trying to get it to build. ;D
Although I did manage to get the medical tab working, pretty thrilled about that.
Good luck with CCL - I feel blind without the minimap.
Cheers!
It does help that the medical tab only needed a recompile with the current game .dlls :P
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Serenity on August 31, 2016, 07:38:39 AM
The Medical Tab download doesn't have the right target version as far as I can tell:
Quote<targetVersion>0.14.1220</targetVersion>
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Fluffy (l2032) on August 31, 2016, 07:52:07 AM
this is entirely possible, sorry!

change it to 0.15.1290 and it should work fine, I'll fix the dl asap
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: BluemaxDR on August 31, 2016, 09:49:45 AM
Quote from: Fluffy (l2032) on August 31, 2016, 04:27:01 AMI'm going to focus my attention on helping the CCL update.
May the force be with you.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Pillow Fort on September 01, 2016, 04:00:11 PM
no fluffy breakdowns till CCL gets updated... T-T
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: BlueWinds on September 01, 2016, 06:55:29 PM
Because I'm a nerd, my favorite part of your mods is the opening post. Automated and pretty...
(also, that gif. Love your gif.)

Minor note: All the issues links in the opening post point to "undefined".

<a href="http://undefined" class="bbc_link" target="_blank">
  <img style="cursor: pointer;" src="http://node.karel-kroeze.nl/img/issues/RW_EnhancedTabs" alt="bugs" class="bbc_img resized" height="16">
</a>
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Fluffy (l2032) on September 02, 2016, 01:59:41 AM
hmm, thanks for the pointer, I'll go and re-fix the fix for that script -.-
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: BaconBits on September 02, 2016, 05:37:00 AM
First, LOVE your mods!! And thanks for the updates.

Second, in case you were unaware, When changing your version, if you use "0.15.0" it works for ALL A15 versions so you don't have to change it every update in the same alpha.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Fluffy (l2032) on September 02, 2016, 08:52:18 AM
Quote from: BaconBits on September 02, 2016, 05:37:00 AM
First, LOVE your mods!! And thanks for the updates.

Second, in case you were unaware, When changing your version, if you use "0.15.0" it works for ALL A15 versions so you don't have to change it every update in the same alpha.
as far as I'm aware, any 0.15.x version number works with any 0.15.x version of the game. At least thats what happened in 0.14 - I didn't bother updating the minor version most of the time.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Kiwih on September 03, 2016, 10:56:12 AM
When will the work tab be out? I miss it SO much! :(
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: drakulux on September 03, 2016, 02:54:25 PM
Also hoping for compatibility with Colony Manager and Crafting Hysteresis, I tend to use the manager bench when my colony becomes more busy, not at the start. Thanks
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Xotoi on September 05, 2016, 05:01:22 AM
Hello Fluffy, thank you for your rly great mods! I dunno what i gonna do without Work Tab :)
But my friend have a problem with it, no "manager" line in tab on the screen. Any ideas?

[attachment deleted by admin - too old]
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: mordan on September 05, 2016, 05:53:35 AM
Hey @fluffy dunno if you're aware but all your github issue links are leading to a blank page and the address is actually "undefined".
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: daisyrawks on September 07, 2016, 03:21:52 AM
I'm having an issue which seems to be with Colony Manager (goes away when I take it out) where only 1 of my colonists shows up in the work tab. 
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: CannibarRechter on September 07, 2016, 08:38:37 AM
Does colony manager have a means to automated the shutdown of downed mechs? If no, can this be a request? ;-P
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: pktongrimworld on September 09, 2016, 01:21:18 AM
Erm, awkward.. but...

how fast would it take to update animal incest?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: GenericUsername on September 11, 2016, 12:08:24 PM
So, I was playing with the manager mod, all working fine and dandy.
Then I added the ED Embrasures mod and suddenly all the buttons at the top of the management window disappeared, making it unusable.

The embrasure mod simply adds a wall type though, why would it break the manager mod?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Serenity on September 11, 2016, 12:19:47 PM
I've seen that too in a game. So it's not that specific mods. The buttons are still there. Sort of. You can click on their location. If I remember correctly that might even make them reappear.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: GenericUsername on September 11, 2016, 01:12:58 PM
This is odd, I tried reloading the game 3 times to see if it was a temporary bug (with a full game restart in the middle too) to no avail, before making that post.
Now I just tried it again and the buttons are back.

If it happens again I'll try clicking where the buttons would be as you suggest.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Draconicrose on September 12, 2016, 05:55:58 PM
It doesn't seem like colony manager respects durability when counting threshold. For example, I have a bill set to make a duster if there's less than 1 duster with more than 60% durability in storage. It currently says threshold reached but the only duster in storage has 21% durability. Same with t-shirts and pants.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: crazybmanp on September 14, 2016, 12:46:28 PM
On a couple of your steam workshop uploads, you mentioned that you forgot to upload the updates there, but its been more than a week and some of your workshop uploads still aren't updated. are those going to be updated?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: shadowstitch on September 19, 2016, 10:06:08 PM
I've come to the end of a google hunt to discover this is the dead end for "No Colonist Left Behind".
The last version I see on Github was for a12d. Is this mod abandoned, deprecated, or am I just looking in the wrong places?
I really want to take my pups with me when I blast off!
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: deltathiago98 on September 21, 2016, 11:14:31 PM
I will suggest/request a function for colony manager, add a function to pause a bill when completed and resume when the stock it's bellow X number, so for example, I can cook 200 meals and start cooking again when I reach 50 meals, instead of cooking every time one person takes one meal, so my cookers can do some other thinks. :D
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: EldVarg on September 23, 2016, 04:49:18 PM
Any news on updates for the Manager?

I would love to see actual power usage (if I turn off things).
Also that the graphs wont be emptied when I restart game. Love this mod.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: bewbaliciousrex on September 27, 2016, 02:23:52 PM
Quote from: deltathiago98 on September 21, 2016, 11:14:31 PM
I will suggest/request a function for colony manager, add a function to pause a bill when completed and resume when the stock it's bellow X number, so for example, I can cook 200 meals and start cooking again when I reach 50 meals, instead of cooking every time one person takes one meal, so my cookers can do some other thinks. :D

There is a mod that does just this. It's called Crafting Hysteresis. Works well with Fluffy's mods.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Etherdreamer on September 27, 2016, 03:18:32 PM
Waiting fro Fluffly´s breakdowns. Thanks for your hard work !
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Canute on September 28, 2016, 03:39:20 AM
Quote from: daisyrawks on September 07, 2016, 03:21:52 AM
I'm having an issue which seems to be with Colony Manager (goes away when I take it out) where only 1 of my colonists shows up in the work tab.
I got the same issues.
But i will try the manager again when i start a new colony.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: chumbaba on September 28, 2016, 04:05:11 PM
the medical tab is listed in a15 here, but rimworld has another opinion. does it work on a15 actually? even if marked red?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Dingo on September 28, 2016, 04:16:16 PM
He forgot to fix the About.xml, you can edit it yourself and change the version to 0.15.0
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: chumbaba on September 28, 2016, 04:24:56 PM
should I just alter this to the new version?
-edit on about file

<targetVersion>0.14.1220<


EDIT:
whoohoo I did it and it works.
feels like I got a level from total noob to wanna-be-modder
thx^^
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Roy on September 29, 2016, 06:52:47 PM
I love your blueprint mod, but noticed a small problem with it. When placing something that can't be rotated (like a fueled generator or geothermal generator), it will be off by a square when rotating the blueprint around. You probably already know about this (it's mentioned in a comment in the source code) but if not, see the image below.

I think I managed to fix it myself by incrementing or decrementing the x or z value of the location when the thing is not movable, an even amount wide/high, and depending on the original rotation and direction (clockwise or anticlockwise):

// if it's not rotatable AND not a linked building (e.g. walls, sandbags), don't rotate.
if (!_thingDef.rotatable && !_thingDef.graphicData.Linked)
{
    if (_thingDef.Size.x % 2 == 0)
    {
        if (_rotation.AsInt == 0 && direction == RotationDirection.Counterclockwise)
            _position.x--;
        if (_rotation.AsInt == 1 && direction == RotationDirection.Clockwise)
            _position.x++;
        if (_rotation.AsInt == 2 && direction == RotationDirection.Counterclockwise)
            _position.x++;
        if (_rotation.AsInt == 3 && direction == RotationDirection.Clockwise)
            _position.x--;
    }
    if (_thingDef.Size.z % 2 == 0)
    {
        if (_rotation.AsInt == 0 && direction == RotationDirection.Clockwise)
            _position.z--;
        if (_rotation.AsInt == 1 && direction == RotationDirection.Counterclockwise)
            _position.z++;
        if (_rotation.AsInt == 2 && direction == RotationDirection.Clockwise)
            _position.z++;
        if (_rotation.AsInt == 3 && direction == RotationDirection.Counterclockwise)
            _position.z--;
    }

    return;
}

This was in the Rotate(RotationDirection direction) function in BuildableInfo.cs file at around line 282. I've never done any modding, so this might be wrong in some way, but it seems to work perfectly.

Also, why aren't spaces allowed in the name of the blueprint?

[attachment deleted by admin - too old]
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: AlphaMason on October 02, 2016, 04:39:27 PM
Quote from: chumbaba on September 28, 2016, 04:24:56 PM
should I just alter this to the new version?
-edit on about file

<targetVersion>0.14.1220<


EDIT:
whoohoo I did it and it works.
feels like I got a level from total noob to wanna-be-modder
thx^^

I noticed this too in the about file and I quickly changed it and it worked.  Anyways, if and when are your other mods going to be updated.  I'd like to see Work Tab mod updated to alpha 15.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: kcirdor on October 04, 2016, 11:45:19 AM
Quote from: AlphaMason on October 02, 2016, 04:39:27 PM
Quote from: chumbaba on September 28, 2016, 04:24:56 PM
should I just alter this to the new version?
-edit on about file

<targetVersion>0.14.1220<


EDIT:
whoohoo I did it and it works.
feels like I got a level from total noob to wanna-be-modder
thx^^

I noticed this too in the about file and I quickly changed it and it worked.  Anyways, if and when are your other mods going to be updated.  I'd like to see Work Tab mod updated to alpha 15.

They are working out a bug in CCL, so there is no ETA on Work tab just yet.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: lc-soz on October 07, 2016, 12:26:32 PM
Fluffy, I really want the work tab for A15c, it's so useful! I even started playing in a previous version while you don't update it..
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: harpo99999 on October 07, 2016, 03:40:46 PM
fluffy, as you have several mods that are for different versions of the game could you put a version note(indicating which version the latest is for) against each of the mods in the op to make it easier for us dumb players
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: mabor0shi on October 07, 2016, 06:43:09 PM
Quote from: harpo99999 on October 07, 2016, 03:40:46 PM
fluffy, as you have several mods that are for different versions of the game could you put a version note(indicating which version the latest is for) against each of the mods in the op to make it easier for us dumb players
How dare you call me dumb? I just DLed a few mods without realizing they weren't updated, because there's no game version indicated, only mod version. And I'm dumb. He's right  :'(
Sometimes old versions work anyway. So are any of the outdated mods compatible with A15?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Monzer on October 07, 2016, 11:38:13 PM
Hey  I use medical tab awesome mod cant play without now any chance to make the text bigger or scale up the tab ?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: mabor0shi on October 08, 2016, 01:05:32 AM
Quote from: mabor0shi on October 07, 2016, 06:43:09 PM
I just DLed a few mods without realizing they weren't updated, because there's no game version indicated, only mod version. And I'm dumb.
Boy, was i right. About the last part. Just noticed the link address has the version name in it. Also, only the white mods at the top are A15; they r in descending order by alpha version. p.s.Work Tab a14 is not compatible with a15.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: duduluu on October 08, 2016, 09:59:31 AM
Hello, Fluffy!
I had translated your 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 you email by messege, I'd be grateful to you!
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Dingo on October 08, 2016, 11:45:48 PM
The AnimalsTab mod has the blueprints mod built-in for some reason. I don't know if it does anything bad, just FYI.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Lost56 on October 16, 2016, 11:42:52 AM
dose the Area Unlocker mod work in A15?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Dellamorte on October 16, 2016, 02:02:23 PM
Quote from: Lost56 on October 16, 2016, 11:42:52 AM
dose the Area Unlocker mod work in A15?

No but there is a mod on the Steam Workshop that does the same thing.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: lc-soz on October 19, 2016, 08:27:32 AM
It's possible to add an option to copy a sequence of surgeries to different pawns?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Rock5 on October 22, 2016, 11:16:14 AM
Quote from: Dellamorte on October 16, 2016, 02:02:23 PM
Quote from: Lost56 on October 16, 2016, 11:42:52 AM
dose the Area Unlocker mod work in A15?

No but there is a mod on the Steam Workshop that does the same thing.
What mod? I have  no experience with Steam Workshop. How do I find it? I did a search but couldn't find it.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: kaptain_kavern on October 22, 2016, 12:54:25 PM
You can find a mod for removing zone limitations here also : https://ludeon.com/forums/index.php?topic=26210.0

Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Rock5 on October 23, 2016, 05:41:07 AM
Thanks. Not sure why my searching didn't find it.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Rock5 on October 23, 2016, 08:33:14 AM
I wouldn't mind seeing Zoom to Mouse updated.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Truthowl on October 24, 2016, 05:10:15 AM
I'm getting an 'error while loading map' error when loading my save game. I posted in the discussion area of the last updated mod I use and the author of that mod looked at my output_log file and said the following
----
Looking at the log, this seems to be the cause of the error:
"FluffyManager.ManagerJob_Forestry.ExposeData"
I would post this log on Fluffy's thread, over here: https://ludeon.com/forums/index.php?topic=16120
I'm sure your save can be saved :)
----
Here's my output_log.txt

http://pastebin.com/FcqVNLys

I don't know whats happening. My game was working fine the last time I played and then this morning, when I tried to load and play, I get the error on loading map deal.

Any help would be very much appreciated.

[attachment deleted by admin due to age]
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: duduluu on November 03, 2016, 03:46:45 AM
Hello, Fluffy!
We make Chinase translation for your mods and create pull request on github.
Would you merge them?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: laokangz2 on November 03, 2016, 04:39:24 AM
Hi qiling
find you here,hahaahah
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: lllMWNlll on November 14, 2016, 09:25:54 PM
Hey Colony Manager Dosen't seem to be working at all in mine game, also i can't open the Work Tabs anymore after i put the download and too Animals Tab dosen't work properly.

I use several mods i will list them and describe a little:

1° - ADogSaid-1.4 :
Add bionic replacement for animals

2° - CK_AnimalPlant_Pack :
Add more plants and animals to the game, and new gameplay.

3° - EdBPrepareCarefully :
Dosen't work with the other mods, so for me it's deactivated. But able the player to choose equipment, animals, items in a new game.

4° - Efficient Light :
Only mod the Standing Light to consume less power.

5° - Expanded Prosthetics & Organ Engineering :
Adds a lot of bionics, and replacements from earlier game to later game.

6° - Faction Discovery :
A mod which makes you discover new factions through the gameplay. Works fine with Load games.

7°, 8°, 9°, 10° - FluffierThanYou Pack :
I will describe each problem:

Medical Tab (working) :
No problems at all, really saves me time.
Animal Manager (not working properly) :
[PROBLEM]Dosen't show any icons, checkbox, or description. Still i can click "on something" and mark it up, but i don't if it's training, butchering or wathever. Seems to Work, but only miss vital visual information.
Colony Manager (not working) :
[PROBLEM]It opens the manager tab, but it dosen't show me any information, i can't click anywhere on the tab screen. I can't do nothing with the mod, and also i can't use the "work tab" too, this particulary only happens with this mod.
I think it's because of the many mods i got installed which may causing it to not work, including lot of workshops.
Blueprints (working) :
I love this Blueprints! I can make a lot of rooms 3x3!

11° - GlitterTech :
Adds equipment, towers, armors with GlitterWorld Tecnology for latergame.

12° - Hospitality :
You can house guests, which increases relationship with faction and enable you to recruit them.

13° - Medieval Times (v. 1.33.A15c) :
Meant for earlier game, adds a lot of content of medieval lifestyle, combat, tecnology and faction.

14° - More Vanilla Turrets :
Adds more variety of turrets, vanilla based.

That's all mods i'm using actually in my Save game. I listed all of them because they maybe interfering with your mods and you're able to correct what you can.

OBS: I also have tried to use "Core Library, Tweaks and Mods (Community)" mods, dosen't work though.

If someone knows how to fix it please, reply me!
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: faltonico on November 15, 2016, 01:07:37 AM
The only mods i am waiting for CCL to update are "Fluffy Breakdowns" and "Relations Tab", from all of the CCL dependant mods in this forum or steam. Fluffy breakdowns can be a game changer, relations tab would be very, very pretty.

No other mod has me waiting for CCL.
Can i make you the really, really selfish request of deCCL them? -_-'
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Ararven on November 24, 2016, 01:55:44 PM
Quote from: daisyrawks on September 07, 2016, 03:21:52 AM
I'm having an issue which seems to be with Colony Manager (goes away when I take it out) where only 1 of my colonists shows up in the work tab.

I have the exact same problem, could someone help please ? No one answered him in two months...
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Onslaught on November 29, 2016, 11:33:10 PM
What is the mod that allows me to put my pets in the ship? Where do I download it? I cant find it anywhere.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: harpo99999 on November 30, 2016, 02:31:17 AM
onslaught, I think the mod you are looking for is 'no one left behind', but I do not think it wwas one of fluffy's mods
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Onslaught on November 30, 2016, 11:15:55 PM
I have searched on google and bing for "no one left behind" and it always has a link to this forum post. yet its no where to be found. I did find one called that but it only puts a sarcophagus on the ship for dead colonists. Nothing about pets on it or when I installed it.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Pichu0102 on December 10, 2016, 09:59:54 AM
Medical tab won't pop up available surgeries for animals with A Dog Said also installed.
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Heroinómano34 on December 19, 2016, 09:01:15 AM
i like to do a bigger blueprint, 128x128, it is posible? changing something?
Title: Re: [A12-15][MODLIST] Fluffy's Mods || Animal Tab & Colony Manager @ A15 (beta)
Post by: Fluffy (l2032) on December 21, 2016, 01:40:24 AM
Quote from: Ararven on November 24, 2016, 01:55:44 PM
Quote from: daisyrawks on September 07, 2016, 03:21:52 AM
I'm having an issue which seems to be with Colony Manager (goes away when I take it out) where only 1 of my colonists shows up in the work tab.

I have the exact same problem, could someone help please ? No one answered him in two months...

Colony Manager requires that you start a new game, as it adds a worktype. If you don't do this, the Work Tab (and possibly other mds) will have issues. Alternatively, you could disable the work tab, save, enable colony manager, save, and then enable the work tab again, reloading the game after each step.

Quote from: harpo99999 on November 30, 2016, 02:31:17 AM
onslaught, I think the mod you are looking for is 'no one left behind', but I do not think it wwas one of fluffy's mods
That was indeed one of my mods, not entirely sure why it's not on the list. In any case, I'll try and get it updated over the next few weeks.

Quote from: Pichu0102 on December 10, 2016, 09:59:54 AM
Medical tab won't pop up available surgeries for animals with A Dog Said also installed.
Thanks, I'll look into that!

Quote from: Heroinómano34 on December 19, 2016, 09:01:15 AM
i like to do a bigger blueprint, 128x128, it is posible? changing something?
Besides possibly being very slow, and potentially crashing the game, I don't really see any reason why that shouldn't work. I didn't imlpement any hardcoded size limit. IF there is any size limit it's in the vanilla area designators, and then sadly there's not much I can do.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: faltonico on December 21, 2016, 08:47:30 AM
Thank you for the updates!
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: joaonunes on December 21, 2016, 11:01:11 AM
You should have kept the A15 mods :( I will update to A16 only when enough mods have been updated
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 21, 2016, 12:09:21 PM
The A15 versions (if I made them, I had very little time during A15), are all available on github. Click the name of the mod to go to the releases page, and scroll down.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: joaonunes on December 21, 2016, 12:33:17 PM
Quote from: Fluffy (l2032) on December 21, 2016, 12:09:21 PM
The A15 versions (if I made them, I had very little time during A15), are all available on github. Click the name of the mod to go to the releases page, and scroll down.

Ok, thanks! :D
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: zerberus on December 21, 2016, 03:09:50 PM
Hey fluffy, will you be updating the work tab for Alpha 16?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Etherdreamer on December 21, 2016, 03:21:11 PM
http://imgur.com/a/SBdfG

It drop this red log when I load Fluffys breakdowns

btw where it´s this "Hubs Lib" link?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 21, 2016, 03:44:04 PM
@Etherdreamer; the top two errors are from other mods. The others are from HugsLib not being installed. Get it from steam or the forums, just search for HugsLib.

As for the missing link, where would that be? I'd like to fix it.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Etherdreamer on December 21, 2016, 03:52:48 PM
I mean you can have a link in the Op with the Hublib  link Just for avoid confusions.
Thanks for the response.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 21, 2016, 04:15:34 PM
Good point, I'll see about updating my front page.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Delmain on December 21, 2016, 06:23:55 PM
Yeah Hugs Lib used to be something that was included with mods, but the author changed it to be something like CCL where you had to install this Lib mod separately.

A few mod authors have had problems with it.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on December 25, 2016, 12:58:56 PM
Quote from: Fluffy (l2032) on December 21, 2016, 04:15:34 PM
Good point, I'll see about updating my front page.

Fluffy Breakdowns GitHub page doesn't seem to mention requirement of HugsLib. Did find that out by reading the about.xml page within the mod though.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Lazybun on December 25, 2016, 01:20:06 PM
Would be nice to have an ability to change priority for maintanance via HugsLib mod options, right now it is essentially only manually controlled - either disable all construction tasks or click 'maintain' manually to get it done.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: faltonico on December 25, 2016, 04:54:39 PM
Hi Fluffy,
Will you release "Work Tab" for A16?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: ttgg on December 26, 2016, 12:59:33 PM
Quote from: faltonico on December 25, 2016, 04:54:39 PM
Hi Fluffy,
Will you release "Work Tab" for A16?

I think he just did. https://github.com/FluffierThanThou/Fluffy_Tabs/releases
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 26, 2016, 01:03:21 PM
Quote from: ttgg on December 26, 2016, 12:59:33 PM
Quote from: faltonico on December 25, 2016, 04:54:39 PM
Hi Fluffy,
Will you release "Work Tab" for A16?

I think he just did. https://github.com/FluffierThanThou/Fluffy_Tabs/releases
gosh, you're quick. yes, I just did. Also fixed a warning in AreaUnlocker.

Note that this should be considered a beta version; I've tested the basic functionality and it's working - but there's quite a few changes in A16, so there may be a few bugs hiding in the shadows still. Also, I haven't worked on any of the known issues of the A14/15 versions yet.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: ttgg on December 26, 2016, 01:06:55 PM
Haha, yeah I've been checking daily since A16 hit. Refreshed github and saw you updated it "26 seconds ago". Pretty convenient.

Thanks for updating it, I find that that it's almost necessary once a colony gets big, to make the micro-managing tolerable.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: faltonico on December 26, 2016, 10:20:42 PM
Thanks a lot! =D
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: aper on December 27, 2016, 03:07:40 AM
that's great! I've missed the work tab
thanks a lot
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: zmadz on December 27, 2016, 05:50:51 AM
all hail the king ! the work tab yaaaay ! ty ty ty ty ty
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Pichu0102 on December 27, 2016, 09:28:01 AM
I noticed Colony Manager making a lot of bills at tables but not clearing out old ones. Is that normal?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: faltonico on December 27, 2016, 04:59:18 PM
OMG! I never thought I could ever see the relations tab! THANKSSSSSSS
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Knedl on December 27, 2016, 05:08:56 PM
Fluffy for president! :D
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: cammillotto on December 27, 2016, 05:31:29 PM
WOOOOOOOO WOOOOOO WOOOOOO

I'd never thought I'd be so jubilant for a mod update (or for a mod at all)
Thanks Fluffy!


Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: CyberFox on December 28, 2016, 07:34:52 AM
Thanks fluffy
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: CJoker3221 on December 28, 2016, 08:35:24 AM
breathes in...
Work...TAAAAAAAAAAAAAB!
Thaaaaanks Fluffy! All Hail the Kitteh!
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: FoxButt on December 29, 2016, 01:27:49 AM
When I reload a save, the work tab seems to be reset, or at least the numeric part. Favorites stay, but once a colony gets 10+, it gets too tedious. Is there any known bug that makes this happen? I didn't read through every comment, but a quick google search didn't show much. Lol.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Viewtiful on December 29, 2016, 01:48:10 AM
Thanks a bunch for the great mods! I love the improved functionality they give to the tabs :- )
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 29, 2016, 04:19:38 AM
Quote from: FoxButt on December 29, 2016, 01:27:49 AM
When I reload a save, the work tab seems to be reset, or at least the numeric part. Favorites stay, but once a colony gets 10+, it gets too tedious. Is there any known bug that makes this happen? I didn't read through every comment, but a quick google search didn't show much. Lol.
Try it with the latest version of both HugsLib and WorkTab, there was a bug in how I stored things, which may be affecting your game. If that doesn't do the trick, please send me the output_log and save game.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Pichu0102 on December 29, 2016, 06:33:35 AM
This seems like manager is malfunctioning. It's duplicating bills at the tables over and over and over...

Here's the save:
https://drive.google.com/open?id=0Bw9MkN7biQ5BVVBhSUdyMFB2RjA (https://drive.google.com/open?id=0Bw9MkN7biQ5BVVBhSUdyMFB2RjA)

[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Iwillbenicetou on December 29, 2016, 09:25:56 AM
During the night of my gameplay, the manager (the AI version) tends to try to double designate animals to be slaughtered. I get about 5-10 errors about this every night until my colonists wake up and slaughter them. This isn't required, but I have dev mode on in case some of my mods act up. could you help?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: FoxButt on December 29, 2016, 12:00:24 PM
Quote from: Fluffy (l2032) on December 29, 2016, 04:19:38 AM
Quote from: FoxButt on December 29, 2016, 01:27:49 AM
When I reload a save, the work tab seems to be reset, or at least the numeric part. Favorites stay, but once a colony gets 10+, it gets too tedious. Is there any known bug that makes this happen? I didn't read through every comment, but a quick google search didn't show much. Lol.
Try it with the latest version of both HugsLib and WorkTab, there was a bug in how I stored things, which may be affecting your game. If that doesn't do the trick, please send me the output_log and save game.
That worked, but now the icons for the work tab aren't showing. Lmfao.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: FoxButt on December 29, 2016, 12:10:53 PM
Quote from: FoxButt on December 29, 2016, 12:00:24 PM
Quote from: Fluffy (l2032) on December 29, 2016, 04:19:38 AM
Quote from: FoxButt on December 29, 2016, 01:27:49 AM
When I reload a save, the work tab seems to be reset, or at least the numeric part. Favorites stay, but once a colony gets 10+, it gets too tedious. Is there any known bug that makes this happen? I didn't read through every comment, but a quick google search didn't show much. Lol.
Try it with the latest version of both HugsLib and WorkTab, there was a bug in how I stored things, which may be affecting your game. If that doesn't do the trick, please send me the output_log and save game.
That worked, but now the icons for the work tab aren't showing. Lmfao.
I noticed the Allow tool wasn't working, even though it was enabled. I updated everything, and it seems like everything is working properly now. Allow tool was updated not too long ago to sidestep mod conflictions. Yay, I fixed it.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: JulianSkies on December 29, 2016, 10:19:33 PM
Hey, Fluffy, this is about your Breakdown mod! Which I absolutely friggen adore, that works way better with how stuff breaking down works.
It's more a compatibility question, the Refactored Work Priorities mod re-adds a "Repair" job, but your Breakdown mod obviously doesn't uses it as I imagined the maker of the mod created a custom job and proceeded to reassign the vanilla repairs to it whereas you just use Vanilla's Construction job.
Not even asking you to make a change, just a hint on where to look in your mod's files to adjust it on my side.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: malloc on December 30, 2016, 10:38:08 AM
Quote from: Pichu0102 on December 29, 2016, 06:33:35 AM
This seems like manager is malfunctioning. It's duplicating bills at the tables over and over and over...

I'm experiencing the same issue.  Additionally, Production jobs aren't respecting the hit point percentage filter when counting how many items are already in inventory.  All of them are being counted regardless of quality.  I haven't tested whether the lower slider (Normal or better, etc.) is doing the same thing, but the % filter is definitely being ignored.  It was working in A15 though so something recent changed it.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Pichu0102 on January 01, 2017, 10:09:21 PM
Could we get a legend for colors in the relations tab as well as custom colors? It's a little difficult to tell the difference between hatred and kin lines since both use some shades of red.

EDIT: Also Colony Manager has problems importing configurations where it'll, uh, do this.
http://imgur.com/a/tQLg2
https://gist.github.com/0b73c26b5c1adca1367a22dc8b0fee9b
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: animagus_kitty on January 03, 2017, 12:17:12 AM
I'm in the process of confirming whether this is Work Tabs, or A16, but I have a bug where every time I reload a save with numerical priorities, my priority numbers are reset and i have to redo them.
>change certain skills to 1 and 2
>save
>reload save
>all skills are 3 again

EDIT 1: not A16 by itself or just Work Tabs and HugsLib. So it seems to be a mod conflict, then, probably, but it'll take me a long time to figure out which one is the problem becauuse my computer loads the game so slowly.
I have T's Mods, Hand Me That Brick, BulkMeals, Prepare Carefully, Cobblestone Floors, MineItAll, Pick a Color!, RD Floor Beauty Rebalance, RIMkea, and Work Tab.
I'm guessing it's either Hand Me That Brick or Prepare Carefully, but as of right now i have no idea.


EDIT 2: Doesn't seem to be either of those. Tried to replicate the error with the only change being Work Tabs loading second-to-last, instead of third, and it went away. Definitely a conflict, but I'm no closer to knowing which one.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: LutherX on January 03, 2017, 08:06:05 PM
Are these supposed to be working with A16 Wanderlust?  They're not for me.
Tried using the mods for animal tab, medical tab, relations tab, and work tab.

https://gist.github.com/a73562c17e0f79bf52a68eaf4078da42

Tried with and without HugsLib 2.3.0

Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 03, 2017, 08:15:00 PM
@Julian; You're looking for the xml file in WorkTab/Defs/WorkGiverDefs, change the worktypeDef entry to whatever the defname is for the repair worktype added by refactored work priorities (try looking in something similar to RWP/Defs/WorkTypeDefs/).

@Pichu, Malloc; Thanks for the reports, added to the list - will hopefully get to looking into them soon.

@Animagus; let me know if/when you figure it out, if there's something I can fix I'll look into it!

@LutherX; yep, they should work (mostly). It appears you're missing the .dll for the WorkTab mod, which is a bit odd. Is there any chance you have an overzealous antivirus or something? Try looking in <RW_DIR>/Mods/WorkTab/Assemblies and see if there's anything in there - there should be a single .dll file, but the game seems to thing there isn't.

Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Lucifer on January 03, 2017, 09:03:19 PM
When i download these do i download the source code or the Tab thing?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on January 04, 2017, 02:41:58 AM
Quote from: Lucifer on January 03, 2017, 09:03:19 PM
When i download these do i download the source code or the Tab thing?

Going by your other thread, you want the one that says "Animal Tab v0.16.1.1"

Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: LutherX on January 04, 2017, 05:07:41 AM
Quote from: Fluffy (l2032) on January 03, 2017, 08:15:00 PM

@LutherX; yep, they should work (mostly). It appears you're missing the .dll for the WorkTab mod, which is a bit odd. Is there any chance you have an overzealous antivirus or something? Try looking in <RW_DIR>/Mods/WorkTab/Assemblies and see if there's anything in there - there should be a single .dll file, but the game seems to thing there isn't.

Fluffy_Tabs.dll is there. I shut down my Vipre AV and reinstalled, still the same thing. I'm only trying the worktab mod this time, again with & without the HugsLib.  Is that even required?  Main page says nothing about HugsLib, I only know about that bc of other posts in this thread. Still, I get the same thing regardless of having that enabled or not.

Tried installing manually from the dl page, as well as from the workshop, no luck :/

Thanks for the quick response :)

Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 04, 2017, 10:26:34 AM
@Lucifer; if you click on the little download icon you get the latest 'release' version. These versions normally don't include the source code. If you click on the name of the mod you get an overview of all releases. You can download the archives there (the ones with the version numbers) to get the same or older release versions, or the 'source code' versions. The source code versions are pretty much exactly the same, but they include all of the source code for the assemblies in a 'Source' directory. The game ignores these additional files, but for modders or other interested parties having access to the source code is nice.

@LutherX; HugsLib is required, and should generally be loaded before any mods that require it. You're right that my main post doesn't mention this, but the in-game, steam and github descriptions all do mention it.

Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: LutherX on January 04, 2017, 07:59:34 PM
Quote from: Fluffy (l2032) on January 04, 2017, 10:26:34 AM
@LutherX; HugsLib is required, and should generally be loaded before any mods that require it. You're right that my main post doesn't mention this, but the in-game, steam and github descriptions all do mention it.

Ok, not too sure what I did differently but it's working now. Loaded HugsLib 2.3.0 from the workshop first, loaded the game, then got WorkTab from the workshop, and loaded with no errors. I did get them both from the workshop before, and had them in the same order, so I don't know why it's working now but I'm gonna go with it.  Thanks Fluffy!

The WorkTab is a much-needed improvement, btw.  Good job.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: HYBB on January 05, 2017, 12:13:27 AM
idk if i have some incompatibility issues but the FollowMe mod doent work
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Nanao-kun on January 05, 2017, 02:16:02 AM
Does the Fluffy Breakdowns work with mods that add/modify work jobs? I have one that separates repair and construction, and Hospitality that adds negotiate. As it is now, I rarely see them do maintenance, but they mostly never bother until they break down. Even if they're set to only repair/construct, they just wander around.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: joaonunes on January 05, 2017, 04:04:09 AM
Quote from: Nanao-kun on January 05, 2017, 02:16:02 AM
Does the Fluffy Breakdowns work with mods that add/modify work jobs? I have one that separates repair and construction, and Hospitality that adds negotiate. As it is now, I rarely see them do maintenance, but they mostly never bother until they break down. Even if they're set to only repair/construct, they just wander around.

Hospitality has no issues with any of Fluffy's mods, I play with both mods and have no issues.
What is the mod I underlined? Perhaps that is the cause...

Quote from: hybster on January 05, 2017, 12:13:27 AM
idk if i have some incompatibility issues but the FollowMe mod doent work

Do you have Killface's pawn bar? Because he already has a similar feature and they may conflict... What is your load order?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 05, 2017, 04:17:20 AM
@hybster; both the [HOME] key and right-clicking a colonist in the colonist bar should activate tracking. Make sure to leave your mouse somewhere in the center, as the latest update added edge scrolling breaking the tracking.

If all goes well you should get a little 'following x' notification in the upper left. If not, please send me an output_log.

@nanao-kun; it should work just fine. Make sure you have the latest version, as I drastically improved the priority of maintenance. By the way, since refactored work priorities isn't aware of my mod, it won't move maintenance to the repair category - so the maintenance in my mod will still be in the construction category.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: faltonico on January 05, 2017, 06:44:54 AM
"The Birds and the Bees"
I would probably end up needing an EPOE patch for that! xD
Or a new type of drug :wink:
Thanks for the new mod!
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: slayit on January 05, 2017, 08:58:42 AM
May I ask where I can find the license of your mods?
The links from your other threads seems to be leading to a non existent post in this thread. (https://ludeon.com/forums/index.php?topic=16120.msg171780#msg171780)

Your only thread where I could find a license was: https://creativecommons.org/licenses/by/4.0/ (https://ludeon.com/forums/index.php?topic=16091.msg171416#msg171416)
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 05, 2017, 01:31:35 PM
Unless otherwise mentioned, all my mods are CC-BY-SA-NC 4.0 international.

That is; creative commons, attribution (mention my name when you re-use), share-alike (derivative works must follow the same license), non-commercial (you're not allowed to use my work in commercial - for profit - products).

Generally speaking, do whatever you want, just don't try to pretend my work is your work, and don't profit financially from my work.

You're right in that I used to have a license post in this thread, but I've recently removed it. License information should be in all the other usual places - steam, github and in-game descriptions. I'll add a notice about the license to the front page sometime soon.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: slayit on January 05, 2017, 01:51:47 PM
Of course GitHub LICENSE file was the first thing I was looking for. Second went here looking for it and well, then I asked. Thanks for answering. :)
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: HYBB on January 05, 2017, 02:20:29 PM
Quote from: Fluffy (l2032) on January 05, 2017, 04:17:20 AM
@hybster; both the [HOME] key and right-clicking a colonist in the colonist bar should activate tracking. Make sure to leave your mouse somewhere in the center, as the latest update added edge scrolling breaking the tracking.

If all goes well you should get a little 'following x' notification in the upper left. If not, please send me an output_log.

@nanao-kun; it should work just fine. Make sure you have the latest version, as I drastically improved the priority of maintenance. By the way, since refactored work priorities isn't aware of my mod, it won't move maintenance to the repair category - so the maintenance in my mod will still be in the construction category.

i create a newgame and now is working, but it doesnt in me old savegame
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: WoodyDaOcas on January 05, 2017, 03:21:44 PM
Quote from: hybster on January 05, 2017, 02:20:29 PM
i create a newgame and now is working, but it doesnt in me old savegame
Oh, I see.. that's why it's not working for me :) Thank you, also for the mod itself, of course)
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 05, 2017, 05:24:54 PM
Hmm, I might have to do some injection magic for follow me - will look into it!
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Love on January 05, 2017, 05:28:13 PM
Any luck on the Relations Tab Faction errors Fluffy?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: WoodyDaOcas on January 05, 2017, 06:13:49 PM
thank you, Fluffy :) as a developer myself I have to say you have real talent, your mods are really great, definitely best what I've seen around, although a lot of them are very very good. Thank you
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: kardofaces on January 06, 2017, 05:58:09 AM
Follow Me didn't do anything for me, tried changing the keybinding. Right clicking on colonist bar sends me to the World. I do use other mods though.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: neobikes on January 07, 2017, 05:49:36 AM
I got bug using worktab

Each time i load savegame my work tab got messed up and changes to some default/old state or switch into simple view with messed up priorities

i using few mods
REFACTORED WORK PRIORITIES
LOOK AT ME I AM THE WORKER NOW
RAINDROPS NO LONGER FALL ON MY HEAD
STEP AWAY FROM MEDICINE

what might be the reason to that bug?

Someone else got similar bug using:
I have T's Mods, Hand Me That Brick, BulkMeals, Prepare Carefully, Cobblestone Floors, MineItAll, Pick a Color!, RD Floor Beauty Rebalance, RIMkea, and Work Tab.


OK so i found:
REFACTORED WORK PRIORITIES - mod that adds few things like haul rottable objects .. etc. Is causing that bug


ok i removed many mods and still that happens. :( its not RWP causing it
Title: Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
Post by: Senio on January 07, 2017, 07:44:19 AM
Quote from: Fluffy (l2032) on September 17, 2015, 03:19:27 PM
New mod; Medical Info (https://ludeon.com/forums/index.php?topic=16120.msg171785#msg171785)
about Animal Tab can modify UI? very bad
(https://i.imgur.com/ke5MpwDl.png)
like this?
(https://i.imgur.com/Tbty3XEl.png)
thank you.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Dacksi on January 09, 2017, 11:12:11 AM
Hello. Is there a way to disable the Mod Work Tabs in a running game? Somebody wrote that there should be problems with robots and work tabs, I want to test.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 09, 2017, 03:22:59 PM
Quote from: Dacksi on January 09, 2017, 11:12:11 AM
Hello. Is there a way to disable the Mod Work Tabs in a running game? Somebody wrote that there should be problems with robots and work tabs, I want to test.
Yes. Just disable the mod in the mod menu, like normal. But I've also just released an update that should fix the incompatibility with Misc. Robots.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Canute on January 09, 2017, 03:36:54 PM
Quote from: neobikes on January 07, 2017, 05:49:36 AM
I got bug using worktab

Each time i load savegame my work tab got messed up and changes to some default/old state or switch into simple view with messed up priorities

OK so i found:
REFACTORED WORK PRIORITIES - mod that adds few things like haul rottable objects .. etc. Is causing that bug

ok i removed many mods and still that happens. :( its not RWP causing it
It is "Hand me the brick", when you move "Hand me the brick" before Worktab it should work.

Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: hwfanatic on January 09, 2017, 05:38:30 PM
Can you please help me disable the maintenance list on the left? I think I may have enabled it somehow - don't know how.

Screenshot: http://imgur.com/mMBXCYW

EDIT: And the increased breakdown rate since the update caught me by surprise.  :)  I don't yet have the necessary research and my base is literally breaking apart.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: JulianSkies on January 09, 2017, 06:37:47 PM
Quote from: Fluffy (l2032) on January 03, 2017, 08:15:00 PM
@Julian; You're looking for the xml file in WorkTab/Defs/WorkGiverDefs, change the worktypeDef entry to whatever the defname is for the repair worktype added by refactored work priorities (try looking in something similar to RWP/Defs/WorkTypeDefs/).

@Pichu, Malloc; Thanks for the reports, added to the list - will hopefully get to looking into them soon.

@Animagus; let me know if/when you figure it out, if there's something I can fix I'll look into it!

@LutherX; yep, they should work (mostly). It appears you're missing the .dll for the WorkTab mod, which is a bit odd. Is there any chance you have an overzealous antivirus or something? Try looking in <RW_DIR>/Mods/WorkTab/Assemblies and see if there's anything in there - there should be a single .dll file, but the game seems to thing there isn't.

Fluffy! Thank you very much for this, you are the most gracious modder.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: coldcell on January 09, 2017, 06:45:33 PM
First of all, thank you for the awesome mods!

I just have a quick question on how to use the Colony Manager. There are 3 turkeys in my map, and I set up the auto-taming. I also have a guy who is good at Handling and his priority is set at 2 (above the critical rest, firefighting, etc). He successfully tamed 1 Turkey. However since then, I don't see him even attempting to tame.

Any idea what's wrong? I have a bunch of mods, but none that should conflict with taming (I think...). The remaining 2 turkeys do not have Tame enabled when I click on them. Is this normal?

Thanks!
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Onslaught on January 09, 2017, 07:41:39 PM
is the RW_nocolonistsleftbehind mod ever going to be updated? The version on GitHub is for Alpha12D. It doesn't work with the new version. Please update this. Thanks.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: System.Linq on January 09, 2017, 07:49:40 PM
You can already take pets with you by designating them to be euthanized, cancelling it when they're anesthetized, and then prioritizing them to be hauled to a cryptosleep casket.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: kosh401 on January 09, 2017, 07:57:27 PM
Quote from: hwfanatic on January 09, 2017, 05:38:30 PM
Can you please help me disable the maintenance list on the left? I think I may have enabled it somehow - don't know how.

Screenshot: http://imgur.com/mMBXCYW

EDIT: And the increased breakdown rate since the update caught me by surprise.  :)  I don't yet have the necessary research and my base is literally breaking apart.

Came here looking to see if it was just me! And now having looked at the Workshop comments for Breakdowns, there is definitely something off. My entire colony is buggered with constant breakdowns and all pawns on lvl 1 repair priority still can't keep up so I'm assuming something goofy happened and this wasn't intentional. Poor Fluffy, a modder's work is never done :/  (thx for the work + robots fix btw!)
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Onslaught on January 09, 2017, 10:03:46 PM
Quote from: Psychology on January 09, 2017, 07:49:40 PM
You can already take pets with you by designating them to be euthanized, cancelling it when they're anesthetized, and then prioritizing them to be hauled to a cryptosleep casket.

Thanks I didn't know about this.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 10, 2017, 01:58:53 AM
@All; sorry for the snafu with breakdowns, I accidentally released a debug build that includes the overview + a much higher breakdown rate.

@sidfu; CaveworldFlora is not mine, nor does this error seem related to any incompatibility with mods of mine, I can't help you here.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Canute on January 10, 2017, 09:28:37 AM
Worktab works better now, don't loose settings.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: JulianSkies on January 10, 2017, 06:10:23 PM
Oh hey I figured I might drop this here since it's a thing I noticed in other mods, but your Manager Table costs only 1 work to build.
I do believe there was some behind-the-scenes change where you don't want to use the "WorkToMake" component but "WorkToBuild" now, or so i've read in another thread I can no longer find, and this change has caused whatever it can't find a number for to default to 1.

I may be wrong, though.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 11, 2017, 02:05:25 AM
Ugh, Tynan, please!

Thanks for pointing that one out Julian, I'll see about fixing it.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Wishmaster on January 11, 2017, 03:17:20 AM
FINALLY the work tab is back ! It was missing too much in A15
Title: Re: [A12-16][MODLIST] Fluffy's Mods "ERROR, could not find a type.."
Post by: thdahwache on January 11, 2017, 12:57:48 PM
Hi there! I'm trying to use the mods, put i keep getting and error, "could not find a type", the output_log is attached.
Sorry the bad english and really thanks!

[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 11, 2017, 04:14:01 PM
hey thdahwache, you need to install HugsLib, and load it before other mods. You can find HugsLib here on the forum or on steam, should be easy to find.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: BlackGyver on January 11, 2017, 05:20:04 PM
Just wanted to signal that loading WorkTab after Prepare Carefully in the mod order can apparently cause the game to override some normally unassignable jobs (pawn incapable of Dumb Labor will have hauling enabled though still blank in the work tab, but with no ability to set a work priority on it or disable it).
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Minnigin on January 12, 2017, 05:37:42 PM
birds and the bees, pants dont cover reproductive organs, but shirts and accessories do lol
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 12, 2017, 06:31:14 PM
yeah, they cover the body. I figured it'd make more sense to add them to the body than to the legs, as there's no concept of a 'groin area' in the vanilla body definitions.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Minnigin on January 12, 2017, 09:46:50 PM
Quote from: Fluffy (l2032) on January 12, 2017, 06:31:14 PM
yeah, they cover the body. I figured it'd make more sense to add them to the body than to the legs, as there's no concept of a 'groin area' in the vanilla body definitions.
ah gotchya, thanks :D
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: doomdude1 on January 13, 2017, 04:12:21 AM
Hey, so something seems to be borked with the level 2 components, as soon as I researched the tech all items started going to <0.1% maintenance within seconds. Even if constantly repaired they'd go down and break almost immediately. I tried replacing all of them using devmode, but it still kept happening. How would I go about fixing this?

Also, don't know if it's related, but once I disabled the mod it started giving me errors when I try to save the game.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 13, 2017, 04:27:58 AM
@doomdude, can you make sure you're on the latest version? This should have been fixed a couple of days ago.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: doomdude1 on January 13, 2017, 04:35:50 AM
Quote from: Fluffy (l2032) on January 13, 2017, 04:27:58 AM
@doomdude, can you make sure you're on the latest version? This should have been fixed a couple of days ago.

I'm on Alpha 16 - 0.16.1393, that's the current one, no? Also, it seems once I disabled the mod I've started experiencing savegame issues
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 13, 2017, 04:38:14 AM
I meant the latest version of the mod. As for disabling it, it's generally not recommended to add/remove mods mid-game. Especially removing things can break your saves, as there might be information linked to the mod in the save game that is now missing which will freak the game or other mods out. Either way, I'll need an output_log to investigate further.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: doomdude1 on January 13, 2017, 06:08:45 AM
Quote from: Fluffy (l2032) on January 13, 2017, 04:38:14 AM
I meant the latest version of the mod. As for disabling it, it's generally not recommended to add/remove mods mid-game. Especially removing things can break your saves, as there might be information linked to the mod in the save game that is now missing which will freak the game or other mods out. Either way, I'll need an output_log to investigate further.

Gosh, I'm not sure, I downloaded and installed it on the 10th.

I'm afraid I'm not able to attach the file as it's around 40MBs (!). Can you recommend a filesharing service that I could use, since it's too big even for pastebin.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 13, 2017, 08:52:51 AM
try zipping it, if it's that bug it probably has a lot of the same repeated error, should be a lot smaller after zipping (or rarring, or whatever archive has your preference).
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: doomdude1 on January 13, 2017, 10:16:17 AM
Well, two things happened.

First, I realized what was freaking out, it was the Miscellanious Robot mod, something about the robots not being able to find their charging stations or similar. Once disabled game worked better (I actually had stutter at 3x speed).

I have attached the big log file, that one is compressed, and a newer log file that got generated upon my game crashing, when I tried to exit+save. I also lost around 3 hours of colony work/

This is the message I was getting with the autosaves and the manual exit+save
(http://i.imgur.com/jNgiXra.jpg)



[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 13, 2017, 11:17:29 AM
I'm sorry to hear you lost that much work/play. Not sure what to tell you, there's a few initial errors where it can't find things from my mod that are in the save game, but those should be ignorable. After that there's millions of errors with warden jobs and robots, and the save itself is breaking on storing tales (the events used for art and such). None of these things are even slightly related to my mods...

I suspect you have a buggy version of at least the robots, possibly more mods.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: zmadz on January 13, 2017, 11:19:00 AM
doomdude1 i beleive misc robots are not compatible with work tab
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: doomdude1 on January 13, 2017, 11:29:05 AM
Quote from: Fluffy (l2032) on January 13, 2017, 11:17:29 AM
I'm sorry to hear you lost that much work/play. Not sure what to tell you, there's a few initial errors where it can't find things from my mod that are in the save game, but those should be ignorable. After that there's millions of errors with warden jobs and robots, and the save itself is breaking on storing tales (the events used for art and such). None of these things are even slightly related to my mods...

I suspect you have a buggy version of at least the robots, possibly more mods.

Oh well, thanks a bunch for looking into it, you've been a great help!
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: RickyMartini on January 13, 2017, 11:37:48 AM
Quote from: zmadz on January 13, 2017, 11:19:00 AM
doomdude1 i beleive misc robots are not compatible with work tab

Why would that be the case?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: zmadz on January 13, 2017, 12:09:38 PM
Quote from: Skissor on January 13, 2017, 11:37:48 AM
Quote from: zmadz on January 13, 2017, 11:19:00 AM
doomdude1 i beleive misc robots are not compatible with work tab

Why would that be the case?

i do apologize for misleading information, just read (on misc forum mod page )that fluffy fixed the error.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: venoshock on January 14, 2017, 03:48:13 PM
Any chance there's a fix to work tab regarding the gui resize bug?
for some reason the entire tab is out of the screen to the bottom.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Danetta on January 16, 2017, 01:12:40 AM
Labels on items inside subcategories (architectsense) cannot be clearly seen. The are partially covered by items beyond/above them.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: onerous1 on January 16, 2017, 12:16:46 PM
Would someone explain how to use the time scheduler? I would like to schedule items to be hauled at the end of the day. Am I changing the priorities for that block of time versus the priorities for the rest of the day?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Canute on January 16, 2017, 12:35:42 PM
Open work, and select the scheduled priorities.
- deselect the whole day, with right click on the clock symbol down right.
- select the time frame you want to set for hauling.
- now enable hauling for the pawn they should haul, and disable the higher prioriety works. Just the standard work they would do, like craft,cook,mine. Not the Special one like firefight, doctor,warden.

On these selected works you should see now a clock symbol.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: AzharNoordin on January 17, 2017, 03:02:12 AM
Im kinda still confused about the breakdown mod...so far i've never seen my pawn maintain anything and things still breakdown...does it have any conflict with any mod...i have the hugslib and put it right below it
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: AnNyeong on January 17, 2017, 11:44:10 PM
https://i.gyazo.com/84ec99e9cebd118ed2b3d2b9c463e67e.jpg

Only shows 1 worker in the better work tab and only the expended list works, the time line and stuff don't work.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 18, 2017, 01:52:57 AM
folks, there is NOTHING I can do with just a screenshot or vague description of a problem. I need more information, I need output_logs from when these things occurred.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: faltonico on January 19, 2017, 06:57:15 PM
Quote from: AzharNoordin on January 17, 2017, 03:02:12 AM
Im kinda still confused about the breakdown mod...so far i've never seen my pawn maintain anything and things still breakdown...does it have any conflict with any mod...i have the hugslib and put it right below it
If the mod is correctly installed, you also need the stuff to be maintained inside the home area, and of course, prioritize the job properly.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Thyme on January 20, 2017, 05:47:16 PM
Fluffy, thank you for those mods, they're awesome!

Could you make the note for WorkTab requiring HugsLib a bit more obvious? I just wasted an hour trying to figure out what was wrong. Maybe I'm just stupidblind though x)

[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: cap75 on January 20, 2017, 07:23:20 PM
Love the mods.

But with breakdows can you add a decay rate to the options? Cause a large base its hard to maintain... i have a lots of paws interrupting their tasks to cross the base to repair something, adjusting the breakdown repair doesnt help that much.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: faltonico on January 22, 2017, 03:42:50 PM
Quote from: cap75 on January 20, 2017, 07:23:20 PM
Love the mods.

But with breakdows can you add a decay rate to the options? Cause a large base its hard to maintain... i have a lots of paws interrupting their tasks to cross the base to repair something, adjusting the breakdown repair doesnt help that much.
Even with the additional tiers of reinforced components?
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 23, 2017, 02:09:36 AM
I'm actually finding it a bit too easy to maintain everything in my current playthrough..., haven't had a breakdown yet, and I've been through some hard times.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Thyme on January 23, 2017, 12:35:29 PM
The balancing is not too far off if there're people complaining about being too easy and others complaining about being too hard.

How many construction pawns do you have, faltonico? Should be sufficient if only a few do construction. I have one, but up to 15 colonists endgame isn't big.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: hwfanatic on January 23, 2017, 06:38:23 PM
It's say it's pretty balanced early and mid game. Haven't had much late game this alpha.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: faltonico on January 23, 2017, 07:21:51 PM
Quote from: Thyme on January 23, 2017, 12:35:29 PM
How many construction pawns do you have, faltonico? Should be sufficient if only a few do construction. I have one, but up to 15 colonists endgame isn't big.
I'm not having any trouble with maintenance at all, i was asking @cap75 those questions to try to find out why he would have problems with the mod.
And I use worktab as well, with it you can have all of your colonist to do maintenance work, and forbid the unskilled ones to do general construction.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: AnNyeong on January 23, 2017, 08:33:24 PM
Is the ''export'' button supposed to save the blueprint locally so you can use it on other colonies/saves? 'Cause it's definitely not doing that for me ! :(
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: cap75 on January 23, 2017, 10:39:06 PM
Quote from: Fluffy (l2032) on January 23, 2017, 02:09:36 AM
I'm actually finding it a bit too easy to maintain everything in my current playthrough..., haven't had a breakdown yet, and I've been through some hard times.

My problem isnt the breakdowns, in fact it is way better than in vanilla. The problem is related with work priorities, cause repair is tied with construction and i have several itens decaying all over the base.

So, i am seeing a lot of pawn interrupting a job to walk to the otherside to repair something a then return to complete the previous task.

I might be just work priorities beeing mismanaged, but an option to ctrl the decay seemed a nice option.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on January 23, 2017, 10:53:28 PM
Quote from: cap75 on January 23, 2017, 10:39:06 PM
Quote from: Fluffy (l2032) on January 23, 2017, 02:09:36 AM
I'm actually finding it a bit too easy to maintain everything in my current playthrough..., haven't had a breakdown yet, and I've been through some hard times.

My problem isnt the breakdowns, in fact it is way better than in vanilla. The problem is related with work priorities, cause repair is tied with construction and i have several itens decaying all over the base.

So, i am seeing a lot of pawn interrupting a job to walk to the otherside to repair something a then return to complete the previous task.

I might be just work priorities beeing mismanaged, but an option to ctrl the decay seemed a nice option.

What I have done is revert it back to the Repair that used to be there (thanks Dingo!)

To do this, I am using RefactoredWorkPriorities to add Repair back to the list ( https://ludeon.com/forums/index.php?topic=26077.0 )
and also Fluffy's Work Tab and Breakdowns of course (beginning of this thread)

I then changed some XML in Fluffy's Breakdown to switch the job back to repair as documented here: https://ludeon.com/forums/index.php?topic=26077.msg294182#msg294182 

For mod order of these three (with others mixed in as well) I have:
Fluffy Breakdowns
Refactored Work Priorities
Fluffy Work Tab

Works great!
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Canute on January 24, 2017, 08:28:50 AM
What do you try to open ?
the manager desk you can build, or the button at the down side , next to Architect,work ?
For the manager desk, you need to select a pawn with enabled managing skill then you can force him to manage.

For the button, you should delete the colony manager mod, and reinstall it.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: PFC Calico on January 26, 2017, 02:21:03 AM
Hi Guys,

Just a quick one before I post a repeated problem from earlier but i couldn't find a solution to it. I am currently having problems with the advanced work tab options for individual jobs priorities whereby they reset to blank for some pawns but not all. Has this been solved by fluffy?

N.B. I did use the search function and saw a lot of people having the same problems with priorities resetting but saw on the bug report page on github that fluffy was having problems replicating.

Tah
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Canute on January 26, 2017, 03:41:14 AM
The reseting should be solved.
Delete the old worktab folder, download the newest version and install it.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: PFC Calico on January 26, 2017, 02:26:04 PM
tah will try that tonight on a new save and will edit this post with the results.

Update, after analysing my mod load order, apart from some unrelated problems with animal prosthesis and epoe mod not being in the right order in relation to their patch i seem to have solved my problem where-by anything that could remotely cause a change with a job (like plant cut for growers) was moved to top of load order just after hugslib but before work tab and work tab was the last item in the list. Note that for combinations like animal prosthesis and epoe along with integration patch for the two i put them in their correct order with respect to each other and work tab. after restart of pc, steam, rimworld several times i can now no-longer recreate my issue.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: CyberFox on January 27, 2017, 10:42:43 AM
Hi Fluffy

Have this error(s) when starting a new game - I used to run with 45 plus mods when getting this - so i have eliminated all the mods except EdBPrepareCarefully and your WorkTab mod.

With Worktab removed i do not get this warnings.

Object with load ID Thing_Human476 is referenced (xml node name: pawn) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.Scribe:FinalizeWriting()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.<DoFileInteraction>c__AnonStorey380:<>m__4B2()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()

To replicate this behavior
1. Start new game
2. Mods ONLY - HugsLib, EdBPrepareCarefully and WorkTab
3. Create world
4. Use EDB to create colonist(s) - next start game
5. Let the colonist(s) wander around for a minute or so - then save the game
6. The moment you save the game these warnings are spammed.
7. open dev tools - and you will notice a bunch of warnings all as above but "ID Thing_HumanXXX" has different numbers - If you start another new game you will get different "ID Thing_HumanXXX" anything from 18 to 25 of these warnings are spammed.

If you  use quicksaver mod(https://ludeon.com/forums/index.php?topic=24532.0) and have Debug panel open you will notice the moment you hit the quick save button the warnings are spammed.

I then save the game - quit to OS - restart Rimworld - load the game - save again - quit to OS - load again - and then these warnings no longer appear.

I'm not sure if these warnings are game breaking or not or if my work around to this problem will still break my game at later stages or not.

I need advice please! Thanks
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Mst on January 29, 2017, 08:35:51 PM
Thanks for the awesome mods!
But I've got a little problem with Relations. While looking very cool it lacks general information/description of factions from the vanilla tab and I can't find it anywhere else. Maybe it's not relevant gameplay wise but I like reading this little reference from time to time especially when I encounter new faction.
Also all text has no margins in my game and just placed right by the left side of the screen. Not really a problem but maybe worth noting.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Azazen on January 30, 2017, 10:15:20 PM
Don't know if you've already done this but -add a third dimension- aka a popup for timed work scheduling, when you click/rightlick/whatever on a specific job bring up a window that shows that job and a priority box for every segment of time throughout the day.  On the original work space let people set the number to whatever, and if they set up a timed priority but the little clock next to the number, the number designating the priority that job has during the periods that haven't been altered in the time segment window.  I guess, or something, or whatever you want.  This was just the idea that unfolded when I watched your old video and you said the magic "you'll need a third dimension" words.  Thanks for the mod bud.

Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 31, 2017, 02:20:22 AM
Quote from: CyberFox on January 27, 2017, 10:42:43 AM
Hi Fluffy

Have this error(s) when starting a new game - I used to run with 45 plus mods when getting this - so i have eliminated all the mods except EdBPrepareCarefully and your WorkTab mod.

With Worktab removed i do not get this warnings.

Object with load ID Thing_Human476 is referenced (xml node name: pawn) but is not deep-saved. This will cause errors during loading.

- snip -

I'm not sure if these warnings are game breaking or not or if my work around to this problem will still break my game at later stages or not.

I need advice please! Thanks

I haven't fully investigated, but I suspect Prepare Carefully causes pawn work schedules to be created by generating its random pawns. If you then discard these pawns (or they are generated, but don't fit with criteria and are discarded behind the scenes by PC) they are never saved, but they are also not removed from the work tab's priorities cache.

In theory, it shouldn't matter. There will be some garbage data in the save game, but that should be filtered out upon loading the save game. That seems to match your reported behaviour of it not happening again later. As long as you're not encountering any further issues, I'm inclined to say it's a harmless warning. Nonetheless, I'll look into filtering out garbage pawns before saving.
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: CyberFox on January 31, 2017, 10:03:10 AM
Quote from: Fluffy (l2032) on January 31, 2017, 02:20:22 AM
Quote from: CyberFox on January 27, 2017, 10:42:43 AM
Hi Fluffy

Have this error(s) when starting a new game - I used to run with 45 plus mods when getting this - so i have eliminated all the mods except EdBPrepareCarefully and your WorkTab mod.

With Worktab removed i do not get this warnings.

Object with load ID Thing_Human476 is referenced (xml node name: pawn) but is not deep-saved. This will cause errors during loading.

- snip -

I'm not sure if these warnings are game breaking or not or if my work around to this problem will still break my game at later stages or not.

I need advice please! Thanks

I haven't fully investigated, but I suspect Prepare Carefully causes pawn work schedules to be created by generating its random pawns. If you then discard these pawns (or they are generated, but don't fit with criteria and are discarded behind the scenes by PC) they are never saved, but they are also not removed from the work tab's priorities cache.

In theory, it shouldn't matter. There will be some garbage data in the save game, but that should be filtered out upon loading the save game. That seems to match your reported behaviour of it not happening again later. As long as you're not encountering any further issues, I'm inclined to say it's a harmless warning. Nonetheless, I'll look into filtering out garbage pawns before saving.

Thanks for the reply, Fluffy - I am well into my game and once in a while i do encounter a similar warning but only 1 liner(not multiple warnings), but I suspect another mod to be responsible for that. Still trying to pin down which mod it is as it is completely random. But nothing game breaking so far.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: Fluffy (l2032) on January 31, 2017, 06:25:03 PM
I've added a new mod; Stuffed Floors.

QuoteAllows building floors out of stuff*.

Important
This mod requires both HugsLib and Architect Sense to be loaded before it. HugsLib must be loaded before Architect Sense, and Architect Sense must be loaded before Stuffed Floors.

You can safely add this mod to you save games, but you can not remove it from save games. (If you really must do this, you'll have to remove all built stuffed floors added by this mod first).

Features
This mod does two things. First, using Architect Sense it provides a framework for modders to define their own stuffed floor types. Second, it uses this framework to create a number of new floors that are stuffed.

For players
Adds several floor types (borrowed with permission from Telkir's More Floors, CuproPanda's Extra Floors[ludeon.com] and Pravus' Fences and Floors) in a variety of stone, wood and metal types.

Works great with other mods that add more resources, e.g. Minerals and Materials, Extended Woodworking and GlitterTech.

This mod also organizes and where needed, removes the floors added by Vanilla RimWorld, More Floors, Extended Woodworking, Minerals and Materials, GlitterTech and Floored.

For modders
Adds a custom FloorTypeDef that derives from TerrainDef, and allows modders to create floortypes by setting a texture (grayscale for best effect, will be coloured by stuff) and a list of stuffCategories to generate terrain defs for. The resulting designators will be placed together in a category, and any vanilla or other mod's terrains made obsolete can also be provided in the XML, and will then be hidden for the user (but not removed, so it won't break save games).

Known issues
While this mod will happily generate more floors for any mods that add materials to the metallic, stony and/or woody stuff types, it only cleans up the floors added by mods that are explicitly supported. Any other mods that add floor types may appear as duplicates. If you encounter such an issue, or know of mods that add more floors, please let me know!

Technical details
*: This mod doesn't actually allow building stuffed floors. Rather, it spoofs this behaviour by generating TerrainDefs for each of the stuffDefs handed to it, and then using ArchitectSense to group these terrains together and give a user experience similar to stuff selection on buildings. This mod doesn't do anything destructive, it doesn't make any detours, and doesn't remove any defs. It does however remove a number of designators from the architect in order to hide them from the user.

Contributors
- Telkir: Permission to use textures for many of the floors
- CuproPanda: Permission to use textures for even more floors
- Pravus: Permission to use textures for yet more floors
- DarkSlayerEx: Original idea, texture tweaks and moral support
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: Elysium on February 01, 2017, 05:51:35 AM
Stuffed Floors looks like it could be very useful for users and modders! Less clutter while maintaining a varied selection sounds great, and this is a great example of how to use the Architect Sense framework.  Great work as always, Fluffy!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: Sarelth on February 01, 2017, 08:19:30 AM
Loving stuffed floors so far. It makes my base looks so much better.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: Fluffy (l2032) on February 01, 2017, 08:25:16 AM
Glad to hear it :)

Though the credits for making your base look better should really go to Telkir, CuproPanda and Pravus, I re-used their textures (with their explicit permission). It's making the floors category in the architect look better that I will take credit for ;).
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: Der Failer on February 01, 2017, 01:02:35 PM
Quote from: Fluffy (l2032) on January 31, 2017, 06:25:03 PM
...
Stuffed Floors
...

It is time for this quote again, isn't is.
Quote from: Tynan (op is lost somewhere in the forum)I don't really understand. How would a floor have a stuff? It's not a Thing.

But seriously it's nice to see stuffed floors back. I'll definitely give it a go. :)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: FreyaMaluk on February 02, 2017, 01:11:22 AM
Dear Fluffy...
I love all your mods, cuz they are balanced and don't affect gameplay (well, I don't think they do)... Thank you... I love you... xD... ok... I'll gonna stop now...
This post is not only to express my gratitude, but also, unfortunately, to report some errors.
I'm getting these bad boys with the "Follow me" mod

Duplicate code-linked translation key: FollowMe.Cancel in language English
Verse.Log:Warning(String)
Verse.LoadedLanguage:LoadFromFile_Keyed(FileInfo)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Duplicate code-linked translation key: FollowMe.Follow in language English
Verse.Log:Warning(String)
Verse.LoadedLanguage:LoadFromFile_Keyed(FileInfo)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Duplicate code-linked translation key: FollowMe.Follow in language English
Verse.Log:Warning(String)
Verse.LoadedLanguage:LoadFromFile_Keyed(FileInfo)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Duplicate code-linked translation key: FollowMe.RejectMultiple in language English
Verse.Log:Warning(String)
Verse.LoadedLanguage:LoadFromFile_Keyed(FileInfo)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Duplicate code-linked translation key: FollowMe.RejectMultiple in language English
Verse.Log:Warning(String)
Verse.LoadedLanguage:LoadFromFile_Keyed(FileInfo)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Duplicate code-linked translation key: FollowMe.RejectNoSelection in language English
Verse.Log:Warning(String)
Verse.LoadedLanguage:LoadFromFile_Keyed(FileInfo)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Duplicate code-linked translation key: FollowMe.RejectNotAThing in language English
Verse.Log:Warning(String)
Verse.LoadedLanguage:LoadFromFile_Keyed(FileInfo)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()



Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: TrashMan on February 02, 2017, 09:23:53 AM
I got a mother and daughter that became lovers and the relation tab derped....
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: Fluffy (l2032) on February 02, 2017, 09:54:51 AM
Ok, first off, that's... good for them?

Second, and more importantly, I'll need an output_log - 'derped' is not an accurate enough description to go by...

Actually, no, it's just wrong. That reminds me, I used to have a friend who got married to a nice girl. Then his little sister got married to his wife's little brother. To me, that's always felt wrong. It's not incest, but still icky. Although I guess it keeps family meetings nice and manageable. How do you guys feel about this?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: PotatoeTater on February 02, 2017, 10:44:40 AM
Quote from: Fluffy (l2032) on February 02, 2017, 09:54:51 AM
Ok, first off, that's... good for them?

Second, and more importantly, I'll need an output_log - 'derped' is not an accurate enough description to go by...

Actually, no, it's just wrong. That reminds me, I used to have a friend who got married to a nice girl. Then his little sister got married to his wife's little brother. To me, that's always felt wrong. It's not incest, but still icky. Although I guess it keeps family meetings nice and manageable. How do you guys feel about this?

Morally it's kind of wrong? I mean it happens in real life and you see it on the news sometimes. Just doesn't feel right to me with how many people are out there, but I guess to each their own?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: Rei-No on February 02, 2017, 02:20:18 PM
which medical mod were you refering to in the video for this. there seem to be many out there at this time.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: Rock5 on February 02, 2017, 03:28:54 PM
My sister married my cousins husbands brother. It seemed weird at first but you get used to it. Makes our 2 families very close being joined at 2 places as it is.

Technically speaking I don't think it's actually wrong to marry someone who doesn't share blood and is related to you only by marriage. I couldn't even find any information on the web about sibling in-law marriages (which is what I think you are talking about).
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: FreyaMaluk on February 02, 2017, 04:32:46 PM
Quote from: Rei-No on February 02, 2017, 02:20:18 PM
which medical mod were you refering to in the video for this. there seem to be many out there at this time.

I hink that you mean the Medical Tab... Go back to the first page to download it
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: Mst on February 02, 2017, 08:54:22 PM
Hi Fluffy! love your mods. Only one question.
Is it possible to add info from oridginal factions tab to your Relations mod? The one with big « i » letter.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
Post by: 123nick on February 04, 2017, 05:07:35 AM



bug , when i try opening the relations tab, i get this: http://i.imgur.com/fFuCpkS.jpg after swithcing to the factions tab, and now i cant open it at all D: any help?

i also got this: http://i.imgur.com/1PIeqe0.jpg and this: http://i.imgur.com/yqkoIh5.jpg and these errors: http://i.imgur.com/qMx29IU.jpg
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackGyver on February 05, 2017, 04:37:57 AM
Hello Fluffy!

Your new StackMerger mod sounds pretty wonderful, and I can't wait to test this one out, however one thing came to mind; how did you handle the issues that arise when pawns try to merge on or take from a single stack? In my recent games it seemed obvious (especially so with Stack XXL) that two pawns couldn't be assigned to the same stack (and would either wait until the stack was freed, or take/drop on another), have you managed to make it so they finally can? This would be a gigantic improvement!

Would love to hear your thoughts about this!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 05, 2017, 05:19:43 AM
@Kurt; I'll look into that, I thought I had all the relevant info copied over, but I may have missed that!
@123 Nick; Thanks, I'll look into it. From your screenshots, it looks like you have two colonies, but one doesn't have any pawns in it. Is that correct?
@ BlackGyver; Sorry, that's pretty much out of scope for this mod. We're talking about reservations here, whenever a pawn wants to do something with an object, she puts a 'lock' (reservation) on it, so other pawns can't do anything with it at the same time. This hugely simplifies the way jobs and a variety of interactions work, and most of RimWorlds jobs and AI depend on them. Changing this mechanic is going to be nigh impossible for a mod to do. (and I'm certainly not going to try, sorry).
That said, what this mod will do is merge these stacks after they've initially been placed. Also, it's worth a mention that the 'tidy up' job this mod adds has the lowest priority in the haul category, so any other hauling is done first, and only after that are stockpiles tidied up (or you can manually force pawns to do it.)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Rock5 on February 05, 2017, 06:16:39 AM
Just wanted to point out, I'm pretty sure that multiple pawns can get meals from the same stack at the same time. So the mechanic does exists in the game, well at least for this situation.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 05, 2017, 08:00:27 AM
I've added the faction description to the faction tab, is there anything else I'm missing there?

Also fixed another bug with getting the faction leader (for the player) when there were maps without colonists on them.

@Rock5; I'll look into that. It may make it slightly more doable, but it would still be out of scope for this mod (and for me in general). Doing something like this would still mean rewriting quite a few jobdrivers and workgivers, which I'm not comfortable with.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Mst on February 05, 2017, 09:18:42 AM
Thanks Fluffy! Works great.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: SpaceDorf on February 05, 2017, 09:44:07 AM
Yes thanks Fluffy,
I still love all of your mods, the new floor mod is what I was waiting for, without knowing it ..

Everything else has basically become Vanilla requirements for me ..

Fluffy Mods, never leave Orbit without it ..
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: EldVarg on February 05, 2017, 11:18:51 AM
What does the stack merger do? Wish there where a bit longer explanations.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Trigon on February 05, 2017, 11:30:03 AM
I imagine rather than making three partially full stacks your haulers actually fill each stack of resources to fill in a stockpile. And when they aren't full they take two half empty stacks and combine them or somesuch.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Canute on February 05, 2017, 12:03:28 PM
Quote from: Rock5 on February 05, 2017, 06:16:39 AM
Just wanted to point out, I'm pretty sure that multiple pawns can get meals from the same stack at the same time. So the mechanic does exists in the game, well at least for this situation.
Cosume meal and haul meal are 2 different things.
Yes you can send 10 pawns simultanous to eat a stack of meals.
But when you send one pawn to haul a stack, even when he just would take 1, the stack is locked for other.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackGyver on February 05, 2017, 12:12:54 PM
I am getting spammed with errors such as this:

Reyes started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Making the game nothing short of unplayable. I did add the mod to a preexisting game, so would it require a fresh start to work properly? If yes, is there any savefile editing I could do (even tedious) to make it work with an existing save?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: MrWeeGee on February 05, 2017, 01:16:47 PM
Awesome! Just as I was getting irritated with my colonists being too stupid to stack properly, you give us another much needed mod to solve it. Is it possible to add it to an existing game that uses WorkTab though? I've had issues in the past adding mods with new jobs while WorkTab was active.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackSmokeDMax on February 05, 2017, 01:24:51 PM
Stack merger?! Brilliant piece of work once again Fluffy! Thanks!!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Der Failer on February 05, 2017, 04:31:32 PM
Stuffed Floors:
Not sure if intended or not, but some stone based floors take a awful long time to build. Some like tiles take 197 while slabs only take 45, almost four times the work for just 2 more beauty seems a bit extrem to me.

Also the tiles from cuproPanda's Extra Floors seem to be missing, is this intended (e.g. not permission) or just a mistake?


Work Tab:
Any news on the error reported by CyberFox (https://ludeon.com/forums/index.php?topic=16120.msg305315#msg305315)? Because I'm getting the same warning, instead of EdBPC, i get it with koisamas Numbers (https://ludeon.com/forums/index.php?topic=28679.msg300687#msg300687). Another difference is that it happens always, no matter how often i save/restart/load/... it comes every time.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: joaonunes on February 05, 2017, 05:32:05 PM
I love you Fluffy! I mean your mods :P The Stack Merger is probably one of the most asked features since forever, and you did it!!!

Another mod for the collection :D I am reaching Skyrim levels of modding over here... Some day I'll have so many mods installed something will break xD
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 05, 2017, 05:33:46 PM
Thanks for all the great feedback guys!

@EldVarg; longer descriptions might be nice, but would be a lot more work to keep up to date for me. As it is, there's a full description on steam, github and in game. Steam and github links for each mod are in the opening post.

@Blackgyver; that doesn't seem like it's from me - or in any case there's no information in there that points to any of my mods. If you have reason to suspect it is from one (or more) of my mods, please send a full output_log.

@MrWeeGee; Work Tab will complain a bit and reset all the 'detailed' priorities, e.g. workgiver level priorities and timed priorities will be removed/defaulted to some value. Other than that, it should work fine.

@Der Failer; It's partially intended. The floors are (almost) all either 'basic' or 'pretty', with - if i recall correctly - either 1 or 3 beauty. The pretty ones take a lot longer to build. In addition, build time (as well as beauty) are affected by the stuff you're working with. I'm not entirely sure how big the effect of that is, but granite floors can take quite a while to build. I'm fine with floors taking a while, but more feedback on the balance of things is always appreciated.

As for the work tab bug. No, haven't looked at it yet. It's a new one for me, and something that noone else has reported, so I'm a bit lost on where to even start. More output_logs from when this occurs would be helpful.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Der Failer on February 05, 2017, 06:12:45 PM
Quote from: Fluffy (l2032) on February 05, 2017, 05:33:46 PM
More output_logs from when this occurs would be helpful.
World creation and first save (https://gist.github.com/HugsLibRecordKeeper/326c57fc143464f7021a8cec9e3472b4)
Restart and second save (https://gist.github.com/HugsLibRecordKeeper/a7672b70abf90f5887e868fda14d51c8)
Restart and third save (https://gist.github.com/HugsLibRecordKeeper/7b8ea060def5c03a02d628f5df93d0dd)
What i did:
1. Start a new world, took the first pawn i was given, waited a few seconds for the colonist to land, saved and published the log.
2. Restarted the game, loaded the save, saved again and published the log.
3. same a 2.

All three save files are attached.

Hope it helps :)

[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: FreyaMaluk on February 05, 2017, 08:08:38 PM
@Fluffy. If you find the time, I would love to see your mod that shows the research tree including modded research. With the current model for A16 you cannot actually have to many mods. It becomes impossible to know what's what cuz there are just too many intricate lines.
Your mod, on the other hand, is a very clean and elegant solution to the problem.... I really love it :)
Sorry I don't remember the name for that one :)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: b4d on February 05, 2017, 11:15:20 PM
Hi, I'm having a minor clipping issue in the relations tab if there's a lot of factions

see attached picture  ;)

[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackGyver on February 06, 2017, 01:30:51 AM
Quote from: Fluffy (l2032) on February 05, 2017, 05:33:46 PM
Quote from: BlackGyver on February 05, 2017, 12:12:54 PM
I am getting spammed with errors such as this:

Reyes started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Making the game nothing short of unplayable. I did add the mod to a preexisting game, so would it require a fresh start to work properly? If yes, is there any savefile editing I could do (even tedious) to make it work with an existing save?
@Blackgyver; that doesn't seem like it's from me - or in any case there's no information in there that points to any of my mods. If you have reason to suspect it is from one (or more) of my mods, please send a full output_log.

Apologies, I forgot to point add that this was after adding StackMerger to a preexisting modded game.

Additional info:

Straight after loading, and before the errors appear, the message WorkGiver database corrupted, resetting priorities for Reyes. Did you add mods during the game? appears for all pawns.

Some additional console errors:

Exception filling window for Fluffy_Tabs.MainTabWindow_Work: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.GetPriority (RimWorld.WorkGiverDef workgiver, Int32 hour) [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)


Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.GetPriority (RimWorld.WorkGiverDef workgiver, Int32 hour) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Sparrow started 10 jobs in one tick. thinkResult=(job=HaulToCell A=Thing_Silage10550111 B=(151, 0, 149) sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


And here is the full output_log.txt: http://pastebin.com/vEeYm8Bp

Hope this helps pinpoint the issue(s)!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: joaonunes on February 06, 2017, 07:08:49 AM
Quote from: BlackGyver on February 06, 2017, 01:30:51 AM
Sparrow started 10 jobs in one tick. thinkResult=(job=HaulToCell A=Thing_Silage10550111 B=(151, 0, 149) sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


I have the same error too but it seems that as soon as I expanded my dumping stockpile the error disappeared... For some reason my pawns would bug out when hauling stone to the dump because there was no space...

It does not fix the problem (permanently) but it might help figure out what is the cause. I too started to see those errors after installing this mod.

EDIT:
The error is not related to the dumping zone, as soon as it filled again the error appeared too but it seems that it happens when trying to haul steel around my stockpile instead of sillage like in your case.
The mod has been added to an existing save, maybe that has something to do with the error?


EDIT 2:
I tried creating a separate stockpile only for steel and the pawns started moving the steel to the new stockpile. Soon after they started that job I noticed there was steel on top of some batteries, and as soon as that steel from the top of the batteries was removed I removed the newly created stockpile (steel was not moved to the new one entirely, only about half the steel was moved from one to the other) and now the error did not appear, they merged the stacks correctly, so I can probably assume it has something to do with item/building overlap...
I'll report any occurrence that might appear if it appears again. It is an annoying bug that slows the game and prevents the pawns from doing anything useful, they just stand there...
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: faketax on February 06, 2017, 08:25:10 AM
Hello i found this : https://github.com/FluffierThanThou/ResearchTree
But its not working i see some nice screenshots of this mod but i cant get it work :(
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 06, 2017, 08:33:55 AM
Quote from: faketax on February 06, 2017, 08:25:10 AM
Hello i found this : https://github.com/FluffierThanThou/ResearchTree
But its not working i see some nice screenshots of this mod but i cant get it work :(

There's a reason it's not on steam or on my releases page, it's a work in progress. The screenshots you may have seen are from an older version I'm not happy with, and won't release. If you must use it, I think an A16 version is included with HCSK - you should be able to just take it out of there.

TLDR; it's ready when it's ready.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: faketax on February 06, 2017, 09:23:01 AM
Quote from: Fluffy (l2032) on February 06, 2017, 08:33:55 AM
Quote from: faketax on February 06, 2017, 08:25:10 AM
Hello i found this : https://github.com/FluffierThanThou/ResearchTree
But its not working i see some nice screenshots of this mod but i cant get it work :(

There's a reason it's not on steam or on my releases page, it's a work in progress. The screenshots you may have seen are from an older version I'm not happy with, and won't release. If you must use it, I think an A16 version is included with HCSK - you should be able to just take it out of there.

TLDR; it's ready when it's ready.

I tryed that HCSK version but not working corectly some mods are on same spots and some are invisible.
OK i will wait for it ;) I have too much mods and vanilla research sux i must use old style research but it sux vs this mod ;)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: FreyaMaluk on February 06, 2017, 02:20:06 PM
Quote from: EldVarg on February 05, 2017, 11:18:51 AM
What does the stack merger do? Wish there where a bit longer explanations.

go to the steam workshop version for the explanation
http://steamcommunity.com/sharedfiles/filedetails/?id=857164561
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackGyver on February 07, 2017, 05:23:18 AM
@Fluffy No pressure intended here, and take the time you need to parse through them, but do you have any updates on the errors and the output log I posted?

I'd really like to get to the bottom of this!

Thanks again.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: gsgabsdas on February 07, 2017, 10:18:54 PM
Hello Fluffy, thank you for all of your hard work. You've made amazing mods that are incredibly helpful.

I have one request, not sure if it is possible; or how difficult it would be to do:

For the detailed WorkTab mode, is it possible to have the option (toggle) to have it vertical instead of horizontal? Kind of like this, (http://i.imgur.com/XfRaSfD.png) except the numbers and icons would be rotated too of course. Just the names would stay the same. The dream would be we could choose to have the tasks set to the left or right side (I'd set tasks to the left side), but I understand that is asking a lot. If people don't have high enough screen height, they can just scroll down or something.

The only reason I ask is because I find it really difficult to read the sideways tasks and comprehend it that way. It prevents me from using the feature even though it is amazing.

Anyway, just figured I'd ask! Thank you again!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 08, 2017, 03:24:24 AM
Hey guys,

I released an update for Birds and Bees yesterday night that broke existing save games. The folks on steam quickly figured out what's going on, but just to summarize; the update fixed bodies to no longer have double the parts - but I didn't account for current saves that were dependent on this behaviour.

The problem now is that a) this isn't a bug in the code, and b) there's already people and maps out there that now depend on the current implementation. So I can't simply roll back the update. The next problem is that the references to duplicate body parts won't actually be stored by my mod, but by pawns in various places (mostly hediffs). What that means is that I can't add a custom loader that will handle migration from old to new body types as I would otherwise do.

I'm terribly sorry for this oversight, I simply didn't realize there might be references in the saves to the body types - stupid, I know.

I'm afraid the solution, for now, is that if you've got savegames depending on the old implementation, get the old version of the mod. To make that a little bit simpler, here's a direct link to the previous version;
https://www.dropbox.com/s/phbn5376hkeybkc/The%20Birds%20and%20the%20Bees%20v0.16.0.3.zip?dl=1
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 08, 2017, 03:30:43 AM
@BlackGyver; I'm currently working on completely overhauling the way priorities are saved. In theory, that should make it a lot more robust (I'm going to check the saved and current work givers and match priorities to the correct work giver, instead of assuming the work givers have stayed the same from when the mod was saved.) as well as making the save files more readable (I'm getting rid of the list of lists for hours and workgiver priorities in favour of a text block where each hour is on a line and workgivers are the columns). Hopefully that will help getting rid of the weird priority bugs that have been floating around.

@gsgabsdas; thanks for the suggestion! Unfortunately, that's going to be quite a bit of work, and I have quite a few ideas for new mods on my mind that I'm excited about... so yeah, I don't think this is going to be implemented anytime soon, sorry.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: gendalf on February 08, 2017, 03:34:12 AM
where can I get the mod that adds the fancy looking research tree? https://ludeon.com/forums/index.php?topic=17512.msg190916#msg190916 (https://ludeon.com/forums/index.php?topic=17512.msg190916#msg190916)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackGyver on February 08, 2017, 04:50:07 AM
@gendalf; Someone asked the same question, and Fluffy answered it:

Quote from: Fluffy (l2032) on February 06, 2017, 08:33:55 AM
Quote from: faketax on February 06, 2017, 08:25:10 AM
Hello i found this : https://github.com/FluffierThanThou/ResearchTree
But its not working i see some nice screenshots of this mod but i cant get it work :(

There's a reason it's not on steam or on my releases page, it's a work in progress. The screenshots you may have seen are from an older version I'm not happy with, and won't release. If you must use it, I think an A16 version is included with HCSK - you should be able to just take it out of there.

TLDR; it's ready when it's ready.

@Fluffy; Thanks a lot for the update, I'm excited for the new version now! But take your time, as always. :)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 08, 2017, 09:28:51 AM
I've got a new version of the Work Tab ready that should hopefully be quite a bit better in handling adding and removing workgivers from a game in progress, while at the same time saving in a much more compressed format.

If you want to help me out, please download the new version from Github (https://github.com/FluffierThanThou/WorkTab/releases/tag/v0.16.2.0) and try to break it. Go crazy, load old savegames, add mods during the game, or even remove mods, and send me the output_logs plus a description of what you did for any errors/unexpected behaviour you encounter.

Cheers!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: PotatoeTater on February 08, 2017, 09:40:41 AM
Quote from: Fluffy (l2032) on February 08, 2017, 03:24:24 AM
Hey guys,

I released an update for Birds and Bees yesterday night that broke existing save games. The folks on steam quickly figured out what's going on, but just to summarize; the update fixed bodies to no longer have double the parts - but I didn't account for current saves that were dependent on this behaviour.

The problem now is that a) this isn't a bug in the code, and b) there's already people and maps out there that now depend on the current implementation. So I can't simply roll back the update. The next problem is that the references to duplicate body parts won't actually be stored by my mod, but by pawns in various places (mostly hediffs). What that means is that I can't add a custom loader that will handle migration from old to new body types as I would otherwise do.

I'm terribly sorry for this oversight, I simply didn't realize there might be references in the saves to the body types - stupid, I know.

I'm afraid the solution, for now, is that if you've got savegames depending on the old implementation, get the old version of the mod. To make that a little bit simpler, here's a direct link to the previous version;
https://www.dropbox.com/s/phbn5376hkeybkc/The%20Birds%20and%20the%20Bees%20v0.16.0.3.zip?dl=1

You're fine man. I was thinking about restarting anyways on the same map since I had made some design choices I didn't like in my mountain stronghold. Keep up the good work :)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackGyver on February 08, 2017, 10:44:25 AM
Damn, do you work fast! (no complaints, here!)

Well, since you *did* ask for error logs with the new WorkTab version, I had to deliver, I'm nice like that.  ;D

On loading an old save (save doesn't load, this error appears in the console):

Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


output_log: http://pastebin.com/VJPULSUJ

I'll be happy to run some more tests or provide more information if needed.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Erazil on February 08, 2017, 11:20:17 AM
Quote from: Fluffy (l2032) on February 08, 2017, 09:28:51 AM
I've got a new version of the Work Tab ready that should hopefully be quite a bit better in handling adding and removing workgivers from a game in progress, while at the same time saving in a much more compressed format.

If you want to help me out, please download the new version from Github (https://github.com/FluffierThanThou/WorkTab/releases/tag/v0.16.2.0) and try to break it. Go crazy, load old savegames, add mods during the game, or even remove mods, and send me the output_logs plus a description of what you did for any errors/unexpected behaviour you encounter.

Cheers!

Just to know (if it is not already done)
I know this is not top priority but it remains very inconvenient to use.
i use Zhentar's Vanilla Fixes for : "Fixes the UI resolution changing on game load when UI scaling is used." But it has no interference, activate or not I have the same result.
i set UI scaling : 1.25

(http://i.imgur.com/octu1FR.jpg)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: faltonico on February 08, 2017, 01:14:38 PM
Hi there Fluffy!
Thanks again for your mods!
I though you might want to know that I bumped into this error when trying to update Supes' PowerLogic to the newest version, it was preventing me from loading the old save file:
Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Uninstalling your mod and loading the savefile again solved the problem, i could reinstall your mod afterwards.

Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackGyver on February 08, 2017, 02:33:19 PM
Quote from: faltonico on February 08, 2017, 01:14:38 PMUninstalling your mod and loading the savefile again solved the problem, i could reinstall your mod afterwards.

I should have tried that! Well, thanks faltonico, that did the trick. :)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Naxdar on February 08, 2017, 05:42:38 PM
The floors from StuffedFloors only count for 1 wealth regardless of type and material. Is it an oversight or a limitation?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Tristam_Ward on February 08, 2017, 06:29:20 PM
I seem to be having an issue with Worktab v0.16.1.9 where all the work type names are offset from the rows they should be over in the detailed view.  I run on a 21x9 screen at 3440x1440 and using a UI Scaling of 1.25. Also using Zhentar's Vanilla Fixes for : "Fixes the UI resolution changing on game load when UI scaling is used" as Erazil previously posted.  I'm not sure if the issue is with Worktab or maybe something I'm doing wrong.  I'm new to using mods so I can't be sure I'm not making a mistake.

Here's a screenshot of the issue.  http://imgur.com/nOAjWN1 (http://imgur.com/nOAjWN1)

Edit:  I loaded Worktab v0.16.2.0 and got no change but I found that changing my UI Scaling to the default 1.0 fixed the issue.  With this setting though the UI in the game is much to hard for me to see as my seeing is not at prime.  Hopefully there will be something you can do to allow UI Scaling with worktab.  Thank you so much for your awesome mods Fluffy.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: gendalf on February 08, 2017, 11:55:00 PM
Factions tab suggestion:
- Add prisoners to the circle, just color their name orange or add an orange background.
- Factions tab is weird - it shows green line for some pawns but not for most of others, even though they all have friends. Maybe add an options menu to set thresholds for when to display the lines, it would clarify when they're show.

Animal Tab suggestion:
- Add an icon showing that an animal has a proper bond developed with some of your pawns. Vanila tab shows it as text, when a bonded pawn is selected as master, but your mod removes this completely, making it less informative than vanila.

Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackGyver on February 09, 2017, 03:06:52 AM
Well, faltonico's trick apparently wasn't enough to clear these pesky errors, here's the second round, I'm pretty sure it's similar stuff;

Omar started 10 jobs in one tick. thinkResult=(job=HaulToCell A=Thing_Steel11226241 B=(40, 0, 27) sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Omar started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


output_log: http://pastebin.com/WJgbwNiX

No particular thing was done to get these, they just start popping once work is assigned.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: SpaceDorf on February 09, 2017, 07:28:26 AM
Hello Fluffy.

I am still addicted to your mods, and your Main Post is still the best out there ..

Still I have two small suggestions that would make using your mods even easier.

1.) Rename your Mod Folders. Put Fluffy or a short of it in Front, so they are all near each other in the mod folder and mod activation menu. ( Like ED- does for example )
2.) Add the Version Number of the Mod to the Folder and/or the About File, so it is easier to see which version I am running, in case of updates.

3.) as cherry on top. Offer a package file, to download all your mods at once :)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: joaonunes on February 09, 2017, 10:19:22 AM
Quote from: gendalf on February 08, 2017, 11:55:00 PM
...
- Add prisoners to the circle, just color their name orange or add an orange background.
...

If that was in fact in the mod it would be better to have it as a toggle-able  option, some of us like to create prisoner camps for organ harvesting, selling to the black market and even recruiting. Having the prisoners appear next to the colonists even if with a different colour would make more clutter late game after the player already has a lot of colonists
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: FreyaMaluk on February 10, 2017, 05:01:21 AM
Hi Fluffy...
Just wanted to suggest something for your Work Tab...
Can you please add some options to change the tab's size?? I have a 27' 1440p display and the menu and words are a bit tiny... but if I play on my laptop the menu is just gigantic..
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Tristam_Ward on February 10, 2017, 10:48:25 PM
In case you never noticed FreyaMaluk there is a setting in options to scale your UI for the most part that should help with size issues.  Unfortunately there is an issue with worktab at the moment where it doesnt display correctly if you use UI Scaling. If and when Fluffy addresses this you should be in luck.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: faltonico on February 11, 2017, 03:02:00 AM
Quote from: BlackGyver on February 09, 2017, 03:06:52 AM
Well, faltonico's trick apparently wasn't enough to clear these pesky errors, here's the second round, I'm pretty sure it's similar stuff;
-snip-
The error I was having was related to a mod adding some kind of new job (?) with a new update and the save game not being able to load because of worktab didn't know what to do with it (?), but the first error I see with your save is related to Psychology somehow, looks like a loop (never seen an error so long btw). Can you safely disable Psychology from your save to see if it goes away?

The second is so random that I started believing it is vanilla, I had a lot of it in A15 even without worktab.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: BlackGyver on February 11, 2017, 05:23:33 AM
Quote from: faltonico on February 11, 2017, 03:02:00 AM
Quote from: BlackGyver on February 09, 2017, 03:06:52 AM
Well, faltonico's trick apparently wasn't enough to clear these pesky errors, here's the second round, I'm pretty sure it's similar stuff;
-snip-
The error I was having was related to a mod adding some kind of new job (?) with a new update and the save game not being able to load because of worktab didn't know what to do with it (?), but the first error I see with your save is related to Psychology somehow, looks like a loop (never seen an error so long btw). Can you safely disable Psychology from your save to see if it goes away?

The second is so random that I started believing it is vanilla, I had a lot of it in A15 even without worktab.

My errors also started appearing on adding StackMerger (which adds a new type of job), I don't know if it's related to Psychology, things were going smoothly before then. I can't safely remove Psychology from my save, it would break a crapton of things.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: FreyaMaluk on February 11, 2017, 10:13:32 AM
Quote from: Tristam_Ward on February 10, 2017, 10:48:25 PM
In case you never noticed FreyaMaluk there is a setting in options to scale your UI for the most part that should help with size issues.  Unfortunately there is an issue with worktab at the moment where it doesnt display correctly if you use UI Scaling. If and when Fluffy addresses this you should be in luck.

I did noticed... however, this scaling messes up with other things.. that's why I consider that a in-mod scaling might work better for all cases... and the scaling to work that way that you can ask for bigger sizes, but not smaller scaling... which is one of the points I brought to the discussion
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: hwfanatic on February 11, 2017, 02:38:30 PM
There are cases where 2 pawns will switch 2 stacks of something and end up with the same thing.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: KrombopulosMichael on February 12, 2017, 02:15:37 AM
Animals tab isn't working at all, when I click on the animals tab a small tab opens, but with no animals in the list. I keep getting this error:

Exception filling window for Fluffy.MainTabWindow_Animals: System.IndexOutOfRangeException: Array index is out of range.
  at Fluffy.MainTabWindow_Animals.DrawColumnHeader_Training (System.Single& curX, Rect rect) [0x00000] in <filename unknown>:0
  at Fluffy.MainTabWindow_Animals.DoWindowContents (Rect fillRect) [0x00000] in <filename unknown>:0
  at HugsLib.GuiInject.WindowDetour+<>c__DisplayClass1.<_WindowOnGUI>b__0 (Int32 x) [0x00000] in <filename unknown>:0

I know I shouldn't have to, but I created a new save, still didn't work.
I'm also not using any ui scaling because it won't let me do that at 1440x900

Here's the full log: https://gist.github.com/HugsLibRecordKeeper/ce926a8de16ab154c23541279618a0f2 (https://gist.github.com/HugsLibRecordKeeper/ce926a8de16ab154c23541279618a0f2)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 12, 2017, 02:25:19 AM
@FreyaMaluk; but then I have to account for both the games' UI scaling and my mods' UI scaling, massively complicating all the size calculations. I'm sorry, but that's not high on my list. Lots of work for little benefit.

@hwfanatic; could you describe them in more detail so I can reproduce and fix those cases?

@KrombopulosMichael; for the moment, Hunt for Me is incompatible with the animal tab. It's on my list of things to do.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: KrombopulosMichael on February 12, 2017, 03:55:14 AM
Quote from: Fluffy (l2032) on February 12, 2017, 02:25:19 AM
@KrombopulosMichael; for the moment, Hunt for Me is incompatible with the animal tab. It's on my list of things to do.

Ahhh, OK. Ill just disable Hunt For Me for now
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 12, 2017, 04:37:26 AM
I actually just updated Animal Tab to work with additional training types, so it should work now. The column for hunting training will be a bit hard to see until Nandonalt adds a UI Icon though.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: FreyaMaluk on February 12, 2017, 06:09:58 AM
Fluffy.... just wanted to ask you if you could rescue a mod that is not being supported anymore... From I can see you are very talented, and it would be real nice if you could take a look.

Smarter Food Selection
https://ludeon.com/forums/index.php?topic=27315.0

Quote from: Wishmaster on February 06, 2017, 04:08:19 PM

Thank you for your support and I would but I'm done with the RimWorld. I just answer questions for now. I've published the source on github if someone wants to continue it.

@BlackGyver

Make sure you are using the latest version (1.1c) or formerly named "compatibility version".

It provides a way to create your own compatibility patches using XML. (check the /defs folder)

The system mod automatically set a food to a certain preference, but you can override this with those "patches".

I won't make a feature to edit food scores on the fly. I'm really not into UI.

@Wishmaster had some trouble figuring out some things that require a more advance C++ knowledge and the code is now free in github.
It's a pretty useful mod and it would be a shame that it will go unnoticed...

ok... I know it's a long shot, but I want it to suggest it in case you want to pour some of your feline magic into it :)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Erazil on February 12, 2017, 07:56:59 AM
for last patch of Animal Tab

For me Hunt for Me and the Animal tab does not work with a game already starting (lots of problems with the windows of the animal tab and many bug log)

I have done a test with the same mods on a new game and I see no problem.

I do not know if this will be useful but ....
img for you see
http://imgur.com/a/Okepb
Log ( warning 27 Mo with bug loop in log )
http://www.mediafire.com/file/x951hatdas7zqd4/output_log_animaltab_huntforme.txt

Edit : Maybe the explain
https://ludeon.com/forums/index.php?topic=29627.msg311181#msg311181
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: hwfanatic on February 12, 2017, 08:20:52 AM
Place two exactly the same piles in one stockpile. Undraft your haulers at the same time. First they exchange the piles, and then they merge them. Not sure what's causing it, but it is a rare occurrence in practice.

Test 1 (http://imgur.com/a/A2IXw)
Test 2 (http://imgur.com/a/1GQsh)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: KrombopulosMichael on February 12, 2017, 11:21:21 AM
I found another small error, i don't know if you're aware of it.

When using EdB Prepare Carefully,upon landing I'll get this error (This was my second attempt with this, the first had a few more of different bills/work loads)

Found priority 1 for a pawn incapable of DoBillsSculpt. Did you add/change mods without starting a new game?
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef)
Fluffy_Tabs.<>c__DisplayClass9_0:<_CacheWorkGiversInOrder>b__1(WorkGiver)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
System.Linq.QuickSort`1:.ctor(IEnumerable`1, SortContext`1)
System.Linq.<Sort>c__Iterator21:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Fluffy_Tabs.Detours_WorkSettings:_CacheWorkGiversInOrder()
RimWorld.Pawn_WorkSettings:get_WorkGiversInOrderEmergency()
RimWorld.JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

It doesn't say which pawn it is, but 2 of them I can't even assign to art, even after removing the other 2 from art, it still came up
Do you know if there's a way I can edit the save to remove the bill from that character or something to stop this for the moment till you get a fix up?

Also I was wondering if you could add a specific job for hauling food in the expanded work tab. I don't want to make my pawns haul everything over their normal jobs, but I don't want my food sitting out either
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: FrozenSnowFox on February 13, 2017, 02:45:46 AM
Here's my save like you wanted.  It's too large for the attachment size.

https://mega.nz/#!CcxTzZ7Y!OHaOzFa6mWkxd-uU_QH-0wj28-Ehfx0G2D-FMl7nQUA
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Naxdar on February 14, 2017, 04:44:31 PM
My issue didn't get an answer and the bug is still in the v0.8 version of Stuffed Floors. Do I need to make an account on github and report the bug there?

Quote from: Naxdar on February 08, 2017, 05:42:38 PM
The floors from StuffedFloors only count for 1 wealth regardless of type and material. Is it an oversight or a limitation?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 14, 2017, 05:00:50 PM
Sorry, I hadn't picked up on it. I do recall reading it, but hadn't made a note. I'll add it to the issues tracker, but feel free to make an account and post more info/ideas ;).
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Erazil on February 14, 2017, 11:11:57 PM
bug with french translation (low)
mod : Colony Manager
bug type : bad tags for description
file : \Languages\French\DefInjected\MainTabDef\MainTabWindow_Manager.xml

orginal

<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

    <Fluffy_Manager.label>gestionnaire</Fluffy_Manager.label>
    <description>Choisissez le travail de vos colons et leurs priorités.</description>

</LanguageData>


fixed

<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

    <Fluffy_Manager.label>gestionnaire</Fluffy_Manager.label>
    <Fluffy_Manager.description>Choisissez le travail de vos colons et leurs priorités.</Fluffy_Manager.description>

</LanguageData>
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 15, 2017, 04:05:40 AM
thanks, I'll fix it tonight

Also, my webhost is currently badly broken, so the main page for my thread looks like garbage. Sorry about that!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: petepeterson on February 15, 2017, 04:14:51 AM
http://imgur.com/a/eF2hz

Sorry if this is the wrong spot, but I'm just after a little help on an issue I'm having. So for colony manager, I open the tab but I can't seem to be able to see the buttons up the top of the new tab. I know it's probably something super simple but I just can't seem to fix it. If I press where the buttons are meant to be, it works fine and it changes the tabs but you've gotta guess where they are which is quite frustrating. Any help is appreciated. :)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Mehni on February 15, 2017, 07:05:53 AM
A feature request for Work Tab: Individual expandos. Instead of expanding everything (https://i.imgur.com/uNqWylh.jpg), expand just parts of it. If I want to fine-tune construction, I'm not interested in setting fine-grained priorities for animal handling. A compacted version helps with keeping an overview.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Suleviae on February 15, 2017, 07:44:40 AM
Quote from: KrombopulosMichael on February 12, 2017, 11:21:21 AM
I found another small error, i don't know if you're aware of it.

When using EdB Prepare Carefully,upon landing I'll get this error (This was my second attempt with this, the first had a few more of different bills/work loads)

Found priority 1 for a pawn incapable of DoBillsSculpt. Did you add/change mods without starting a new game?
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef)
Fluffy_Tabs.<>c__DisplayClass9_0:<_CacheWorkGiversInOrder>b__1(WorkGiver)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
System.Linq.QuickSort`1:.ctor(IEnumerable`1, SortContext`1)
System.Linq.<Sort>c__Iterator21:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Fluffy_Tabs.Detours_WorkSettings:_CacheWorkGiversInOrder()
RimWorld.Pawn_WorkSettings:get_WorkGiversInOrderEmergency()
RimWorld.JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Since starting a new game randomizes work priorities, the work tab seems to be putting a check even if the character isn't capable of the work. A quick fix is to set priorities on a character that can do them to 0/blank, favorite it, and set the problem character to that favorite. You don't have to keep them set that way, it just clears the hidden checks. So far it's worked to clear those errors for me every time.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Lethe on February 19, 2017, 04:59:42 PM
Since you seem to do so many tab/gui mods I thought you might be the person to ask about this. Is it possible to change the gui on the crops menu, make/craft menu? I drool at the idea of an animal tab styled crop menu for plant planning purposes (not to be confused with crop management, which would be awesome but different), and to a lesser extent the craft/make menu. Just think of it. Filter by type button for type of crop [cloth, produce, drugs etc]. The table could go name of crop, type, nutrition, yield amount, how long it takes to grow. That'd make planting stuff quite lovely than these right click menus of no sorting.

No one seems to have done it, it just seems weird since mods like Apparello 2 and Vegetable Garden adds tons of items to those little, horrid menus. Is it not possible? Or like, am I the only one in the world who thinks those menus are ugly and cumbersome? x.x"

Okay, upon further thinking about it I think I might just have a thing for pretty and useful menus like yours. I dream of an inventory tab that lists all owned apparel and weapons. It's practically impossible to keep track of them. Especially when they squirreled away in furniture like dressers or weapon racks... Just think of it. Name of all owned weapons/clothes listed, the condition they're in, damage amt.  If you tap a name it jumps to it's location like animal tab...

Thank you so much for your current mods. I can't imagine playing without your mods. I'm using 7 of yours. :D
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: SpaceDorf on February 22, 2017, 11:09:51 AM
Helly Fluffy,

I really like the new stuffed floors you made, they look awesome.
What is missing is the "build copy" button on the blueprints .. could you add this one in, please ?

Greetings, Dorf
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: CathDubh on February 23, 2017, 03:00:20 PM
Getting the following error, when I import colony manager list between saves or when I change bills manually on production benches.
"
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
"

I recently added stackmerger but the original save started with colony manager. Any solution?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: CathDubh on February 23, 2017, 10:51:58 PM
Seems to be showing up for other users of combat realism so is probably something to do with that. Stop gap solution over on the CR thread is to rid yourself of prisoners and the spamming error goes away. Its something to do with the game trying to assign jobs to non-conoly pawns like prisoners. Another less intrusive error ishows up when I have guests but doesn't repeat in the game breaking manner and has different text.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Skade on February 25, 2017, 09:46:55 AM
I'm also having a problem, but it must be with something other than Combat Realism since I don't have that mod (unless I've seriously missed something).

https://gist.github.com/a2837e60f117221e3563f1795b71868d (https://gist.github.com/a2837e60f117221e3563f1795b71868d)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 27, 2017, 03:30:03 AM
@SpaceDorf; I'll look at it, it's odd the behaviour should differ from vanilla. Are you sure vanilla floors have that button?
@CathDubh; This is not my problem™. Seriously though, that looks like a bug in CR, nothing in there hints at Colony Manager.
@Skade; update the mod. You're running an outdated version.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: DanielCoffey on February 27, 2017, 01:15:27 PM
Hello Fluffy - I have posted a GitHub issue for you to do with Stack Merger on A16 and Linux. Harmony is throwing an error with no other mods loaded.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Darkveiga on February 27, 2017, 03:09:01 PM
I installed the mod and it did not work, it just showed my dog and the "Filters" area is completely bugged not showing half the list, I have this bug at a time and unfortunately my animals do not eat anymore because they were in an area without grass , If possible teach me to solve this bug or how to take the mod and put the normal menu of the game. Alpha 16 0.16.1393
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: DanielCoffey on February 27, 2017, 03:23:06 PM
Are you talking about the Stack merger mod or one of Fluffy's other mods?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on February 28, 2017, 03:38:32 AM
@DanielCoffey; Thanks, I'll have a look at it tonight - I know it's a known Harmony bug, hopefully the guy behind harmony has got it solved by now.

@Darkveiga; I will need an output_log to be able to do anything.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Vetrogor on March 01, 2017, 10:08:23 PM
Good mod. I see only Cooks when trying to product something like on screenshots.

[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: onerous1 on March 02, 2017, 06:47:58 AM
I don't know if this has changed but I cannot rename animals like before with Animal Tab. Tested this with just Animal Tab installed.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Der Failer on March 07, 2017, 04:41:24 PM
With the work tab, it is possible to change one of the colonists priorities in detailed mode (have him do only deconstructions jobs) and then switch to the vanilla mode to easier change other colonists? I do like the possibilities detailed mode offers, but in most situations the normal mode is fine for me.

While reading the mods description on Github i found that you never mention the possibility to change priorities with the mouse wheel. This is a cool feature, you should promote it :) (i personally just recently found out about it).
Talking about the mouse wheel, it would be neat if we could reset a priority (to 0) by mouse wheel clicking (aka mouse 3)

Also IMHO the colors in detailed mode for Cook, Hunt, Construct, Grow and Mine are to similar. Mine, Plant cut and Smith on the other hand are perfect, as Plant cut stands out and makes the boundaries good visuelle.
I have to say that it looks pretty cool in this rainbow style, but i think a higher contrast would help to distinguish different work groups better.

Small bug i just noticed while writing this. Some texts in detailed mode seems to get cut off. (See attached screenshot)




For the research in Fluffy Breakdowns i would recommend adding a short but clear description for what is does, additional to the lore friendly text (something like: "Decreases need for maintenance"). I didn't realize that the research is connected to this mod at first. So a bit in my currant game i got a quite annoyed, when my constructors spend all day maintaining my base. Now after the second research it seems quite balanced.
BTW said research is also no mentioned in the mods description.

I found the maintenance job to be a good way to improve the construct level for pawns starting with a skill lower then 5. I almost want to say it is overpowered, since building something can fail (and there by waste resources), but maintaining something can't. This could be balanced by adding a chance to fail a maintenance job for low skilled worker. Failing could mean either a normal breakdown or if you find this to extrem a decrease in maintenance. Either way, i thing the player should be informed about a failed maintenance, so he can interfere.
So i thing it would be a logical addition to the mod. Not only for game play balance, but also when compering it to normal construction.
This is by the way not at all related to anything a said/asked about the work tab mod. ;)




Regarding the medical tab, i have only a small request. I think it would be good also have a column for Pain. I love it, apart from that :)




Last but not least the Animal Tab seems to have a little problem with some icons. (See the other attached screenshot)
I checked the files to make sure Steam didn't screw something up, but the icon are present, so i don't really know whats going on there.




After all i want to say how much i love your mods. I can't play RW without some of them any more. :)


Edit (Almost forgot):
I find it kind of disturbing that neuter doesn't need medicine. I mean i'm happy about it since it means more medicine for wounded/sick colonists, but it nonetheless feels a bit like cheating.

[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: SpaceDorf on March 10, 2017, 06:57:41 AM
Quote from: Fluffy (l2032) on February 27, 2017, 03:30:03 AM
@SpaceDorf; I'll look at it, it's odd the behaviour should differ from vanilla. Are you sure vanilla floors have that button?

Sorry, Fluffy I don't know If you allready checked for yourself .. I just did not see your question ..

I added a Screenshot from a Vanilla Start .. No mods ..
And the button is there :)



[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: timeandtherani on March 10, 2017, 01:15:01 PM
Your mods are an essential part of my gameplay.  Thank you so much for making them! I tried your Work Tab, but my vision isn't so great and it's very hard to see and use.  I wish the UI could be a bit bigger and/or more contrasty.  I'm not complaining!  Just thinking some other people might be in the same boat.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Tenshi~Akari on March 11, 2017, 08:53:01 PM
Hello! Thank you for all the hard work you put into these mods, the majority have made playing the game a much better experience.  ;D

Just one tiny concern though... nothing huge, but I noticed in your Stuffed Floors mod, when clicking on floor tiles that are mid-construction or waiting to be built, the "Build Copy" option is no longer available on those selected floor tiles... I'm not sure if it's because of that or the Architect Sense, but I know this was the case with pretty much all the floors affected by sub-categories.

All other custom floors I use outside the mod seem to retain the option, though. I was wondering if that was an intended effect or not? Usually, since the Floors tab takes up a lot of screen space on my end, I rely on that option, and I didn't see if this was mentioned by anyone else (TBH, this thread is kind of large, if it was mentioned before, please forgive me, I might've missed it by a few pages.)  :-[

EDIT: Came back to add, it's not just floors, but anything that's subcategorized under Architect Sense it seems... I noticed that some furniture items were missing the Build Copy option as well.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: DanielCoffey on March 14, 2017, 08:37:01 AM
Fluffy - I saw your comment on the Steam Workshop about the updated Harmony library. I assume we will have to wait until you push a new Stack merger version because the library is bundled inside the mod, yes?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Brrainz on March 17, 2017, 10:01:27 AM
Quote from: DanielCoffey on March 14, 2017, 08:37:01 AM
Fluffy - I saw your comment on the Steam Workshop about the updated Harmony library. I assume we will have to wait until you push a new Stack merger version because the library is bundled inside the mod, yes?
Yes, Harmony must be bundled with mods. There are plans to add it to HugsLib but we are not there yet.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Arcy190 on March 17, 2017, 06:23:25 PM
I had a problem with the Work Tab mod recently, see this thread for the details.
https://ludeon.com/forums/index.php?topic=31144.0
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Hcmac1996 on April 09, 2017, 04:53:20 AM
Quote from: Fluffy (l2032) on September 14, 2015, 06:16:45 AM
(http://i.imgur.com/qcC2kjp.gif)Fluffy's Mods
Animal Tabv0.16.1.6(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/AnimalTab/releases/download/v0.16.1.6/Animal.Tab.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=712141500)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/AnimalTab/releases)(http://i.imgur.com/H1Krcxe.png) (https://youtube.com/watch?v=NMzfdLWpTFI)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/AnimalTab/issues)Enhanced animals tab for RimWorld
Area Unlockerv0.16.1.1(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/AreaUnlocker/releases/download/v0.16.1.1/Area.Unlocker.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=725153576)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/AreaUnlocker/releases)(http://i.imgur.com/H1Krcxe.png) (https://youtube.com/watch?v=o6L40k0b21s)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/AreaUnlocker/issues)Remove the arbitrary limit on allowed areas
The Birds & the Beesv0.16.0.6(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/BirdsAndBees/releases/download/v0.16.0.6/The.Birds.and.the.Bees.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=751049133)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/BirdsAndBees/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/BirdsAndBees/issues)Adds a range of fertility related interactions to RimWorld
Blueprintsv0.16.1.9(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/Blueprints/releases/download/v0.16.1.9/Blueprints.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=708455313)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/Blueprints/releases)(http://i.imgur.com/H1Krcxe.png) (https://youtube.com/watch?v=qZDh7FyLUu0)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/Blueprints/issues)Place whole rooms at once
Colony Managerv0.16.1.8(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/ColonyManager/releases/download/v0.16.1.8/Colony.Manager.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=715565262)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/ColonyManager/releases)(http://i.imgur.com/H1Krcxe.png) (https://youtube.com/watch?v=zCRGuDf7pQk)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/ColonyManager/issues)Colony manager for RimWorld
Fluffy Breakdownsv0.16.1.9(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/FluffyBreakdowns/releases/download/v0.16.1.9/Fluffy.Breakdowns.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=726244033)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/FluffyBreakdowns/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/FluffyBreakdowns/issues)Replaces the completely random breakdowns with an actual game mechanic
Zoom to Mouse0.14.1.0(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=734224899)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/Fluffy_ZoomToMouse/releases)(http://i.imgur.com/H1Krcxe.png) (https://youtube.com/watch?v=iXjDfTQYJl8)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/Fluffy_ZoomToMouse/issues)Zooming in keeps the mouse cursor in the same location on the map
Follow Me!v0.16.0.2(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/FollowMe/releases/download/v0.16.0.2/Follow.Me.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=715759739)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/FollowMe/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/FollowMe/issues)Gives the camera tracking capabilities
Animal Incest0.14.1.0(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=735147874)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/Inbreeding/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/Inbreeding/issues)Removes incest check from animal procreation
Medical Tabv0.16.1.2(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/MedicalTab/releases/download/v0.16.1.2/Medical.Tab.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=715565817)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/MedicalTab/releases)(http://i.imgur.com/H1Krcxe.png) (https://youtube.com/watch?v=kRtenC3gIPw)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/MedicalTab/issues)Medical overview tab
Relations Tabv0.16.1.5(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/RelationsTab/releases/download/v0.16.1.5/Relations.Tab.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=709317151)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/RelationsTab/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/RelationsTab/issues)Very pretty colony and faction relation overview
Architect Sensev0.16.1.4(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/RW_ArchitectSense/releases/download/v0.16.1.4/Architect.Sense.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=852998459)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/RW_ArchitectSense/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/RW_ArchitectSense/issues)[MOD TOOL] Allows modders to create architect subcategories
Stack Mergerv0.16.0.9(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/StackMerger/releases/download/v0.16.0.9/Stack.Merger.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=857164561)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/StackMerger/releases)(http://i.imgur.com/H1Krcxe.png) (https://youtube.com/watch?v=JHYDizhwwOM)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/StackMerger/issues)Tidy up your stockpiles
Stuffed Floorsv0.16.0.8(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/StuffedFloors/releases/download/v0.16.0.8/Stuffed.Floors.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=853043503)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/StuffedFloors/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/StuffedFloors/issues)Make floors out of stuff, just like things
Work Tabv0.16.2.4(http://i.imgur.com/Bb8M6KX.png) (https://github.com/FluffierThanThou/WorkTab/releases/download/v0.16.2.4/WorkTab.rar)(http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=725219116)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/WorkTab/releases)(http://i.imgur.com/H1Krcxe.png) (https://youtube.com/watch?v=3hO8CtsYH2o)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/WorkTab/issues)A better Work Tab for RimWorld

Legend:
(http://i.imgur.com/Bb8M6KX.png): Download latest version
(http://i.imgur.com/LHkCJRF.png): Steam Workshop page
(http://i.imgur.com/ed8ia5D.png): All versions
(http://i.imgur.com/H1Krcxe.png): Mod spotlight
(http://i.imgur.com/ymLMNza.png): Bugs & Suggestions


ReflectionTypeLoadException getting types in assembly Fluffy_Tabs: 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'.
   => System.TypeLoadException: Could not load type 'HugsLib.Utils.UtilityWorldObject' from assembly 'HugsLib, Version=0.16.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.Utils.UtilityWorldObject' from assembly 'HugsLib, Version=0.16.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c' from assembly 'Fluffy_Tabs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.

Verse.Log:Error(String)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


What shall I do?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on April 10, 2017, 04:10:48 AM
QuoteWhat shall I do?

Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Minnigin on April 10, 2017, 09:46:46 AM
Quote from: Fluffy (l2032) on April 10, 2017, 04:10:48 AM

Don't quote my entire front page.

lol
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Modo44 on April 12, 2017, 02:48:49 AM
The fluffy breakdowns... aren't. As soon as a colony gets more than a couple early workbenches/power buildings, builders become stuck in a never-ending maintenance loop. Benches deteriorate even when unused and flicked off. I guess it is realistic that you now require a maintenance crew, but the cost is honestly higher than a constant drain on components.

Also, it should be possible to set a separate priority for maintenance/rapair - like in the Refactored Work Priorities mod. That way you could at least separate the maintenance crew, letting the builders do their thing.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Hcmac1996 on April 13, 2017, 02:49:39 PM
Quote from: Fluffy (l2032) on April 10, 2017, 04:10:48 AM
QuoteWhat shall I do?


  • Don't quote my entire front page.
  • Get and install HugsLib.


Sorry I'm new to this... I don't know how to do things properly...  :-[
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on April 14, 2017, 03:24:54 AM
No worries, I'm just old and grumpy.

Many of my mods (and many, many others) require HugsLib. You should get that, and load it right after core.

Also, well done on posting the actual error, that's a good start for a bug report - and something too few people do ;).
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: beeeboop on April 14, 2017, 05:31:18 AM
I'm having trouble downloading your stuffed floors mod through github. I've downloaded the compressedfile several times, but when I try to open it, the decompressor says that it's a bad archive?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Canute on April 14, 2017, 06:34:36 AM
The archive works for me, maybe try a different or updated archive tool.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Hcmac1996 on April 14, 2017, 11:21:44 AM
Quote from: Fluffy (l2032) on April 14, 2017, 03:24:54 AM
No worries, I'm just old and grumpy.

Many of my mods (and many, many others) require HugsLib. You should get that, and load it right after core.

Also, well done on posting the actual error, that's a good start for a bug report - and something too few people do ;).

Its working great now thanks. Although I can't say your old, I estimated your age to be between 21-30...

Also, once again I thank you for this great mods.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: ICantUseChris on April 17, 2017, 12:28:31 PM
I can't use any of your things. I download it and I get "this archive is either in unknown format or is damaged'. I just want the stuffed floors mod to go with Expanded woodworking... because that guy is lazy.. apparently. Is there a fix for this or am I just fucked?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Canute on April 17, 2017, 01:10:51 PM
Stuffed.Floors.rar works fine for me, maybe use a new/different archive tool.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: beeeboop on April 17, 2017, 02:35:27 PM
It worked using a different tool. Thanks, guys!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Minnigin on April 24, 2017, 11:13:47 AM
just wanna thank you for the architect mod, made my 200+ modded game tabs look beautifully organized
Title: Re: [A12-16][MODLIST] Fluffy's Mods
Post by: Minnigin on April 24, 2017, 02:54:57 PM
Quote from: Danetta on January 16, 2017, 01:12:40 AM
Labels on items inside subcategories (architectsense) cannot be clearly seen. The are partially covered by items beyond/above them.

Fluffy, have you figured out a way to move the labels onto the icons rather than slightly below them?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Minnigin on April 24, 2017, 08:00:01 PM
so I've gotten my production tab finished using Architect Sense and it's looking great, all except my previous post. Here's some screenshots so you can see what others have done with your work :)

(https://s18.postimg.org/620grfemx/screenshot1.png) (https://postimg.org/image/sqpnqzw0l/) (https://postimage.io/)

(https://s24.postimg.org/9kr7j7z79/screenshot2.png) (https://postimg.org/image/5odvn8e7l/) (https://postimage.io/app.php) (https://certificity.com)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: kronoser on April 25, 2017, 01:18:32 PM
I'm not able to save my games anymore. This happened after about one day of playing the current save. Then out of nowhere, it can no longer save the game.

Output log: https://pastebin.com/WV2TX1aw

Mod List: https://pastebin.com/qtNCfWBH

Your mods are great really enjoy them!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: XeoNovaDan on May 01, 2017, 09:52:54 AM
Upon loading RimWorld, I get the following yellow warning in the debug log from The Birds and the Bees:

[HugsLib] Dangerous detour detected! <MakeNewToils>c__Iterator31.<>m__91 to _JobDriver_Lovin.FinishAction (assembly: Fluffy_BirdsAndBees). Reason: Methods are not call compatible: Parameter count mismatch
Verse.Log:Warning(String)
HugsLib.Utils.ModLogger:Warning(String, Object[])
HugsLib.Source.Detour.DetourProvider:TryIndepentDetour(MethodInfo, MethodInfo)
HugsLib.Source.Detour.DetourProvider:TryCompatibleDetour(MethodInfo, MethodInfo)
Fluffy_BirdsAndBees.Controller:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()


Here's my mod list in the load order:

Core
HugsLib
Mod List Backup
Override
EdB Prepare Carefully
Prepare for Romance!
Iron Dan For 0.16
Zhentar's Vanilla Fixes
Zhentar's Vanilla Tweaks
The Return of the Megatherium
Grenade Fix: Rearmed
Combat Readiness Check
RBSE Hardcore Edition
A Dog Said...NoCrafting
A Dog Said RBSE Compatibility Patch
XeoNovaDan's Mod Compendium
AllowDeadMansApparel
Hospitality
ReclaimFabric
Vegetable Garden - Personal Tweak: Removed composting and the fertile fields as Fertile Fields derived from this handles this.
Fertile Fields
SeedsPlease
SeedsPleaseAddonVG
Expanded Woodworking
Expanded Woodworking for Vegetable Garden
Dubs Rimkit(Medikit) - Personal Tweaks: Removed tools
Dubs Hygiene and Central heating - Personal Tweaks: Removed central heating
RedistHeat
LT-DoorMat
QualityBuilder
CaravanSpot
Trading Spot
WM Medivac
AC-Enhanced Crafting
AC-Enhanced Hauling
AC-Smart Speed [A16]
Nerf The Overpowered Wool
Snowy Trees
[T] MoreBedsCloth
Rumours And Deception
RomanceDiversified
Rim Disorders
More Mental Breaks
Misc. Core - Personal Tweaks: Removed Railgun & BrainPal
Misc. Bees'n'Honey
Misc. Training
RT Fuse
RT Power Switch
RT Solar Flare Shield
A World Without Hat
OSHA Compliance
Look At Me, I'm The Worker Now
Mechanoxone (Luciferium Substitute)
I Can Fix It!
Architect Sense
Animal Tab
Area Unlocker
Blueprints
Medical Tab
Relations Tab
Stack Merger
Stuffed Floors
The Birds and the Bees
Wildlife Tab
WorkTab
Moody
Conduit Deconstruct
Randy Fix
Path Avoid
Crate - Personal Tweaks: Made crate more expensive, reduced market value
Carcinoma Spreads
Firepit + Torch Sconce
Set-Up Camp
Camping Stuff
Travel Rations: MREs
Nerve Stapling
Spoons Hair Mod
FashionRIMsta
More Vanilla Turrets
Infused
ResearchList
Numbers
Colonist Bar KF 0.16.2.2
Less Arbitrary Surgery


I haven't actually played since yet, but I'm just curious if this is a cause of concern..? I'd appreciate a response, thank you:)
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Dr_Zhivago on May 01, 2017, 11:07:44 AM
Quote from: XeoNovaDan on May 01, 2017, 09:52:54 AM
I haven't actually played since yet, but I'm just curious if this is a cause of concern..? I'd appreciate a response, thank you:)

It's a standard error that the mod has. Shouldn't effect gameplay.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: XeoNovaDan on May 01, 2017, 12:12:56 PM
Quote from: Dr_Zhivago on May 01, 2017, 11:07:44 AM
...

Alright, good to know. Thanks!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: ridjack on May 01, 2017, 03:08:43 PM
Using the "Favorites" in Work Tab appears to be breaking save games; I have seen others with the same problem. I was able to load any of my saves before making Favorites; if I make one, save the game and then immediately try to load that same save, it fails.

FWIW, the feature works perfectly as long as I don't exit the game, from the little I used it.

Log is attached. Relevant snippet:
Exception from asynchronous event: System.Exception: current/saved workgiver lists not initialized.
  at Fluffy_Tabs.WorldObject_Priorities.GetSavedWorkgiverIndex (RimWorld.WorkGiverDef workgiver) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.LoadPrioritiesFromString () [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0


EDIT: I was able to fully recover my save by disabling Work Tab. Once I did that, I was also able to save the game, completely close and re-open Rimworld, re-enable Work Tab and load the new save without issue. Everything seems fine as long as I don't use favorites.

[attachment deleted by admin due to age]
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: KWPAllDay on May 01, 2017, 08:11:30 PM
Is there a way to increase blueprint size?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: khearn on May 02, 2017, 12:38:26 AM
Fluffy,

Great mods, most of yours are on my "must have" list. One thing I'd like to suggest for colony manager: There is a "clear areas of all vegetation" option, but what would be more useful (to me at least) would be "clear areas of all cover". I don't care about cutting all the grass in front of my defenses, just the trees and bushes that attackers can hide behind. In fact, I really want the tall grass left there to slow them down.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Karen2 on May 04, 2017, 11:52:20 PM
My save has failed to load. The  last error on the log is:

Exception from asynchronous event: System.Exception: current/saved workgiver lists not initialized.
  at Fluffy_Tabs.WorldObject_Priorities.GetSavedWorkgiverIndex (RimWorld.WorkGiverDef workgiver) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.LoadPrioritiesFromString () [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()



Any idea what is the cause of it and how to fix it ?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on May 05, 2017, 06:22:58 AM
With A17 in public testing, I'm starting the process of updating my mods.

Just want to warn you folks; there's A LOT of internal changes, meaning some of my mods will have to be completely refactored - so it may take me a while longer to update them than usual. Feel free to suggest what I should update first, but be mindful that I have limited time.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: faltonico on May 05, 2017, 10:55:12 AM
Quote from: Fluffy (l2032) on May 05, 2017, 06:22:58 AM
With A17 in public testing, I'm starting the process of updating my mods.

Just want to warn you folks; there's A LOT of internal changes, meaning some of my mods will have to be completely refactored - so it may take me a while longer to update them than usual. Feel free to suggest what I should update first, but be mindful that I have limited time.
May i suggest Work tab, area unlocker and fluffy breakdowns first? (in that order).
Or the ones that necessarily need a new game to enable them.
Thanks a lot!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: DariusWolfe on May 05, 2017, 01:20:51 PM
Quote from: Fluffy (l2032) on May 05, 2017, 06:22:58 AM
With A17 in public testing, I'm starting the process of updating my mods.

Just want to warn you folks; there's A LOT of internal changes, meaning some of my mods will have to be completely refactored - so it may take me a while longer to update them than usual. Feel free to suggest what I should update first, but be mindful that I have limited time.

By order of preference:

Medical Tab - I probably miss this one the most. I'd completely forgotten how annoying it is to have to go into each pawn to set medicine policies (though I never did lose the habit of checking medical status individually, though I should)

Work Tab - my favorite, but I suspect that this will be the hardest to rework, since Tynan adopted a lot of the features into the Vanilla Work Tab. My favorite features are the 9-levels (4 doesn't quite cut it) and the Dwarven Therapist Mode (though I'd prefer discrete category colors over the pretty rainbow spectrum)

Animal Tab - PLEASE. Tynan has, again, adopted several of the features of this, but I much prefer your UI, especially for setting training.

Follow Me! - I keep trying to use this, instinctively, and it's screwing me up. Plz fx.

Stack Merger - This is the most subtle and my most recently added one, but it salves my OCD about my cluttered stockpiles; Although, it does seem like the stacking logic is better in A17? I had less (not none, but less) need to consolidate half-full piles of stuff than I've had previously.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: khearn on May 05, 2017, 04:12:33 PM
My order of preference:

1) Colony Manager - I've gotten used to having raspberyy bushes and trees auto-designated for harvesting, not to mention hunting and the like. And not having to hunt all over the map to find animals to be tamed. But I also realize that this will probably be the ardest mod to update, so I don't expect it do get done first.
2) Area Unlocker - Once you get used to having a bunch of areas, it becomes hard to play without them. And hopefully this one will be simple to update.
3) Stack Merger - Definitely help keep stockpiles from overflowing as fast.
4) Follow Me! - While I can survive without it (just hit <><><>< a bunch), I do miss it.

Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on May 05, 2017, 04:20:53 PM
Thanks for the feedback folks :)

I've had a better look at the new code, and the animal tab, work tab, and medical tab are going to need pretty much a complete rewrite. For the work and medical tab, the new way of creating these 'pawn list' tabs should actually simplify things quite a bit, still quite a bit of work, but should make things easier to maintain in the long run. The animal tab I'm a bit torn about - a low of its functionality is now vanilla. I'll probably save it for later.

I haven't looked at StackMerger, Blueprints, Relations Tab, Fluffy Breakdowns and FollowMe for A17, but I expect little to have changed there - I'll try and get an initial A17 version out soon. Architect Sense and Stuffed Floors can also be added to that list - but with a lower priority. Updating Area Unlocker should be trivial, the entire mod is only 4 lines of code ;).

I also haven't looked at Colony Manager yet, but with the changes to bills in vanilla, that might be a bit quite a bit of work. There's also a large amount of old and relatively new bugs in it that need to be looked at, so I'll likely take this opportunity to do a few refactors.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on May 05, 2017, 05:51:27 PM
There's an initial Blueprints version for A17 over on github; https://github.com/FluffierThanThou/Blueprints/releases
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: AngleWyrm on May 05, 2017, 09:42:48 PM
Quote from: Fluffy (l2032) on May 05, 2017, 04:20:53 PM
...with the changes to bills in vanilla, that might be a bit quite a bit of work. There's also a large amount of old and relatively new bugs in it that need to be looked at, so I'll likely take this opportunity to do a few refactors.

Here's to hoping that the changes to A17 create a more rigorous environment that assists in the prevention of bugs and makes what is desired more obtainable.
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on May 06, 2017, 04:50:02 AM
Area Unlocker is ready for A17; https://github.com/FluffierThanThou/AreaUnlocker/releases
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: pinguin42 on May 06, 2017, 12:05:18 PM
Is renaming animals no longer a thing? I looked at your animal tab video, but right clicking an animal in the animal tab just zooms to them. I've tried it with starting pets, dev spawned pets, bought pets, bonded pets, non-bonded-but-named pets, nothing :(  Are there any specific requirements to it?
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Aids86 on May 06, 2017, 10:40:18 PM
Hey. I'm wondering what work setup people are scheduling that go with their manager mods. Pics and a brief explanation would be fantastic!!
Title: Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
Post by: Fluffy (l2032) on May 07, 2017, 04:19:11 AM
StackMerger is ready for A17 (thanks, Zhentar!);
https://github.com/FluffierThanThou/StackMerger/releases

@pinguin; not at the moment, no. Sorry! I'll make sure this gets added back in when/if the animals tab gets updated for A17.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 07, 2017, 10:25:00 AM
FollowMe is ready for A17 (and now tracks pawns more reliably, even when on the world map!).
https://github.com/FluffierThanThou/FollowMe/releases
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 07, 2017, 05:41:45 PM
ArchitectSense & StuffedFloors are ready to go for A17;
https://github.com/FluffierThanThou/RW_ArchitectSense/releases
https://github.com/FluffierThanThou/StuffedFloors/releases
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on May 07, 2017, 08:12:29 PM
I don't know if you are already aware of this, but this error happened when a previously incapacitated *ahem* "disabled" prisoner woke up from surgery:
Found priority 1 for a pawn incapable of BuildRoofs. Did you add/change mods without starting a new game?
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:GetSaveString()
Fluffy_Tabs.PawnPrioritiesTracker:ExposeData()
Verse.Scribe_Deep:LookDeep(PawnPrioritiesTracker&, Boolean, String, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Fluffy_Tabs.WorldObject_Priorities:ExposeData()
Verse.Scribe_Deep:LookDeep(WorldObject&, Boolean, String, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
RimWorld.Planet.WorldObjectsHolder:ExposeData()
Verse.Scribe_Deep:LookDeep(WorldObjectsHolder&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(WorldObjectsHolder&, String, Object[])
RimWorld.Planet.World:ExposeComponents()
RimWorld.Planet.World:ExposeData()
Verse.Scribe_Deep:LookDeep(World&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(World&, String, Object[])
Verse.Game:ExposeData()
Verse.Scribe_Deep:LookDeep(Game&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(Game&, String, Object[])
Verse.GameDataSaveLoader:<SaveGame>m__A19()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()

There was an error for each kind of job that needed manipulation.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 08, 2017, 03:49:14 AM
@faltonico, yeah, that was me being overzealous in removing disabled worktypes because of bugs somewhere else. I'll probably rewrite the mess of code that governs this in A17. For now, try not to get your pawns incapacitated :P
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on May 09, 2017, 07:50:42 AM
They weren't my pawn though... they were... visitors. And not of the kind you want to greet >=D
I just realized that i will probably not play A17, or anymore for that matter.
Enjoy the game, and hope that it will be released soon!.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on May 10, 2017, 09:44:48 PM
As of the latest A17 build, FollowMe no longer allows me to start a new campaign. I can click into New Colony, but when I click Next on the Choose Scenario menu, nothing happens.

While it's possibly a mod conflict, the only mods I had enabled when this happened are the following:

The problem does not happen until I enable FollowMe.

Further testing, if I enable ONLY FollowMe, the same thing happens.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 11, 2017, 02:44:30 AM
Looks like there was a change in one of the more recent versions of A17. Anyway, it's fixed now.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Pichu0102 on May 12, 2017, 11:47:05 AM
Will a17 manager still use the custom managing worktype, or will it be blended into what research was changed to? Can't think of it off the top of my head...
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 12, 2017, 08:15:25 PM
It will probably still use the custom worktype, at the very least in the initial versions.

My usual process is to first get things loading without errors, then do some quick tests to make sure the main functionality works as expected. Then I release a preview version, and let you guys find the rest of the bugs. After it appears to be stable for a while it becomes the release version, and most new features/changes/enhancements that aren't critical are done after that first version.

That said, I haven't even dared open the manager mod's source yet, I'm a bit afraid of the number of changes I'll have to make there ;).

================

In other news, Relations Tab is almost done for A17, I've re-added the options and tweaked a few settings for ultrawide screens (I just bought one, first time I noticed the layout was a bit weird). Can't release yet as I'm waiting for someone in Ludeon to fix a bug in how the new ModSettings work.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on May 13, 2017, 01:16:53 AM
QuoteThen I release a preview version, and let you guys find the rest of the bugs
US ??
Damn and i though the steam people are the unpaided alpha/beta tester ! :-)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 13, 2017, 02:43:38 AM
Oh they are, and they don't even get a choice in the matter ;).

But with the really new builds, huge features or new alphas, it goes to the forums first.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on May 13, 2017, 11:16:14 AM
Quote from: Fluffy (l2032) on May 13, 2017, 02:43:38 AM
Oh they are, and they don't even get a choice in the matter ;).

But with the really new builds, huge features or new alphas, it goes to the forums first.

You.. realize the whole game is still in Alpha? So we're all Alpha testers, and not only are we unpaid, but we actually paid for the privilege.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AngleWyrm on May 15, 2017, 09:04:28 AM

(https://s6.postimg.org/dsesmugnl/chariot_Race.jpg)A suggestion for the Medical Tab mod:

Add an icon/indicator column that shows if a colonist is infected, and maybe some indication of the current status of the illness vs immunity race.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 17, 2017, 06:39:54 AM
@Canute, Darius; yeah, I realize that. It's fairly hard to miss, given how much the modding API changes with each alpha ;).

Update;
I'm currently working on rewriting the Medical Tab from scratch, will have to do the same for the Work Tab later, and I'm thinking about making the Animal Tab more of a plug-in to the vanilla tab, as it now does much of what the animal tab used to do.

Long story short, if you have any suggestions/requests for the Medical, Animal and Work tabs - now is the time to bring them up!

@AngleWyrm; Yeah, that's been on my wishlist for a while and is implemented for the A17 version. So are bleeding and pain indicators, and a column for self-tend checkboxes. I've also got a medical care column that allows setting medical care individually, for all pawns, and changing the defaults.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 17, 2017, 06:42:00 AM
I'm still thinking about what to do with Colony Manager, as there have been some major changes to the bills part of it - and it's long overdue for a serious refactor/rewrite. I may release an early version without the production (bills) tab, and then work on a proper refactor for a later release.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on May 17, 2017, 11:02:22 AM
Quote from: Fluffy (l2032) on May 17, 2017, 06:39:54 AM
...
Long story short, if you have any suggestions/requests for the Medical, Animal and Work tabs - now is the time to bring them up!
...
Include an enemies tab in the medical tab, i would like to see their bleeding rate after a raid, that way we can do a more effective triage. It would also be possible to see if they are still lurking around on the map.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on May 17, 2017, 11:22:27 AM
Bloody hell...

I read your comment referencing me, and it didn't make sense, so I re-read my comment, and I realized I quoted the wrong person.
Quote from: Canute on May 13, 2017, 01:16:53 AM
US ??
Damn and i though the steam people are the unpaided alpha/beta tester ! :-)

This is what my previous comment was supposed to be in response to.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on May 17, 2017, 11:28:18 AM
For Animal tab, I'd be mostly okay if you just used your icon/layout, and reintroduced animal naming. The Vanilla A17 animal tab is confusing as hell to me, esp. in terms of training.

For work tab, I'd really appreciate if you used discrete color categories based on the basic work option for the "Dwarven Therapist" mode; The rainbow spectrum is pretty, but it makes it harder to scan for specific work classes. I remember an issue that made me stop using the saved profiles; I think it was an inability to update or delete profiles, but I'm not sure if you fixed that since the last time I tried it.

It seems like you've got medical tab squared away already, so I don't think I have any real suggestions.

Really enjoy your mods, and definitely looking forward to seeing them in A17.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on May 17, 2017, 11:53:56 AM
Quote from: Fluffy (l2032) on May 17, 2017, 06:42:00 AM
I'm still thinking about what to do with Colony Manager, as there have been some major changes to the bills part of it - and it's long overdue for a serious refactor/rewrite. I may release an early version without the production (bills) tab, and then work on a proper refactor for a later release.

I'd be very happy with an early release without the bills tab. That's the one I use the least, because I can do the bascis of it from the benches themselves. It's the auto-designating of taming, hunting, logging and harveting wilfd plants that I really miss the most.

Thanks for all the work you've put into all of your mods. They are really useful.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Love on May 18, 2017, 03:36:03 AM
I'd like to see Colony Manager make a return without the Manager skill, personally.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on May 18, 2017, 03:55:58 AM
I never notice a difference at a skilled and unskilled colony manager anyway.
And once you got an AI manager the skill becomes pointless anyway.
Maybe use the social skill instead.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AngleWyrm on May 18, 2017, 05:44:04 AM
Quote from: khearn on May 17, 2017, 11:53:56 AM
Quote from: Fluffy (l2032) on May 17, 2017, 06:42:00 AM
I may release an early version without the production (bills) tab, and then work on a proper refactor for a later release.

I'd be very happy with an early release without the bills tab. That's the one I use the least, because I can do the basics of it from the benches themselves. It's the auto-designating of taming, hunting, logging and harveting wilfd plants that I really miss the most.

Same here; I get the most use out of it through automated hunting, taming & butchering, logging and gathering crops.

There's a couple mods out there that give hysteresis controls to the benches, so they can be told to make x amount then pause until stock is down to y amount before reactivating that task.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: FrozenSnowFox on May 18, 2017, 06:29:22 AM
My interest in Colony Manager is also primarily for automating animal husbandry, forestry and hunting. The bills tab is a nice feature but the same can be achieved through normal workbenches except for the make until you have X amount of Y quality.  Also instead of using the management skill I think you would be better off to switch it to the now renamed Intellectual skill.  The management skill becomes worthless once you have the AI manager anyway.  It might also solve the requirement of needing a new game?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on May 18, 2017, 06:37:06 AM
Yep, the use of the colony manager for production isn't that good.
The manager just looked at the stockpile and setup bills for missing parts even when there are bills up from the last managing.
At this way the workbenches was full of bills when there arn't enough pawns ready to fullfill these work.
For one time craftings + nessesary resources the manager doing a good job.

But the best use of the colony manager is for hunting,taming ,choping,harvesting and other none crafting repeating jobs.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 18, 2017, 03:30:32 PM
hmm you guys raise some interesting points. I do think there's some good ideas in the bills tab, e.g. the ability to set thresholds with a thingfilter so you can finetune qualities/durabilities to be counted, and the ability to create bills for ingredients. However, for me, like many of you, the bills tab is the least used, and the only reason I do use it is to keep a few stacks of high quality clothing around - but going through the manager to set that up is actually quite clumsy.

I think I might rip the bills part out of the manager altogether and see if I can implement some of these ideas afresh in a new mod. It's also by far the oldest, most complicated and bug-ridden part of the manager, so that should be a win-win.

Update; I thought I was putting the final touches on the medical tab (can't wait to show you guys the new version!), but then I realized I've completely skipped the part where it can also show animals, prisoners, so I have some more work to do.

Which brings me to another question; someone suggested adding hostiles to the options for the medical tab, to be able to make quick triage decisions after a raid. I like and support that use-case, but I'm a little bit concerned it would get a bit cheaty - you would always know exactly how many hostiles there are on the map, what their status is, and be able to jump to them. I don't think a Medical Tab should provide this much information, but what do you guys think? I'm leaning towards an option where it only shows downed hostiles, which would enable you to do triage decisions, but not give god-like tactical information.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on May 18, 2017, 03:43:07 PM
Quote from: Fluffy (l2032) on May 18, 2017, 03:30:32 PM
Which brings me to another question; someone suggested adding hostiles to the options for the medical tab, to be able to make quick triage decisions after a raid. I like and support that use-case, but I'm a little bit concerned it would get a bit cheaty - you would always know exactly how many hostiles there are on the map, what their status is, and be able to jump to them. I don't think a Medical Tab should provide this much information, but what do you guys think? I'm leaning towards an option where it only shows downed hostiles, which would enable you to do triage decisions, but not give god-like tactical information.

Making it only detect downed (and hence no-longer-a-threat) enemies seems quite reasonable.

Definitely looking forward to seeing (or more importantly, using) the new version!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: wolvern on May 18, 2017, 07:00:11 PM
Was wondering if you're able to add in a quantity slider to the stockpile zone above hit points so i can store 5-30 medicine in each med centre as well as 5-30 shells in piles at mortars because once someone has it in use the game marks the items as no longer present which stops pawns from doing their job.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on May 18, 2017, 08:24:57 PM
I'm not sure having all the hostiles on the tab is that much of a problem. It's not like there is a fog of war and we can't find the hostiles without the tab. And we can click on any pawn and see its full medical status. The tab would just avoid having to scroll all over the map trying to find any pawns with red names and check their health tabs. That's pretty much where I draw the line between QoL and "cheaty" mods. If it doesn't expose anything I can't know without the mod, but just organizes the info that's already available to me, it's QoL. If it shows me stuff I wouldn't be able to know without the mod (like a scanner that shows unexposed mineral veins, for instance), then it falls into the "cheaty" category.

I mean, you already can "know exactly how many hostiles there are on the map, what their status is, and be able to jump to them." You just have to scroll around to look at every tile on the map and hope you don't miss any (which admittedly isn't likely, what with the red nametags). That falls into time-consuming tedium in my book, rather than enjoyable gameplay.

Maybe make it an option, so the player can decide if he wants to have the tab show him all the info that's available to him, or just the info on downed hostiles.

Now if the player is using the "Fog of War" mod, then you should only display those pawns that are currently visible, regardless of whether they are down or not. But I don't really expect you to try and make your mod compatible with every other mod in existance, so don't feel obligated to go that extra mile. :)

[ Note that I'm not very comfortable with the "cheaty" term used above. It's very possible to make a well-balanced mod that exposes hidden info at an appropriate cost, which wouldn't really be a cheat. And as we all are well aware, "there is no cheating in a single player game." So please don't take offense at "cheaty", I'm sure there's a better term, but it's just not coming to me at the moment. ]


Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on May 19, 2017, 03:39:33 AM
So long the you don't show info's on the enemys you wouldn't see without i don't have anything against it.
Rather the to click any high-tech pirate and check for bionics, you could see it maybe on the list.
And i think hidden enemies inside cyrobaskets/rooms arn't active/shown until you actualy open the room/basket.

Or just seperate pirsoner from enemies. Since prisoner belong to your colony at some kind.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 19, 2017, 05:30:43 AM
@Canute; prisoners are already separated and fully shown. Not entirely sure what happens with escaped prisoners, but that's an edge case.

I have two problems with showing hostile pawns. First off, it's happened to me on more than one occasion that a few pawns of a raid sneakily separated from the main group, and caused havoc around my back/side/whatever entrance before I noticed them. To me, that's part of the game. Sure, I could have spotted them, but I didn't. Adding an easily accessible list of all enemies makes that scenario quite a bit less likely, and removes a fun (or FUN!) part of the game.

Second, enemies in cryo, hidden rooms, etc. would by default be visible. Sure, I can add some extra checks to make sure they're not on the list, but that introduces extra complexity and a bunch of special cases that may break down with updates and other mods, since I don't think there's any vanilla code I can rely on for that check (there might be, haven't looked very hard yet).
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on May 19, 2017, 11:27:59 AM
QuoteI have two problems with showing hostile pawns. First off, it's happened to me on more than one occasion that a few pawns of a raid sneakily separated from the main group
Yep i know what you mean. All land/appear as groupd at the same spot.
But a few move left of the mountain the other right and you forget them until you notice your base geting cold because they destroyed the ductsystem from an outside steamgeysir.

But the question is more, would you use the Tab overview to track all enemies during the raid over and over ?
I don't think so. I would use the tab to check what kind of enemies arrive and if they got maybe bionic parts i would like to have.
But during the main fight i wouldn't use the tab much, since it isn't important for the fight itself.
After the mainfight, yes there i could check it again to see if there are still enemies, and yes then you would detect these "sneakers" early then they maybe cause greater damage.
But you would detect them too, if you just zoom out and control the map self.

And this it is what your mod's are for, they made the handling / micromanagment a bit easyer. Instead to click at any pawn to check/adjust medical setings you can see it at once with the proper tab.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on May 19, 2017, 12:53:07 PM
Fluffy,

Excellent point about hostiles in hidden rooms and cryocaskets. I change my vote, you should only show downed hostiles. Not that this is a democracy, it's your mod. :)

But I do appreciate that you take feedback from the rest of us. And I also really appreciate the effort you've put into these mods. Thanks!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on May 19, 2017, 05:25:09 PM
I dare you to show hidden pawns inside ancient dangers... Not even numbers can do that xD
Actually i don't know if numbers can show that and rather not do it, but now i can't see them in the latest version of the mod.
If you can make it to show only the ones downed it would be even better, it would be like a prefilter.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 20, 2017, 11:04:49 AM
Finally, I've got a version of MedicalTab ready for testing. It's a complete rewrite for A17, hopefully it'll be instantly recognizable for existing users - and a have a few new features to boost!

https://github.com/FluffierThanThou/MedicalTab/releases

Features;
- All columns can be sorted by
- Overview of all medically relevant data for colonists, animals, prisoners, visitors and hostiles*
- Medical Care setting ( hold shift for mass-assign, ctrl for defaults )
- Infection/disease progress ( outer circle represents 100%, inner red circle infection progress, inner white circle immunity )
- Bleeding, pain and capacity status
- - Hover to show a breakdown of things affecting the stat/capacity, procedures scheduled
- - Click to order procedures** ( left click for positive, right click for negative )

*; as per the above discussion, it will only show downed hostile pawns by default. You can toggle an option in the mod options to show all hostiles.
**; by default, it suggests implants, replacement parts as well as administering drugs. The drugs could be considered clutter (and noone wants to accidentally give a pawn a luciferium addiction), so there's a setting to turn off suggesting drugs.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 20, 2017, 11:08:24 AM
@faltonico; numbers probably does some checking to make sure they don't appear, because by default if you just query all the pawns on the map, they would certainly appear.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: kaptain_kavern on May 20, 2017, 11:33:34 AM
Quote from: Fluffy (l2032) on May 20, 2017, 11:04:49 AM
Finally, I've got a version of MedicalTab ready for testing.

Yay !!!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on May 20, 2017, 11:44:02 AM
Going to try it out right meow.

Any updates to your other A17 mods? I'm starting to build a stable of A17 mods, so it's getting harder to keep track of what's had updates..
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 20, 2017, 12:51:15 PM
At this point everything but Colony Manager, Animal Tab and Work Tab are updated. I should add this to the front page, but they've been compiled against various unstable RimWorld versions, so I can't really guarantee if they'll work for the next unstable release.

Once A17 hits stable I'll recompile everything, do a final testing pass and get my pages here and on steam updated.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on May 20, 2017, 02:38:41 PM
@Fluffy (l2032) yes, after i posted i imagined something like that could be happening too.
Thank you for including that feature!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 20, 2017, 02:59:32 PM
I've spent a bit of time doing an initial red text cleanup on Colony Manager (read; fix obvious changes in API until the mod compiles and loads in-game without errors). I won't be able to do much more work on it tonight, but I figured some of you might want to try your luck on an A17 version, and maybe find and help fix me some bugs in the process.

I can give absolutely no guarantees on this version!
to make things work, and keeping in mind the earlier discussion, I've disabled the production and import/export tab, as they have the biggest problems (bills have changed in A17, import/export has basically been broken since A16)

You can get the mod by grabbing the current master branch from github;
https://github.com/FluffierThanThou/ColonyManager/archive/master.zip

Or use this link;
https://www.dropbox.com/s/ny6zke10axiu0qo/Colony%20Manager%20v0.17.0.0.zip?dl=0
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on May 20, 2017, 07:24:43 PM
Medical tab is looking great on a17. But I get an error while loading an existing save if I add Colony Manager. It says to see the error log for more info, but I'm not sure where the error log is. This is on a Linux system with Steam.

My mods directory is ~/.steam/steam/steamapps/common/RimWorld/Mods/ if that helps to figure out where I'm likely to find an error log file.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Love on May 20, 2017, 07:27:41 PM
Quote from: khearn on May 20, 2017, 07:24:43 PM
Medical tab is looking great on a17. But I get an error while loading an existing save if I add Colony Manager. It says to see the error log for more info, but I'm not sure where the error log is. This is on a Linux system with Steam.

My mods directory is ~/.steam/steam/steamapps/common/RimWorld/Mods/ if that helps to figure out where I'm likely to find an error log file.

~/.steam/steam/steamapps/common/RimWorld/RimWorldWin_Data/output_log.txt
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on May 20, 2017, 07:52:01 PM
I don't have a RimWorldWin_Data/ directory, but there is a RimWorldLinux_Data/, but unfortunately, it doesn't contain an output_log.txt, or anything similar.

I have found /tmp/rimworld_log, which looks like it might be the right log. But it's rather large. Just starting the game, trying to load a save and getting the error, and exiting creates a log that's 17MB in size. Dunno if I should attach something that big.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Love on May 20, 2017, 07:54:59 PM
Quote from: khearn on May 20, 2017, 07:52:01 PM
I don't have a RimWorldWin_Data/ directory, but there is a RimWorldLinux_Data/, but unfortunately, it doesn't contain an output_log.txt, or anything similar.

I have found /tmp/rimworld_log, which looks like it might be the right log. But it's rather large. Just starting the game, trying to load a save and getting the error, and exiting creates a log that's 17MB in size. Dunno if I should attach something that big.

Do a word search in there for 'error'
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 20, 2017, 07:59:33 PM
or zip (gzip, rar, whatever) it, the logs are highly repetitive, so usually zip down to pretty small size.

also, note that it just may not work on existing games.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on May 20, 2017, 08:37:59 PM
Well, it compresses down a bunch, but the smallest I could get was using bzip2, and that only got it down to 670KB and the limit is 600KB. zip, gzip, and rar all came out bigger.

Here's what looks like the most relevant parts of the /tmp/rimworld_log file:
Quote
Loading game from file Red Hammers with mods Core, AreaUnlocker-0.17.0.0, FollowMe-0.17.0.2, StackMerger-0.17.0.0, MedicalTab-0.17.0.1, and ColonyManager-master
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:17)
Verse.Root_Play:<Start>m__852() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84F() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

(Filename: C Line: 0)

SaveableFromNode exception: System.MissingMethodException: No constructor found for FollowMe.FollowMe::.ctor()
  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00134] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:319
  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.ScribeExtractor.SaveableFromNode[GameComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00136] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:103
Subnode:
<li Class="FollowMe.FollowMe" />
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:141)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:121)
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13)
Verse.Game:ExposeSmallComponents() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:245)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:394)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:35)
Verse.Root_Play:<Start>m__852() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84F() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

(Filename: C Line: 0)

SaveableFromNode exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Map.get_TileInfo () [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:153
  at Verse.Map.get_Biome () [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:154
  at FluffyManager.ManagerJob_Hunting..ctor (FluffyManager.Manager manager) [0x00000] in <filename unknown>:0
  at FluffyManager.ManagerTab_Hunting..ctor (FluffyManager.Manager manager) [0x00000] in <filename unknown>:0
  at FluffyManager.Manager..ctor (Verse.Map map) [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.Map.FillComponents () [0x00056] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:350
  at Verse.Map.ConstructComponents () [0x00382] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:254
  at Verse.Map.ExposeData () [0x00178] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:316
  at Verse.ScribeExtractor.SaveableFromNode[Map] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x001d4] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:122
Subnode:

And from there it starts a big dump of data, looks like lots of map grids making up about 75% of the 17MB file, then a few hundred errors like:
Quote
Could not resolve reference to object with loadID Thing_Human620 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=RimWorld.TaleData_Pawn curPathRelToParent=
With a stack trace after each. Those take up most of the remainder of the file, but they're probably just fallout from the earlier problems, which probably messed up the data structures, resulting in tons of messed up references.

I've had FollowMe installed for a while with no errors when loading, but to be honest, I'm not sure I've actually tried to use it, so I may have been getting the "No constructor found for FollowMe.FollowMe::.ctor()" error all along without it causing any noticable problems.

I strongly suspect the smoking gun is:
Quote
SaveableFromNode exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Map.get_TileInfo () [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:153
  at Verse.Map.get_Biome () [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:154
  at FluffyManager.ManagerJob_Hunting..ctor (FluffyManager.Manager manager) [0x00000] in <filename unknown>:0

If you really want the log, I can SNIP out a few MB of the data dump in the middle without being likely to make it any less useful.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on May 21, 2017, 02:07:34 AM
Do you got hugslib mod installed too ?
Then you can upload an error log over the errorlog window and just post the link.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 21, 2017, 07:02:39 AM
@khearn; thanks! I agree with your assessment of what the likely cause is, I should be able to find/replicate the issue with what you've given me.

Also, there's an update for FollowMe on GitHub that gets rid of that error.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 21, 2017, 05:45:31 PM
Turns out there was actually still an error in FollowMe (or again, RimWorld is a bit of a moving target at this point), I've pushed a new version that should get rid of the error properly.

I've also hopefully fixed the error on loading games with ColonyManager attached, which may or may not resolve issues with adding Colony Manager to existing games as well. In the process, I've also improved handling of finding all animals/plants/trees on the map for the various tabs.

It's now a 'proper' pre-release, so you can get it from GitHub;
https://github.com/FluffierThanThou/ColonyManager/releases
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: FrozenSnowFox on May 21, 2017, 07:01:50 PM
A clean save on the newest version without Colony Manager and then Colony Manager added immediately after seemed to work fine.

Now I'm not sure how relevant this is but I figured it might be worth posting it.  I keep a save from an earlier version after crash landing which I use for testing.  Until now I hadn't noticed any issues.  Putting Colony Manager on though screwed up the work window and made a bit of a mess, it took a while to even get the log up to see the error.  I even tried loading the game and saving it so it was the newest version before trying to add Colony Manager but got the same result.  Anyway here's the log.

RimWorld 0.17.1543 rev1027
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:76)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:31)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Loading game from file Fox Start 1 with mods Core, Lightweight Building Polymer, and ColonyManager
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:17)
Verse.Root_Play:<Start>m__854() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

Loaded file (Map) is from version 0.17.1532 rev1003, we are running version 0.17.1543 rev1027.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\ScribeMetaHeaderUtility.cs:86)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:29)
Verse.Root_Play:<Start>m__854() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

Exception filling window for RimWorld.MainTabWindow_Work: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00024] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:635
  at Verse.DefMap`2[Verse.WorkTypeDef,System.Int32].get_Item (Verse.WorkTypeDef def) [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\DataTypes\DefMap.cs:20
  at RimWorld.Pawn_WorkSettings.GetPriority (Verse.WorkTypeDef w) [0x00006] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\Pawn_WorkSettings.cs:138
  at RimWorld.WidgetsWork.DrawWorkBoxFor (Single x, Single y, Verse.Pawn p, Verse.WorkTypeDef wType, Boolean incapableBecauseOfCapacities) [0x001d8] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\WidgetsWork.cs:108
  at RimWorld.PawnColumnWorker_WorkPriority.DoCell (Rect rect, Verse.Pawn pawn, RimWorld.PawnTable table) [0x00097] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\PawnTable\PawnColumnWorkers\Misc\PawnColumnWorker_WorkPriority.cs:32
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x0025f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\PawnTable\PawnTable.cs:182
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00007] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_PawnTable.cs:46
  at RimWorld.MainTabWindow_Work.DoWindowContents (Rect rect) [0x00000] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Work.cs:30
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C5.<>m__1B2 (Int32 x) [0x001ff] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:192
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B2(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:196)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1896)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 22, 2017, 01:24:23 AM
alright, so it definitely does not work with an ongoing save game. Thanks!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on May 23, 2017, 02:14:52 PM
I finally had a chance to try out the new FollowMe (1.17.0.2) and Colony Manager (1.17.0.1). My existing save loads without any errors in the log. But when I open the Work tab, I see only one colonist (should be 7), and I repeatedly get this in the log as long as I have the tab open:
Quote
Exception filling window for RimWorld.MainTabWindow_Work: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[Verse.WorkTypeDef,System.Int32].get_Item (Verse.WorkTypeDef def) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.GetPriority (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at RimWorld.WidgetsWork.DrawWorkBoxFor (Single x, Single y, Verse.Pawn p, Verse.WorkTypeDef wType, Boolean incapableBecauseOfCapacities) [0x00000] in <filename unknown>:0
  at RimWorld.PawnColumnWorker_WorkPriority.DoCell (Rect rect, Verse.Pawn pawn, RimWorld.PawnTable table) [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_Work.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C5.<>m__1B2 (Int32 x) [0x00000] in <filename unknown>:0

(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 422)


I hope that helps. Let me know if there's more info I can provide.

Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 23, 2017, 02:46:05 PM
You can't add ColonyManager in an existing game, sorry.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on May 23, 2017, 02:58:34 PM
Ok, I wasn't sure if you were trying to make that work. I can survive without it until I start a new game. I think.

Thanks again for all the effort you've put into this!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 23, 2017, 04:38:58 PM
The good news is that once I get my WorkTab updated you'll be able to add ColonyManager in existing games where workTab is active as well.

Currently working on the worktab, redoing large parts from scratch as there's significant changes, and there were a lot of bugs in the old architecture.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Pichu0102 on May 24, 2017, 12:25:13 AM
Quote from: khearn on May 23, 2017, 02:14:52 PM
I finally had a chance to try out the new FollowMe (1.17.0.2) and Colony Manager (1.17.0.1). My existing save loads without any errors in the log. But when I open the Work tab, I see only one colonist (should be 7), and I repeatedly get this in the log as long as I have the tab open:
Quote
Exception filling window for RimWorld.MainTabWindow_Work: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[Verse.WorkTypeDef,System.Int32].get_Item (Verse.WorkTypeDef def) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.GetPriority (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at RimWorld.WidgetsWork.DrawWorkBoxFor (Single x, Single y, Verse.Pawn p, Verse.WorkTypeDef wType, Boolean incapableBecauseOfCapacities) [0x00000] in <filename unknown>:0
  at RimWorld.PawnColumnWorker_WorkPriority.DoCell (Rect rect, Verse.Pawn pawn, RimWorld.PawnTable table) [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_Work.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C5.<>m__1B2 (Int32 x) [0x00000] in <filename unknown>:0

(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 422)


I hope that helps. Let me know if there's more info I can provide.
This happens because colony manager adds a new worktype, at which point Rimworld looks for the priority assigned to it and goes out of bounds and panics since it sees less worktype priorities than it thinks should exist, and tries to read a value past the final worktype priority value, which doesn't end well. You can manually edit a savefile to add another priority line to each pawn so it at least sees the right number of worktype priority rows (incredibly tedious and easy to miss something...) but unless you really know what you're doing, you shouldn't do this, as you can very easily break your save.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on May 24, 2017, 01:17:30 AM
So if I understand correctly, the existing pawns have no "manager" work type, so the work tab starts with the first pawn, prints the value of each work type, but when it doesn't find a value for Manager when it gets to the end of the pawn's data, it throws an error. Thus, I only see one pawn on the tab.

Makes sense.

So just adding a zero value for the manager work type to everyone should fix things. I'll make a copy of my save and give it a try. But I'm starting on a road trip tomorrow morning, so it may be a few days before I can do it.

Thanks, Pichu0102.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 24, 2017, 03:24:09 AM
@khearn; that is correct. You might also be able to get away with removing the workSettings altogether, in which case the list should get regenerated. Whatever you do, make a backup first.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on May 24, 2017, 06:11:54 PM
Fluffy, as you re-do work tabs, would you consider breaking out stonecutting (and maybe drug productions as well) separately, whether through Dwarf Therapist mode or via the main window?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 24, 2017, 07:49:35 PM
I have no plans on doing so at the moment, although it's an interesting idea. One issue is that everyone would want to break out different jobs, so there would have to be some kind of UI to have you change that. That's doable, but the bigger problem is how do you then deal with the overall worktype that job belongs to, and the individual workgiver...

Anyhow, I'm currently working on a different approach, and I do want to get an update out somewhat soon, so I'm going to keep it simple(r) for a first release.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AngleWyrm on May 25, 2017, 01:46:44 PM
bug report for
Animal Tab, Blueprints, Colony Manager, Fluffy Breakdowns, Medical Tab:

Works like a champ!

Great stuff man.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: kaptain_kavern on May 25, 2017, 02:12:57 PM
Same here o7
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AzharNoordin on May 25, 2017, 03:47:15 PM
Uhmm..if its not to much can you put the manager research on its own tab?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on May 27, 2017, 06:09:55 AM
Me too .. everything else with a 17 in it works without problems.

.. except birds&bees, I don't use it.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: coldcell on May 27, 2017, 10:08:19 AM
Fluffy, just wanna say thanks for all your hard work.

Seriously I can't play Rimworld (even though it's an awesome game by itself) without your mods. Keep up the awesome work!!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Raphaello on May 27, 2017, 11:17:56 AM
Quote from: khearn on May 24, 2017, 01:17:30 AM
So just adding a zero value for the manager work type to everyone should fix things. I'll make a copy of my save and give it a try. But I'm starting on a road trip tomorrow morning, so it may be a few days before I can do it.

Thanks for the analysis and solution suggestion - it works indeed!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: drakulux on May 27, 2017, 01:44:07 PM
Hey fluffy, bug report, i noticed error message  in the description box of an object when it has been minified using minified overloaded mod. The error was for fluffy breakdowns .   It doesnt seem to break the game, and i had to run out b4 i could test installing the table/lamp. It looks like a bug that could be missed because it doesnt throw errors,the error is in the description.

Edit: this is specifically with certain items added by the crash landing mod, specifically i can see the crashed battery and electric smelter has errors. The lamp and fridge from rimfridge are fine.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: GrumpyProgrammer on May 27, 2017, 04:47:14 PM
BUG REPORT:

This is kind of an odd one as it has nothing to do with the mods themselves, but rather the packaging. When downloading the .rars, the files are apparently not valid rar files (as reported by Unrar). Using Linux and this was the same for all the .rar files I downloaded (Blueprints, Colony Manager, Fluffy Breakdowns, Stack Merger, and Stuffed Floors).

I ended up just git cloning the mods I wanted to try out and that worked fine, so there's an easy work around.

As for the mods themselves, they seem to work flawlessly! Great job, Fluffy, you do good work.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on May 28, 2017, 05:17:15 AM
I just download the colony manager and don't got problems to open/unpack them with Winrar or 7zip.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: C0pper on May 28, 2017, 03:08:45 PM
So just encountered an issue:
Arcitect Sense does not do what it advertises:

Loaded mods:
Core
HugsLib
Arcitect Sense
<bunch of other mods>
Stuffed Floors
<bunch of other mods>

Result: http://steamcommunity.com/sharedfiles/filedetails/?id=934922241

Not sure how to get full mod list so i can post it here where it isen't just a bunch of numbers copied from the XML which i know isen't that very helpful...
about 77 mods active at the current moment.

Any incompatiblity that is known off?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: thesoupiest on May 28, 2017, 03:41:38 PM
Where can I read what each of these mods actually does in detail?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Meridias on May 28, 2017, 05:06:24 PM
I'm getting the same issue with downloading the files and the "is not a valid archive" error. Only tried with breakdown though.

edit: was getting the error with winzip. winrar seems to work.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 28, 2017, 07:00:47 PM
@Meridias, Canute, Grumpy; this appears to be a bug in the archiver I use in my build script, doesn't look like a solution is forthcoming; https://github.com/archiverjs/node-archiver/issues/196. Considering each of you did get it to work, looking into alternatives isn't an immediate priority.

@thesoupiest; The Steam Workshop and GitHub links all have a full description (or at least a longer description) on their respective front pages. I tried keeping descriptions up to date on the forums, but it turned into too much of a hassle. I have a build script that automates updates on steam and github, including the description, but that won't work for the forum.

@c0pper; odd. I'll need an output_log to give any meaningful help, looks like something caused architect sense to choke. Stuffed Floors appears to be mostly fine, considering it did create all the floors. Are you sure you're on the latest versions of both mods?

@Drakulux; thanks for the report. Considering this appears to be a three-mod interaction, it's not very high on my list of things to solve, but I'll try and fix it when I get some time. (if I can, entirely possible one or both of the other mods need to make changes).
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sadpickle on May 28, 2017, 07:29:42 PM
Just wanted to say Stack Merger is the bomb and I can't believe it hasn't been integrated into vanilla Rimworld this alpha. It is indispensable.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Pichu0102 on May 28, 2017, 09:57:07 PM
Sometime maybe in the future like perhaps A18, could you add a feature for Manager to not change animal areas you have manually set while there are hostiles on the field? Or maybe a different set of areas when there are hostiles on the field?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 29, 2017, 03:31:36 AM
@Pichu, hmm, that is something I hadn't thought of yet, but I can see how the current setup could cause issues with overriding player-set restrictions. I'll see what I can do!

+++++++++ WORK TAB +++++++++
I've got a first working version ready - it's barebones, but it does have detailed work priorities, and loads of under-the-hood improvements over the A16 and earlier versions.

Note that the detailed priorities can now be expanded/collapsed on a per-worktype basis by Ctrl-clicking the column header. Normal clicks sort, shift-clicks and shift-scroll changes priorities. Scrolling also works on the checkboxes.

I'll likely leave favourites out for now, and stick with the more vanilla copy/paste buttons (which don't take detailed priorities into account yet, will get to that soon).

Timed priorities are definitely coming back, but I haven't implemented them yet (the internals are ready and designed for them though).

So, if you really can't wait for detailed priorities, and/or want to help me out with bugs and suggestions, get it here:
https://github.com/FluffierThanThou/WorkTab/releases

Note that I have had very little time for playtesting, so there may be some obscure bugs. Upcoming versions may also break save compatibility, which is one of the reasons I haven't put it on steam.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: C0pper on May 29, 2017, 07:11:08 AM
Quote from: Fluffy (l2032) on May 28, 2017, 07:00:47 PM
-Snipped to decrease post size-
Are you sure you're on the latest versions of both mods?
-snip-
Got the steam versions, so unless you failed to update the steam workshop versions correctly or otherwise, they SHOULD be the latest.

Here is my Output_log: https://www.dropbox.com/s/6fkcf99kmyc103u/CB_RimWorld_output_log.txt?dl=0
Tossed it into my Dropbox to make it take as little space as possible, and renamed the file a little, just in case you ended up DLing it instead of viewing it right away.

It seems Both mods works fine when i look through the output log... but then again, i don't know what the heck i'm looking for in the first place :P
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Pichu0102 on May 29, 2017, 07:51:37 AM
Quote from: Fluffy (l2032) on May 29, 2017, 03:31:36 AM
@Pichu, hmm, that is something I hadn't thought of yet, but I can see how the current setup could cause issues with overriding player-set restrictions. I'll see what I can do!

+++++++++ WORK TAB +++++++++
I've got a first working version ready - it's barebones, but it does have detailed work priorities, and loads of under-the-hood improvements over the A16 and earlier versions.

Note that the detailed priorities can now be expanded/collapsed on a per-worktype basis by Ctrl-clicking the column header. Normal clicks sort, shift-clicks and shift-scroll changes priorities. Scrolling also works on the checkboxes.

I'll likely leave favourites out for now, and stick with the more vanilla copy/paste buttons (which don't take detailed priorities into account yet, will get to that soon).

Timed priorities are definitely coming back, but I haven't implemented them yet (the internals are ready and designed for them though).

So, if you really can't wait for detailed priorities, and/or want to help me out with bugs and suggestions, get it here:
https://github.com/FluffierThanThou/WorkTab/releases

Note that I have had very little time for playtesting, so there may be some obscure bugs. Upcoming versions may also break save compatibility, which is one of the reasons I haven't put it on steam.
Yeah, don't worry too much about it, my suggestion can wait easily. It just requires turning off the assigned areas for each animal in manager and telling all animals to go inside in the animals tab, then reactivating assigned areas in the manager once the threat has passed. It's not that bad.

EDIT: By the way, is it possible to add Ambrosia to the foraging tab?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 29, 2017, 10:03:49 AM
I just realized that the archives I upload to github were incorrectly given a .rar extension, when they are actually .zip files. I've fixed the error, so future archives should be fine, but this would explain the 'corrupted archive' message you guys have been getting. Simply renaming the files to have a .zip extension should work just fine.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Antaios on May 29, 2017, 11:00:30 AM
Quote from: Fluffy (l2032) on May 29, 2017, 03:31:36 AM
So, if you really can't wait for detailed priorities, and/or want to help me out with bugs and suggestions, get it here:
https://github.com/FluffierThanThou/WorkTab/releases

Note that I have had very little time for playtesting, so there may be some obscure bugs. Upcoming versions may also break save compatibility, which is one of the reasons I haven't put it on steam.

Played with it for a little bit so far, and the only thing I've noticed yet is that mod-added detail work types get added to the end of their category, instead of being placed sorted left/right high/low priority level.

e.g. your "fluffy breakdowns" mod adds maintaining components to the detailed work types, but even though pawns work on that before other construction jobs of the same priority, its at the end of the construction work type list when it's expanded.

mod order didn't seem to make any difference, if that's relevant.

Hope this helps  :)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on May 29, 2017, 01:24:02 PM
Also tried it, very briefly, last night. I kinda like the collapsing menus, but also kinda soon. It could just be a minor case of change aversion, but it seems really cramped. Is rotating the text 90° an option? It might make it easier to see everything. Otherwise, I like that it adds work classes from other mods seamlessly.

Also, one problem I had with the old version that I never remembered to ask about, and I didn't have time to see if it's still present: When you'd switch from the advanced menu back to the simple menu, your work assignments for sub-classes of work would "revert" to vanilla behaviors, until you switched the menu back to advanced mode.

So, for instance if you had all pawns set to carry materials to frames/blueprints, but only some pawns allowed to construct, you would have non-constrictor pawns trying to construct when you had the menu on simple mode. I'm hoping this isn't the case when the sub-classes are collapsed in this version.

Otherwise, it's looking great, and I'm glad to have my favorite micro-managing mod back.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 30, 2017, 06:44:26 PM
I've just added the mood & current job columns to the Work Tab pre-release, and fixed a small bug with workgiver ordering (thanks antaios!). You can get the latest pre-release version here;

https://github.com/FluffierThanThou/WorkTab/releases

@DariusWolfe; Yeah, I'm also not particularly happy with the way the labels are displayed. There's two problems with rotating them; first and foremost, it's actually quite hard to do so in a way that works with UI scaling. Each of those is actually a quite complex operation (quads, i.e. 4x4 transformation matrices, are involved). The combination of the two proved to be a problem I couldn't solve in the earlier versions. That said, the new way of doing these tabs (e.g. per column) may actually simplify things, so I may have another go at that. The second problem is that it doesn't really work in conjunction with the horizontal 'normal' labels, so I'd have to place them all vertically. Given the fact that I had some complaints about vertical labels being illegible, I don't really want to make that the default view. That in turn means there'd have to be either a setting or an automatic toggle where it switches to vertical labels based on available space, either way means double the work to create two versions.

Another option, and one that I would find quite attractive (in theory) is to replace the labels with icons. Again, that has drawbacks. It's hard to find/create icons that clearly identify what the specific workgiver does, especially given that some are quite similar (take all the hauling ones, for example). Second, icons for workgivers are not standard, so you'd have issues with mod-added workgivers. I'd either have to manually keep track of all other mods adding workgivers and give them icons (not an option), or expect other modders to support my mod by supplying said icons (might work for some, but not all).

So yeah, if anyone has any good ideas, I'll listen! Keep in mind that I am quite fond of the expand/collapse mechanic, so you'll have to come up with some great arguments if your suggestions involve removing those.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 30, 2017, 06:50:27 PM
Oh also, yeah, it always uses the detailed priorities, no matter what's expanded or not. The only caveat is that when you alter any of the worktype priorities, it will set all of the workgiver priorities to the same level - that of the current highest priority workgiver +/-1, depending on what direction you're changing it.

Note that this was also the behaviour in the latter releases of the A16 version (not sure where exactly it was changed, but I'm 99% sure it was. At least I tried to make it that. There were a lot of stupid bugs and weird edge cases in the A16 version.)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Antaios on May 31, 2017, 01:51:53 AM
Quote from: Fluffy (l2032) on May 30, 2017, 06:44:26 PM
I've just added the mood & current job columns to the Work Tab pre-release, and fixed a small bug with workgiver ordering (thanks antaios!). You can get the latest pre-release version here;

Fix works well, mostly. Unless you intended it to, it not only sorted the order but reverses it as well. Now reads right to left in the expanded worktype.
(http://i.imgur.com/qcmkFPd.jpg)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 31, 2017, 02:47:41 AM
Ugh, no, that was not intended. Suits me right for assuming a fix was so simple I didn't even need to test it...
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: LetheNyx on May 31, 2017, 06:20:00 AM
Quote from: C0pper on May 28, 2017, 03:08:45 PM
So just encountered an issue:
Arcitect Sense does not do what it advertises:

Loaded mods:
Core
HugsLib
Arcitect Sense
<bunch of other mods>
Stuffed Floors
<bunch of other mods>

Result: http://steamcommunity.com/sharedfiles/filedetails/?id=934922241

Not sure how to get full mod list so i can post it here where it isen't just a bunch of numbers copied from the XML which i know isen't that very helpful...
about 77 mods active at the current moment.

Any incompatiblity that is known off?

Sooo, I'm actually having this problem as well. Not sure what's causing it but I am using a LOT of mods and I swear it was working just the other day and now its not... at least I seem to remember it was working.

I'm attaching my output_log to this post, it says that it's merging MoreFloors with Floors but it doesn't actually merge them and I also have more than just 1 floor mod.... I'm using Re-Reuploaded Floored, Cupro's Alloys, Cupro's Stones, Carpets of the Rainbow, and of course MoreFloors.

[attachment deleted by admin due to age]
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on May 31, 2017, 07:31:31 AM
You've got several A16 mods that are throwing errors. Can you try without those?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: LetheNyx on May 31, 2017, 07:52:06 PM
The A16 mods are actually working perfectly even with throwing errors. Tried it without ANY a16 mods, it still didn't merge all of the flooring. One of the mods I'm using, Cupro's Stones, even has a patch for Stuffed Floors.

[attachment deleted by admin due to age]
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 01, 2017, 03:44:01 AM
That error log still has A16 mods (numbers) and other errors (pawn state icons, something that adds sexuality traits). I don't know if those affect the problems you're seeing, but that's precisely the point; I don't know. I'm not going to spend hours trying to reproduce an obscure problem when it might be a completely unrelated mod or set of mods bugging things out.

I'm sorry if that sounds harsh, but if I spent time on such vague bug reports I wouldn't have any time left to actually make mods.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Love on June 01, 2017, 05:47:03 AM
LetheNyx, you need to figure out what the problem is on your own by performing tests with only certain mods enabled, maybe then Fluffy can fix it.

Quote from: Fluffy (l2032) on May 31, 2017, 02:47:41 AM
Ugh, no, that was not intended. Suits me right for assuming a fix was so simple I didn't even need to test it...

Any chance this could be fixed this morning? It's been buggin' me.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: C0pper on June 01, 2017, 12:00:54 PM
Quote from: Fluffy (l2032) on June 01, 2017, 03:44:01 AM
That error log still has A16 mods (numbers) and other errors (pawn state icons, something that adds sexuality traits). I don't know if those affect the problems you're seeing, but that's precisely the point; I don't know. I'm not going to spend hours trying to reproduce an obscure problem when it might be a completely unrelated mod or set of mods bugging things out.

I'm sorry if that sounds harsh, but if I spent time on such vague bug reports I wouldn't have any time left to actually make mods.
Later, it's 5:58pm as of writing, i'll test out with only Hugslib,Arkitect sense and stuffed floors and then start from there...
Hopefully i'll nail the mod that will cause the bug
Until hen, just have a bit of patience... i'm having a blast with my current collection of mods... killing 80+ pirate raiders...
almost half of them are dead... as of writing this XD
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Ignoral on June 01, 2017, 04:19:22 PM
Having an issue with installing bionic reproductive organs on my colonists, I bought the robot winkies from another settlement and when I go into the operations menu there's no option to install them, it's the same for both of my eunuchs.
(https://i.gyazo.com/2326f9bfdcae534203769858c76bc7a5.png)
(https://i.gyazo.com/cd96ea572340ce66b721a56d28e9aa32.png)
(https://i.gyazo.com/eec723be3711c850e7f145bf32bb0e87.png)
The -25 modifier is killing me.  ::)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on June 01, 2017, 04:50:06 PM
Quote from: Ignoral on June 01, 2017, 04:19:22 PM
Having an issue with installing bionic reproductive organs on my colonists, I bought the robot winkies from another settlement and when I go into the operations menu there's no option to install them, it's the same for both of my eunuchs.

I think you are posting in the wrong thread. As far as I know, Fluffy doesn't have any medical mods (outside of the medical tabs mod)

You are probably looking for:

EPOE ( https://ludeon.com/forums/index.php?topic=10571.0 )

or

RBSE ( https://ludeon.com/forums/index.php?topic=28731.0 )

Or possibly some other med mod.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on June 01, 2017, 04:52:47 PM
I think he may be reporting on Birds and the Bees, since that mod adds reproductive organs that can be removed.

Never hurts to mention the name of the mod you're talking about in your post, though.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Ignoral on June 01, 2017, 05:00:47 PM
Yeah, the bionic weewees are added by Birds and Bees afaik.

I also tried to use the debug menu to re-add the body part but it doesn't show up under restore body part.
The only mods I'm using that effect surgery are EPOE, Remove Everything and Quality Surgeon, in case there are any conflicts there.

Edit: I can't be sure but I may also have added this mod during a current save if that could be an issue. I also tried disabling the mods I mentioned above and still had the same issue.

I tried disabling Birds and Bees but that made my neutered colonists invisible without the ability to interact with anything.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: C0pper on June 02, 2017, 12:25:24 PM
Quote from: Ignoral on June 01, 2017, 05:00:47 PM
Yeah, the bionic weewees are added by Birds and Bees afaik.

I also tried to use the debug menu to re-add the body part but it doesn't show up under restore body part.
The only mods I'm using that effect surgery are EPOE, Remove Everything and Quality Surgeon, in case there are any conflicts there.

Edit: I can't be sure but I may also have added this mod during a current save if that could be an issue. I also tried disabling the mods I mentioned above and still had the same issue.

I tried disabling Birds and Bees but that made my neutered colonists invisible without the ability to interact with anything.
But... why are you asking here and not in the respective mods?
Your problem is completely unrelated to any of Fluffy's mods as far as i can gather.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on June 02, 2017, 01:19:13 PM
Quote from: DariusWolfe on June 01, 2017, 04:52:47 PM
I think he may be reporting on Birds and the Bees, since that mod adds reproductive organs that can be removed.

Never hurts to mention the name of the mod you're talking about in your post, though.

Ah, my bad. I do forget about The Birds and the Bees mod! So either it is that or a clash between that and another medical mod being used. So may want to cross post this to whichever other medical mod is being used.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on June 02, 2017, 02:03:13 PM
c0pper: Birds and the Bees IS Fluffy's mod, and is mentioned right there in the header post.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Ignoral on June 02, 2017, 02:17:54 PM
I can confirm it is an issue with Birds and Bees after starting a new test game with only Birds and the Bees enabled.

(https://i.gyazo.com/50bcf4313ab1b9cce069046610e22457.png)
(https://i.gyazo.com/9d1cf93fd7cdbeb88797df33b984ed59.png)
(https://i.gyazo.com/2af15d7a0c9d51b7cd4cad5e099518d7.png)

In this new game, I could fix it via debug, which I can't do in my current game.

Test save (https://www.mediafire.com/?8m9faentk7d7iwv)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on June 02, 2017, 02:45:10 PM
Quote from: Fluffy (l2032) on June 01, 2017, 03:44:01 AM
That error log still has A16 mods (numbers) and other errors (pawn state icons, something that adds sexuality traits). I don't know if those affect the problems you're seeing, but that's precisely the point; I don't know. I'm not going to spend hours trying to reproduce an obscure problem when it might be a completely unrelated mod or set of mods bugging things out.

I'm sorry if that sounds harsh, but if I spent time on such vague bug reports I wouldn't have any time left to actually make mods.

Romance Diversified, which adds sexual orientations as Traits has no problems with Birds&Bees .. at least not in my ModList.

A Small Suggestion to the In-Progress WorkTab.
I would love to see a Key-Combination to Turn Off a WorkType instead of clicking through 3 or 4 Numbers.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: ImStereotype on June 02, 2017, 02:51:57 PM
Thank you, love Stack Merger.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: khearn on June 02, 2017, 06:02:27 PM
Shouldn't there be a lower tech alternative to bionic reproductive organs?

"Install peg leg (middle leg)" ;)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: kaptain_kavern on June 02, 2017, 06:15:38 PM
Looks like a recipeDefs is missing his <recipeUsers> in the bees mod.

From the symptoms at least
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: C0pper on June 03, 2017, 08:54:08 AM
I found the mod that conflicts with Stuffed floors...

MinePlan Designator: http://steamcommunity.com/sharedfiles/filedetails/?id=803172563
Is the culprit that does crazy with the floors: http://steamcommunity.com/sharedfiles/filedetails/?id=934922241

Fluffy, would you please take a peak into the code of MinePlan, just to see what ever the heck is going on?

70+ mods, and this one is the evil incompatible one..

EDIT:
Turns out, it's super incompatible with a HUGE amount of mods actually...
Enabled with other UI mods, makes UI mods go wonky...
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: neobikes on June 04, 2017, 02:50:43 AM
At Work tab ...

1. Why "subskills" are reversed?

2. There is new "Master branch" column, but in real game it is really more of confusing and space waste instead of being helpful.
Also i got that issue:
- Because master branch ALWAYS have some value (1-9, null) sometimes it shares its value to ALL subskills. Making worktab useless.
Example:
Say you want few pawns to deliver materials to blueprints, but not construct, after a while these few pawns will have all subskills set to value of master branch and they will start constructing.

3. If subskills names cannot be vertical pls shorten them, but leave Mouse-on-hover description full.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Antaios on June 04, 2017, 03:54:38 AM
Quote from: neobikes on June 04, 2017, 02:50:43 AM
At Work tab ...

1. Why "subskills" are reversed?

2. There is new "Master branch" column, but in real game it is really more of confusing and space waste instead of being helpful.
Also i got that issue:
- Because master branch ALWAYS have some value (1-9, null) sometimes it shares its value to ALL subskills. Making worktab useless.
Example:
Say you want few pawns to deliver materials to blueprints, but not construct, after a while these few pawns will have all subskills set to value of master branch and they will start constructing.

3. If subskills names cannot be vertical pls shorten them, but leave Mouse-on-hover description full.

1: Reported two pages ago, Fluffy knows about it.
2: Some people like the master branch (I do!  :D).
I've seen that happen before but it hasn't happened since removing another mod that I found to be causing the issue. Are you by chance using the "Force Pawn to Do a Job" mod? I know that to be one mod that resets workgiver priorities (every time you right click more or less, I think).
3: Was discussed a few pages back, sounds like you read that one.
Personally, I don't think there'd be any way to make an automated name shortener which spits out anything that makes sense. So the workgiver names would really have to be done by hand, which would mean Fluffy can't then shorten mod added workgivers without a ton of manual work. Similar problems to the icon idea, I beleive.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: neobikes on June 05, 2017, 02:27:11 AM
I agree
"Force Pawn to Do a Job" mod
messes with "Work Tab" mod

I found something:
If you got a guy who is unable to do "intellectual", he will do research anyway and even will prioritize that task.
But i use some other mods, like treatment priority that can mess with it as well.

Edit: Started new colony used same mods and i am unable to make this bug happenes again.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 05, 2017, 06:45:26 AM
kaptain_kavern was correct, I was missing the recipes. The actual implementation is a bit more involved because I want to automatically give the recipe to all fleshy humanlike races, but I already had that logic in place, so I just needed to tweak it a bit.

I've just pushed the update that properly adds the recipes for implants to humans (and other humanlike) races.

While doing that I also noticed a few problems;
Impotence would be applied to the whole body, and therefore would not be removed when adding a bionic replacement part. Both impotence and menopause are now applied to the reproductive organs, which arguably doesn't make a whole lot of sense - but it gets the job done.

Efficiency of body parts would actually have no effect on fertility, so you could have severe wounds and still be 100% fertile - and even the basic implant (basically a peg leg) would have 100% fertility. This has now been fixed, and fertility is affected by the efficiency of the relevant parts.

Finally, the basic implant is now immediately craftable (much like peg legs are).

In future, I would like to decouple the proficiency of lovin' from fertility, but for now I have bigger fish to fry.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 05, 2017, 06:50:51 AM
As for the issues with Stuffed Floors (technically Architect Sense) and Erdelf's MinePlan designator. I posted this on steam yesterday;

======

Alright, figured out the problem. Erdelf is calling some code that will completely wipe out any (non-xml) changes made to any of the designation categories, and doing so in a place that means load order doesn't matter.

I've notified him of the problem, hopefully he'll fix it. For the record, this is completely caused by Erdelf's http://steamcommunity.com/sharedfiles/filedetails/?id=803172563&searchtext=Mineplan using a very heavy-handed approach to inject his designator.

======

Specifically, he's re-resolving all references on all designation categories after the game has already loaded. There are two parts to the problem;
First, re-resolving all references wipes out any changes other mods have made to the designators, which includes architect sense - and possibly other mods out there.
Second, he's doing it from a bit of code that will run late, but I cannot be certain of when exactly, as it is run when needed (the constructor for the designator). That means I can't simply run my logic later to redo my changes.

Several others and I have notified erdelf of these issues, but he's removed his account from the forums here and is deleting the messages from his mods on steam. I take that to mean he's not going to fix the problem, so for now, all I can do is advise you not to use the MinePlan Designator mod. 
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Kubouch on June 05, 2017, 03:28:07 PM
Direct download links (the down arrow icon in the first post) of Blueprints and Medical Tab (maybe other, didn't test) seem broken. It downloads an empty archive. GitHub download works fine.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 05, 2017, 03:34:29 PM
hmm they may be pointing to .rar instead of .zip. I'll look into it, thanks!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: neobikes on June 05, 2017, 03:35:15 PM
here is picture attached where pawn research while "intellectual" disabled

Maybe it's because he is alcoholic?
I also sometimes like to do things on computer after 1 beer

[attachment deleted by admin due to age]
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Kubouch on June 05, 2017, 05:22:21 PM
Quote from: Fluffy (l2032) on June 05, 2017, 03:34:29 PM
hmm they may be pointing to .rar instead of .zip. I'll look into it, thanks!

Yeah they are pointing to .rar.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: E_T on June 05, 2017, 10:52:15 PM
Any Idea as to when the Animal Tab update will be out??
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on June 06, 2017, 04:30:27 AM
Quote from: neobikes on June 05, 2017, 03:35:15 PM
here is picture attached where pawn research while "intellectual" disabled

Maybe it's because he is alcoholic?
I also sometimes like to do things on computer after 1 beer
I had a pawn like that in A15, she was not supposed to do dumb labor nor cooking, but fairly frequently, she cleaned around the colony and butchered animals. I had installed Worktab as well, but i had no errors in the log related to it.

I loved and hated that pawn, I couldn't force it to do dumb labor and it was constantly binging on anything she came across, sometimes wandering outside even when there was a nuclear fallout going on. But the fact that she did stuff she wasn't supposed to do, when not paying attention, somehow soothed my anger. She died of a heart attack, one of my dumbest kills in Rimworld =(

Edit: Scratched that, i didn't have the worktab on A15 xD.

PS: i saw a post in reddit regarding Birds and the Bees... a "bruise" on the testes should incapacitate for a while and not just have a 9% pain xD

[attachment deleted by admin due to age]
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AngleWyrm on June 07, 2017, 06:45:33 PM
Recently when I play Rimworld a file called "harmony.log.txt" gets created on my desktop. I don't want Rimworld dev junk on my desktop. So I did a search and narrowed it down. This is my current list of mods using harmony.dll:





HugsLibModListBackupPathAvoidFluffyBreakdowns
InfusedChangeDresserChildrenModCleaningArea
MadSkillsMassGravesWild CultivationStack Merger
HospitalityMedicalTabWorkTab

That harmony.log.txt file only gets created when the WorkTab mod is enabled. Since several other of these mods are your work, I can guess this isn't intended behavior for the release version?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on June 07, 2017, 09:20:07 PM
Quote from: AngleWyrm on June 07, 2017, 06:45:33 PM
Recently when I play Rimworld a file called "harmony.log.txt" gets created on my desktop. I don't want Rimworld dev junk on my desktop. So I did a search and narrowed it down. This is my current list of mods using harmony.dll:





HugsLibModListBackupPathAvoidFluffyBreakdowns
InfusedChangeDresserChildrenModCleaningArea
MadSkillsMassGravesWild CultivationStack Merger
HospitalityMedicalTabWorkTab

That harmony.log.txt file only gets created when the WorkTab mod is enabled. Since several other of these mods are your work, I can guess this isn't intended behavior for the release version?

Isn't that because WorkTab is still basically in a test release version?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AngleWyrm on June 08, 2017, 01:29:38 AM

(https://s-media-cache-ak0.pinimg.com/736x/66/02/56/660256e553fe97550aaab8446a68766e.jpg)
Quote from: BlackSmokeDMax on June 07, 2017, 09:20:07 PM
Isn't that because WorkTab is still basically in a test release version?

Consider it tested :P
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: dwarvenlord1 on June 08, 2017, 03:41:47 PM
It is my understanding that it is not complete yet, and there is a test version out.  Last I saw, Fluffy didn't have all the functionality complete yet.  The mod still says it is for a16.  I wouldn't really consider that done and tested.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AngleWyrm on June 08, 2017, 06:44:21 PM
Quote from: dwarvenlord1 on June 08, 2017, 03:41:47 PM
The mod still says it is for a16.
<targetVersion>0.17.1557</targetVersion> (https://github.com/FluffierThanThou/WorkTab/blob/master/About/About.xml#L6)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on June 08, 2017, 07:53:56 PM
I think ya'll're arguing over different things. The WorkTab mod on the front page is still listed as A16, and if you click the direct download link, it still points to the A16 version. Fluffy linked the A17 test version in the latter pages of the thread, and if you click the 'All Versions' link, it takes you to GitHub where the latest version shows A17.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 10, 2017, 04:56:37 PM
Yep, the A17 version works, but is incomplete. I'm currently re-implementing the timed mode, after which I'll call it good enough for a new release.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: coldcell on June 12, 2017, 02:23:02 PM
That is awesome news fluffy.

After playing with WorkTab, it's hard not to play without. It just makes it so much easier to track who is doing what. Take your time fluffy =)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: DariusWolfe on June 12, 2017, 02:40:36 PM
Minor QoL request: If it's not doable, or is a big ol' pain in the ass to implement, then I'm not fussed by it, but...

Is there a way to change the number of the 'top-level' work type to something else to indicate that there are custom subtypes set, instead of setting it to the number of the lowest number in the subtypes?

So like... If I have Construction set up where anyone is set at priority 2 to do floors, repairs, roofs, and carrying materials to construction sites, but they're not allowed, or have very low priorities on other sub-types, it'll show an asterisk (or whatever) for "Construction" instead of the number 2?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on June 12, 2017, 03:02:38 PM
Quote from: DariusWolfe on June 12, 2017, 02:40:36 PM
Minor QoL request: If it's not doable, or is a big ol' pain in the ass to implement, then I'm not fussed by it, but...

Is there a way to change the number of the 'top-level' work type to something else to indicate that there are custom subtypes set, instead of setting it to the number of the lowest number in the subtypes?

So like... If I have Construction set up where anyone is set at priority 2 to do floors, repairs, roofs, and carrying materials to construction sites, but they're not allowed, or have very low priorities on other sub-types, it'll show an asterisk (or whatever) for "Construction" instead of the number 2?

I like the idea to distinguish between modified sub-priorities and "vanilla" settings .. but I would still prefer to see the highest priority used in the jobtype ( high meaning the lowest numer ) to know where the jobtype is in the overall order.

I would prefer a different color, which differs from the dark to green spectrum used by the basic priority system
( purple for example )
And I am unsure at the moment, I think A16 Worktab used red to green .. the colors are still unusual in a17 .. so a special color could be in the books ..

*please fluffie* (*tries to outcute fluffies avatar but fails*)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: neobikes on June 12, 2017, 03:19:18 PM
I would say it is impossible to play Rimworld without WorkTab of fluffy.

Example:
Stone cutting is fucked up by.
Stone cutting gives construction EXP and it works based on construction skill, but is located in crafting.
I guess its just another Tynan stupid move like operating on mechanoids where you used contruction but operated via medical skills. It took 2 full versions (2 years?) for Tytan to fix that one simple stupid thing with mechanoids operations.
Now i guess in A19 we gonna have stonecutting fixes.

That is only one example.
Without WorkTab and few other mods i consider Rimworld a bugged flustrating game.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 12, 2017, 03:49:36 PM
My plan is to add an extra little marker for priorities that have a custom time period, and another marker for those where the jobs have different priorities
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on June 12, 2017, 09:29:57 PM
If you are still willing to accept suggestions for the medical tab... ¿would you also include a column with the diseases of the colonist?
They don't have to be all of the hediffs, just the global ones.
I usually switch to no medicine for the pawns who have non serious diseases (like gutworms or mechanites), and to do that i have to check them all and then make the change individually >_<
It would be very convenient for me to have all that info in a single tab!
Thank you in advance!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: brbfapping on June 12, 2017, 10:13:20 PM
this bug is caused by the Work tab mod, i started having this issue in A17 , i thought it was just a bug in rimworld but later learned it was from fluffy's work tab mod and had to disable it, seems they even prefer to do the jobs that are disabled to them and theres no way to change it, and they dont get experience and are effectively level 1 in the skill

heres my post in bugs about it https://ludeon.com/forums/index.php?topic=33262.msg339026#msg339026
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 13, 2017, 04:44:03 PM
I can't do anything with a screenshot. THere's a thousand different reasons this could have happened, and the screenshot doesn't even start to give me a hint. It also doesn't tell me what exact version you're on, what other mod(s) you're using, and if there were any errors earlier. If this happens again, please upload an output_log.

Also, given this report was quite old, it's entirely possible it's already been fixed.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Raf's on June 13, 2017, 04:57:03 PM
Quote from: Fluffy (l2032) on June 13, 2017, 04:44:03 PM
I can't do anything with a screenshot. THere's a thousand different reasons this could have happened, and the screenshot doesn't even start to give me a hint. It also doesn't tell me what exact version you're on, what other mod(s) you're using, and if there were any errors earlier. If this happens again, please upload an output_log.

Also, given this report was quite old, it's entirely possible it's already been fixed.
Probably not your mod, i had it since the first update and i don't remember ever downloading it again, never had that problem.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 13, 2017, 06:25:16 PM
There were actually some ways in which it might have been possible to do this a few prereleases back. Problem with that screenshot is that I have no idea what version he is on.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: brbfapping on June 13, 2017, 08:25:39 PM
i apologize, i re-downloaded the mod from the first page and checked both about.xml and i was using the beta for A17
  <targetVersion>0.17.1546</targetVersion>

but the bug still exists in most recent beta A17 update, so here is my save file with my pawn cooking with it disabled his name is Wong https://github.com/LeetCodes/leetcodes.github.io/blob/master/Fapdale-wong%20cooking.rws
most of the mods i'm using are your's, hugslib, edb prepare, allow tool, colony manager, follow me, stack merger, work tab

also here is output_log
Initialize engine version: 5.4.1f1 (649f48bbbf0f)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [atiumdag.dll 8.17.10.1280]
    Renderer: AMD Radeon HD 6600M Series
    Vendor:   ATI
    VRAM:     512 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=0 RESZ=0 SlowINTZ=0 ATOC=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in  0.146 seconds
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 2560x1417 1Hz; virtual: 2560x1417 at 0,0
<RI> Touch support initialization failed: Call not implemented.

.

UnloadTime: 1.327800 ms
RimWorld 0.17.1546 rev887

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Non platform assembly: data-07831588 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-07831588.dll
Non platform assembly: data-0784B5B8 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-0784B5B8.dll
Non platform assembly: data-0787D488 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-0787D488.dll
Non platform assembly: data-078F4920 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-078F4920.dll
Non platform assembly: data-078FA4A8 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-078FA4A8.dll
Non platform assembly: data-07913710 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-07913710.dll
Non platform assembly: data-07947D20 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-07947D20.dll
Non platform assembly: data-0794BDC0 (this message is harmless)
Non platform assembly: data-0794BDC0 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-0794BDC0.dll
Non platform assembly: data-0794E890 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-0794E890.dll
Non platform assembly: data-0795C0F8 (this message is harmless)
Non platform assembly: data-07953AE8 (this message is harmless)
Non platform assembly: data-07955A00 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-07955A00.dll
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Configuration.dll (this message is harmless)
[HugsLib] HugsLib.HugsLibController

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

[HugsLib] v3.1.0 initialized AllowTool

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 1.239100 ms

Unloading 68 unused Assets to reduce memory usage. Loaded Objects now: 7116.
Total: 20.824400 ms (FindLiveObjects: 0.313800 ms CreateObjectMapping: 0.384400 ms MarkObjects: 19.997601 ms  DeleteObjects: 0.127200 ms)

Loading game from file Fapdale-wong cooking with mods Core, HugsLib, EdBPrepareCarefully, AllowTool, ColonyManager, FollowMe, StackMerger, and WorkTab

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 12943.
Total: 220.768494 ms (FindLiveObjects: 0.520700 ms CreateObjectMapping: 0.686000 ms MarkObjects: 219.528412 ms  DeleteObjects: 0.032400 ms)

Setting up 1 worker threads for Enlighten.
  Thread -> id: 8e -> priority: 1



thanks for everything :D
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on June 14, 2017, 02:43:33 AM
QuoteRimWorld 0.17.1546 rev887

Update Rimworld first on the newest version. You are still useing the A17 version while A17b is the latest. Just redownload it with the sendowl link even when you don't got a new email.
This might solve many problems.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 14, 2017, 04:45:05 AM
if that is the same save file, it would indeed still happen. What I'm more interested in is if it happens again in a new game (or with colonists that joined the colony after updating).

For the record, my current approach to not letting pawns do jobs they can't perform is to set their priority to 0, and then not let them change priorities. In essence, that means the limitation in _only in the UI_. This is the same approach that vanilla takes, but of course, vanilla UI is much simpler. What went wrong is that when changing priorities for a column, it would change them for all pawns - regardless of whether that pawn was capable of the job or not. The UI wouldn't actually show that priority (it checks early on if it should render something, to avoid needless overhead), but behind the scenes, it would exist.

In A16 and earlier versions of the WorkTab, this problem was compounded because the save mechanism was relying on the order of workgivers. That meant adding or even reordering mods could change the order of workgivers, and basically corrupt the priorities. Several failed attempts to fix this lead to a code base that was buggy as hell (changing save formats while maintaining backward and forward compatibility is a massive PITA), and was part of the reason I started anew for A17. The A17 way of storing things is much more robust, no longer relying on workgiver order.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Ashardalon411 on June 14, 2017, 07:09:40 AM
Hello Fluffy ! (ty for your usefull mods)
I have see that the blueprint mod, in all versions i have download, always forget the blueprint who i have make.
If in example i reload an autosave of the same game, the mod have totally forgot all of the blueprint maked same if i have made this 15 autosave before.
Its an Alzheimer's bug or a fonction not yet implemend ?
In each case does it possible to fix it ? Already ty ! :D

Does it possible to add a mining order to the blueprints for be usable in a non-mined ground too ? Ty too if yes ! ;)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 14, 2017, 07:23:50 AM
Blueprints are stored only if you right click them and export them. The good part about this is that you can use them in other games. The bad is that I don't auto-import them (clutter), or store them within the current game.

I could certainly store them inside the current game as well, so you wouldn't have to manually export/import them (for that game), which makes perfect sense.

As for a mining designator; no, can't really do that, because I can't know what parts need mining out. E.g. I often start my bedrooms by just cutting a cave into a wall, so I don't want to cut out the walls. Later on, I might want to build real walls, so then I would have to mine out everything. What you can do is hold shift while placing blueprints, which will put planning designators down where there are walls in the blueprint. That helps in planning out the base, and then you can manually do the mining designations.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Ashardalon411 on June 14, 2017, 08:40:07 AM
ok i will try that ! ty for your quick answer.

Edit:
QuoteAs for a mining designator; no, can't really do that, because I can't know what parts need mining out. E.g. I often start my bedrooms by just cutting a cave into a wall, so I don't want to cut out the walls. Later on, I might want to build real walls, so then I would have to mine out everything. What you can do is hold shift while placing blueprints, which will put planning designators down where there are walls in the blueprint. That helps in planning out the base, and then you can manually do the mining designations.
i think that its possible if you add a shortcut ALT+Click for decide if the case need a fully dig/build with the blueprint.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on June 14, 2017, 08:45:00 AM
I think you should add the mining designator too.
In your case with the bedrooms, you just need to create 2 blueprints, one with and one without walls.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: rambo on June 14, 2017, 10:43:05 AM
the UI is messed up the icons dont appear the productions tab is not there please help
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 14, 2017, 11:05:57 AM
I'm not adding complexity where it's really not needed. Having to create two blueprints and keep them in sync is more work than planning + mining. Not to mention you'd have to mock a 'mining area' first by building walls then making a fake blueprint. Also, my example was just that, an example. There's many different possible intentions, and neither I nor the mod are psychics.

That also means that just adding an alt-modifier isn't going to do the trick. Shift for planning serves the purpose equally well, and is much simpler to code, and much more generic in use.

Rambo; I don't even know what mod you're talking about, what version you're on, what you're doing, and what errors you're getting. How do you expect me to help you? Please read the instructions in this forum on how to report bugs.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: rambo on June 14, 2017, 12:34:10 PM
Can you tell me where the rules are for reporting a bug is please
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on June 14, 2017, 12:38:50 PM
Quote from: rambo on June 14, 2017, 12:34:10 PM
Can you tell me where the rules are for reporting a bug is please

https://ludeon.com/forums/index.php?topic=513.0
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: rambo on June 14, 2017, 09:40:22 PM
https://ludeon.com/forums/index.php?topic=33616.0 (https://ludeon.com/forums/index.php?topic=33616.0) here
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: zarathustra_bezbozhnik on June 15, 2017, 07:11:50 AM
Fluffy, your mods are, in my opinion, the most essential and must-make-coregame. Thanks for your work and good luck in all endeavors!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on June 18, 2017, 04:32:50 AM
Hi fluffy,
a suggestion about stackmerger.
Currently it works fine, alot less half full stacks at the storage.
But maybe you can increase the hauling eff. a bit.
Currently the hauler just take to much to fill a single stack up, i know this is vanilla behaviour. That is very annoying when hauler just take a few to fill up a stack, while there are tons left behind.

But maybe you can enhance the hauler logic to pickup stuff for 2-3 stacks, i think this would lock these stacks until the hauler finished the work.
Or the hauler allways pickup until his max. carry cap. and then try to distribute it. If he can't find another spot to drop it, he just drop it on ground.

Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: wwWraith on June 18, 2017, 01:41:12 PM
Voting up for adding any plants that gives cover or hinders movement in Colony Manager's Forestry list.
Still waiting Relations and Work Tabs :)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Undeadbanana on June 19, 2017, 10:33:05 PM
Relations is updated for 17.0 on Steam and Github, I think he may have forgotten to update the version on the post.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: tgbps4 on June 19, 2017, 10:40:23 PM
He also updated the Work Tab, he forgot to update the post...
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Antaios on June 19, 2017, 11:50:24 PM
Quote from: tgbps4 on June 19, 2017, 10:40:23 PM
He also updated the Work Tab, he forgot to update the post...

WorkTab for a17 is in prerelease, the releases on github are for people willing to risk gamebreaking bugs or looking to help test. That's why Fluffy hasn't updated the first post, worktab isn't finished for a17 yet.

I assume relations is in a similar position, its probably mostly untested. Though the steam release could indicate otherwise, I'm sure Fluffy will update the OP when he has time and feels it appropriate.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: rambo on June 20, 2017, 02:29:51 PM
Fluffy do you know the cause of the problem of the production and export and import tab not apearing?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Ashardalon411 on June 20, 2017, 05:45:09 PM
Make a right clic for see.  ;)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 21, 2017, 09:13:51 AM
hey guys, I've been busy, so sorry for the late response.

Relations Tab is ready for A17, I just forgot to update the front page here (good guess, undeadbanana).

Work Tab is pretty much ready, all of the main features are in (detailed priorities, timed priorities) and the save/load mechanics are *much, much* better than the old versions, so hopefully we can drastically cut down on the number of save/load related bugs. I haven't updated this post or put it on steam because I'd like some more time to properly test it, but as the save/load stuff is unlikely to change anymore, it should 1be ok to add it to your games now and update to the release version later.

@rambo; The production and import/export tabs are not appearing because I removed them. I was going to make a separate mod, but falconne has done a great job with his Better Workbench Management mod (https://ludeon.com/forums/index.php?topic=33083.0), implementing all of the features I wanted to do + some more, so I can heartily recommend2 you check that mod out.

@Ashardalon; He's talking about colony manager, you're talking about blueprints ;).

1: I accept no responsibilities for broken save games, etc. Always make a backup, and if you're very attached to your save game, never update/install/remove any mods in an existing save.
2: I have not actually tested or played with that mod, but it looks great from the descriptions and user feedback. The disclaimers in 1 also apply here.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Granspremium on June 22, 2017, 12:32:42 PM
So I downloaded the latest version of work tab from github, but I'm not sure if i'm using it right, if it's a bug or if it's a mod interaction problem.

1. The whole day priorities/time priorities button doesn't seem to do anything? I press it and it switches between the two modes but nothing happens?

2. Sub-priorities keeps resetting (might be because I've been trying to figure out the wholepriorites/timedpriorites thing and pressing that button a lot?). Example I would up-prioritize "refueling" under hauiling to 2 and keep the rest and 3. Check back a day later and everyting is at 2?

What am I doing wrong? Haven't used work tab in the previous alphas, so I have nothing to compare with. Thanks!

BTW, love the work you do Fluffy, absolutely awesome.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on June 22, 2017, 03:11:29 PM
Quote from: Granspremium on June 22, 2017, 12:32:42 PM
So I downloaded the latest version of work tab from github, but I'm not sure if i'm using it right, if it's a bug or if it's a mod interaction problem.

BTW, love the work you do Fluffy, absolutely awesome.

Glad you mentioned this, just realized I am running 4 versions behind on the test release of Work Tab. The question is, do I update, as it is working perfectly right now. I guess so, gotta help test!

And agree, much appreciation and many thanks to you Fluffy! Always wonderful stuff, with not only your own mods, but helping others as well!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on June 22, 2017, 06:06:23 PM
@Granspremium; You should get a bar on the bottom with time 'slots'. You can select these to set priorities for only those times. The video in the first post shows this in action for older versions of the mod. The principle is exactly the same for the current version, but many of the UI hints/clues/tooltips are still missing (work in progress and all...).

As for individual jobs resetting, that should never happen as a result of this mod alone. I've had some scattered reports that other mods might be manipulating priorities (something about prioritizing certain jobs), which would cause the detailed jobs to essentially reset, as these mods would not be aware of the detailed priorities. I'd appreciate it if you could send me your modlist, maybe I can isolate the culprit.

@BlackSmokeDMax; I'm fairly sure the save/load mechanics haven't changed over the last few versions, so upgrading should be save. Any feedback is always appreciated! Ofcourse, the usual disclaimers apply - if you want to be sure to keep your save game, make a backup.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on June 27, 2017, 02:33:38 PM
Not sure if I am having a problem or not. Don't remember seeing the box under my 3rd pawn in previous versions. Is that an error, a problem on my end, or something else entirely?

Version is 0.17.0.6

(http://i.imgur.com/CG6yGMu.png)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: TA1980 on June 27, 2017, 06:25:54 PM
Dear Fluffy,

I seem to have the same issue as BlackSmokeDMax. There is just an empty bar/line at the bottom.

Regards
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: lperkins2 on June 27, 2017, 08:23:48 PM
That bar is where the time stuff will go, but didn't quite make the release version.  The latest master on github has it working properly.  But I can't figure out how to set the detailed priorities.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: TA1980 on June 27, 2017, 08:40:41 PM
Dear lperkins2,

thanks. In my current version you can ctrl+click on the worktype to open up the detailed jobs.

Regards
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: lperkins2 on June 27, 2017, 09:03:54 PM
Ah, thanks.  I'd tried right click and shift click, but then gave up.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: stigma on July 05, 2017, 09:30:14 PM
@Fluffy

Hey, is there a way to +1 or -1 all jobs inside of a category without making them all uniform?

Currently you can scroll up "cooking" to make all sub-jobs go from 4 to 5 for example, but if those subjobs had varying priorities then they all become the same number. This makes temporary adjustments to priority a pain - since I have to instead increment/decrement all of the sub-jobs to keep the relative priorities - and then reverse all those changes later. That's a lot of manual actions for a pretty minor adjustment in the logic.

IMO I think that would be a better default behavior because if you are messing about inside the sub-jobs anyway then I think you can trust that player to not confuse themselves with sub-jobs being hidden.

Maybe I just haven't found a function that already does this? I'd be almost surprised if you didn't already include this because your mods are all top-notch and usually have all the convenience features you could want :D

-Stigma
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: lorebot on July 06, 2017, 09:08:13 AM
@Fluffy, I know not many of your mods make use of Research, but would you consider putting Colony Manager's research into its own research tab and maybe use that tab for all your mods? Colony Manager is one of the few remaining mods that I'm forced to use Organized Research Tab for so that I can see all the research choices.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on July 06, 2017, 10:42:37 AM
Quote from: lorebot on July 06, 2017, 09:08:13 AM
@Fluffy, I know not many of your mods make use of Research, but would you consider putting Colony Manager's research into its own research tab and maybe use that tab for all your mods? Colony Manager is one of the few remaining mods that I'm forced to use Organized Research Tab for so that I can see all the research choices.

Have you tried Research Pal?

https://ludeon.com/forums/index.php?topic=33593.0
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: lorebot on July 06, 2017, 12:01:10 PM
Quote from: BlackSmokeDMax on July 06, 2017, 10:42:37 AM

Have you tried Research Pal?

https://ludeon.com/forums/index.php?topic=33593.0

I have not. I wasn't sure if it was a total replacement for the research tab or if it was just a fancy flow chart to help make decisions but that you still needed to go to the research tab for in order to execute research.

I'll give it a whirl later, but my original concern stands. For people that want to use less mods, putting research in its own tab is very convenient so it doesn't clutter up the Main tab.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Tgr on July 06, 2017, 02:02:20 PM
Removing the production tab kind of makes the "manager" skill much less useful, if the manager is solely updating stockpiles of very basic resources.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: stigma on July 06, 2017, 06:06:55 PM
Quote from: lorebot on July 06, 2017, 12:01:10 PM
Quote from: BlackSmokeDMax on July 06, 2017, 10:42:37 AM

Have you tried Research Pal?

https://ludeon.com/forums/index.php?topic=33593.0

I have not. I wasn't sure if it was a total replacement for the research tab or if it was just a fancy flow chart to help make decisions but that you still needed to go to the research tab for in order to execute research.

I'll give it a whirl later, but my original concern stands. For people that want to use less mods, putting research in its own tab is very convenient so it doesn't clutter up the Main tab.

I highly recommend you try out research pal (especially once you run several mods with added research). It basically overhauls the whole research interface, so you may just find that all your concerns don't even apply to it.

It takes a little bit of getting used to the new layout, but it is very clear and structured, so once you understand how it organizes things it shouldn't be hard to find what you need.

-Stigma
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Granspremium on July 07, 2017, 12:42:42 PM
Hi again fluffy. After a lot of trying and failing I figured out which mod was interfering and resetting priorities. It's this one;
http://steamcommunity.com/sharedfiles/filedetails/?id=937170538 - Force do job. So if anyone else has the same problem just uninstall this one.

Also, thanks again for your work, your mods are absolutely invaluable!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on July 07, 2017, 01:33:05 PM
Maybe you didn't read at the other mod, that it isn't compactible with worktab, but i saw on github that he made a fix for this.

Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: OmegasParadox on July 09, 2017, 05:48:00 AM
My blueprints disappear after I load the game. Damn it.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AngleWyrm on July 09, 2017, 06:44:19 AM
Quote from: TREH on July 06, 2017, 02:02:20 PM
Removing the production tab kind of makes the "manager" skill much less useful, if the manager is solely updating stockpiles of very basic resources.

Maybe with the recent changes in A17 ('Research' to the more general 'Intellectual') the work toils performed could eventually transition to using the intellectual skill?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: solvarg on July 15, 2017, 12:40:48 PM
I have a request for Colony Manager. Could you add bushes to the list of cuttable plants? Bushes are ugly useless wastes of space and I have to manually order each one near my colony to be cut down.

Great mods btw.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Igan on July 15, 2017, 03:11:32 PM
Any news about the Work Tab?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: stigma on July 16, 2017, 11:18:54 AM
@Fluffy (or anyone else who can answer)

Is there any way of re-ordering the colonists? (I'm not just talking in-game, if I have to change a file or soemthing that's fine as long as it's not super risky over too complicated).

I notice that whenever you for example have to arrest&release them due to a mental break the order gets screwed up and the guys you used to have at the top go to the bottom (not on the colonist bar though, but on the worktab).

Mah OCD man ... can't .... take it ! ^_^
-Stigma
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on July 19, 2017, 05:03:41 AM
@stigma
I think Colonist bar KF has sorting capabilities, but i haven't used it since A15:
http://steamcommunity.com/sharedfiles/filedetails/?id=729908976
Tell me if it works for you!

@Fluffy
Too many factions break the relations tab.
Relations scramble and disappear when switch to dynamic layout:
(https://www.mediafire.com/convkey/7e9c/g294h891bzbxq3l4g.jpg) (http://www.mediafire.com/view/g294h891bzbxq3l/relations_tab1.jpg)
Circular layout is ok:
(https://www.mediafire.com/convkey/82e1/w61jklzyva7yusl4g.jpg) (http://www.mediafire.com/view/w61jklzyva7yusl/Relations_tab2.jpg)

And yes... i know... half of the world hates me =(
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: neltnerb on July 21, 2017, 10:39:29 PM
Quote from: TA1980 on June 27, 2017, 08:40:41 PM
thanks. In my current version you can ctrl+click on the worktype to open up the detailed jobs.

In case anyone else was still confused about what to do, you ctrl-click on the titles up at the top rather than on the individual boxes.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Expresso on July 22, 2017, 05:54:07 PM
Менеджер колонии не управляет  изготовлением еды? (плита и разделочный стол имеются, А консоле команд менеджера их нет)

Does the colony manager not control the manufacture of food? (A plate and a cutting table are available, And the console of the manager's commands is not)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AngleWyrm on July 22, 2017, 05:58:25 PM
Для служб питания менеджер колонии дает возможность делать заказы на сбор фруктов и овощей, а также на охоту на животных. Это не дает возможности превратить эти ресурсы в питание.

For food services, the Colony Manager gives a way to make orders to gather fruits and vegetables, and also to hunt animals. It doesn't provide a way to turn those resources into meals.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: stigma on July 23, 2017, 01:14:20 AM
I think he removed some of these features because other mods are essentially making them redundant.

I recommend improved workbenches. It includes crafting hysteresis - so you can simply set a goal of "make 50 simple meals" and a lower limit of 25, so that then when you only have 25 left then production automatically starts up again.

-Stigma
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on July 23, 2017, 10:07:14 AM
Quote from: stigma on July 23, 2017, 01:14:20 AM
I think he removed some of these features because other mods are essentially making them redundant.

I recommend improved workbenches. It includes crafting hysteresis - so you can simply set a goal of "make 50 simple meals" and a lower limit of 25, so that then when you only have 25 left then production automatically starts up again.

-Stigma

FYI, Improved Workbenches was renamed to "Better Workbench Management" - although the folder you will see is still the old name... for Steam Workshop reasons. Here is the thread:

https://ludeon.com/forums/index.php?topic=33083.0 
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Plasmatic on July 23, 2017, 01:21:40 PM
I just had a CTD with the output log spamming about 100 000 lines of:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

System.NullReferenceException: Object reference not set to an instance of an object
  at FluffyManager.ManagerJob_Hunting.<get_Corpses>b__22_1 (Verse.Corpse thing) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.Corpse].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Corpse].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Corpse]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Corpse] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at FluffyManager.ManagerJob_Hunting.get_Corpses () [0x00000] in <filename unknown>:0
  at FluffyManager.ManagerJob_Hunting.GetMeatInCorpses () [0x00000] in <filename unknown>:0
  at FluffyManager.ManagerJob_Hunting.Tick () [0x00000] in <filename unknown>:0
  at FluffyManager.Manager.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0

Now I don't know but could it be that the manager is trying to hunt zombies from the Zombieland mod?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: rambo on July 28, 2017, 09:48:03 AM
fluffy when is the work tab mod gonna get updated i cant make new colonies from this error
Exception from asynchronous event: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes (bool) <0x00004>
at System.Reflection.Assembly.GetTypes () <0x0001b>
at AbilityUser.AbilityUserUtility.GetAllChildrenOf (System.Type) <0x000f4>
at AbilityUser.AbilityUserUtility.TransformPawn (Verse.Pawn) <0x00047>
at AbilityUser.HarmonyPatches.InternalAddInAbilityUsers (Verse.Pawn) <0x0005b>
at AbilityUser.HarmonyPatches.InitializeComps_PostFix (Verse.ThingWithComps) <0x0004a>
at (wrapper dynamic-method) Verse.ThingWithComps.InitializeComps_Patch1 (object) <0x000c3>
at Verse.ThingWithComps.PostMake () <0x0001e>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00258>
at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x0009d>
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x00174>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x0039d>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x00105>
at RimWorld.Faction.GenerateNewLeader () <0x0022f>
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef) <0x002c6>
at (wrapper dynamic-method) RimWorld.FactionGenerator.GenerateFactionsIntoWorld_Patch1 () <0x00072>
at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (string) <0x0002e>
at RimWorld.Planet.WorldGenerator.GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature) <0x00164>
at RimWorld.Page_CreateWorldParams.<CanDoNext>m__615 () <0x00048>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Elysium on July 31, 2017, 03:11:01 AM
Hey Fluffy!  I know you've been super busy recently and Work Tab for A17 is still in development and is a beta, but everything I've read on github leads me to believe it is supposed to be mostly functional.  So either something has recently broke it or I am wrong about the extent of its functionality.

So setting manual priorities 1-9 and the time scheduler still seems to work.  However, work type sub categories appear to be non existent. This was my favorite modded feature and I'm a sad panda that it is no longer working.
It is possible that sub categories have never worked in A17, I have no idea.

Testing was done on HugsLib 3.1.2 and the latest github commit with no other mods.

Thanks again for all your contributions!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on July 31, 2017, 03:27:24 AM
Quote from: Elysium on July 31, 2017, 03:11:01 AM

So setting manual priorities 1-9 and the time scheduler still seems to work.  However, work type sub categories appear to be non existent. This was my favorite modded feature and
Testing was done on HugsLib 3.1.2 and the latest github commit with no other mods.


get your hand in facepalm position ..
ctrl-left click on the work type ..

Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Elysium on July 31, 2017, 03:58:07 AM
Quote from: SpaceDorf on July 31, 2017, 03:27:24 AM
get your hand in facepalm position ..
ctrl-left click on the work type ..
Oh my, face palm indeed!  It is GLORIOUS!!!! I thought there may have been something I was missing, but I didn't see any notes on the ability to do this, perhaps I should of read some of the forums backlog.  I didn't think I was gone that long.  Thank you for shedding some light on my ignorance!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on July 31, 2017, 04:12:04 AM
wait .. it gets better ..

if you shift-click on the worktype you change the whole row.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on July 31, 2017, 11:59:24 AM
Quote from: rambo on July 28, 2017, 09:48:03 AM
fluffy when is the work tab mod gonna get updated i cant make new colonies from this error
Exception from asynchronous event: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes (bool) <0x00004>
at System.Reflection.Assembly.GetTypes () <0x0001b>
at AbilityUser.AbilityUserUtility.GetAllChildrenOf (System.Type) <0x000f4>
at AbilityUser.AbilityUserUtility.TransformPawn (Verse.Pawn) <0x00047>
at AbilityUser.HarmonyPatches.InternalAddInAbilityUsers (Verse.Pawn) <0x0005b>
at AbilityUser.HarmonyPatches.InitializeComps_PostFix (Verse.ThingWithComps) <0x0004a>
at (wrapper dynamic-method) Verse.ThingWithComps.InitializeComps_Patch1 (object) <0x000c3>
at Verse.ThingWithComps.PostMake () <0x0001e>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00258>
at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x0009d>
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x00174>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x0039d>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x00105>
at RimWorld.Faction.GenerateNewLeader () <0x0022f>
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef) <0x002c6>
at (wrapper dynamic-method) RimWorld.FactionGenerator.GenerateFactionsIntoWorld_Patch1 () <0x00072>
at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (string) <0x0002e>
at RimWorld.Planet.WorldGenerator.GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature) <0x00164>
at RimWorld.Page_CreateWorldParams.<CanDoNext>m__615 () <0x00048>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Which version are you using? v0.17.0.6 has been out for quite a while and seems to be working very well for most if not everyone. It is technically still his beta release though so he never updated the download link on the original post. But, if you go to that original post and click on the github link instead of the download link it will take you to a page to download that version.

Sorry if you already knew all that and are just having problems with this latest version. If so, I'd recommend changing your post to show which version you are running and having problems with.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: rambo on August 04, 2017, 07:03:11 PM
Quote from: BlackSmokeDMax on July 31, 2017, 11:59:24 AM
Quote from: rambo on July 28, 2017, 09:48:03 AM
fluffy when is the work tab mod gonna get updated i cant make new colonies from this error
Exception from asynchronous event: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes (bool) <0x00004>
at System.Reflection.Assembly.GetTypes () <0x0001b>
at AbilityUser.AbilityUserUtility.GetAllChildrenOf (System.Type) <0x000f4>
at AbilityUser.AbilityUserUtility.TransformPawn (Verse.Pawn) <0x00047>
at AbilityUser.HarmonyPatches.InternalAddInAbilityUsers (Verse.Pawn) <0x0005b>
at AbilityUser.HarmonyPatches.InitializeComps_PostFix (Verse.ThingWithComps) <0x0004a>
at (wrapper dynamic-method) Verse.ThingWithComps.InitializeComps_Patch1 (object) <0x000c3>
at Verse.ThingWithComps.PostMake () <0x0001e>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00258>
at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x0009d>
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x00174>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x0039d>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x00105>
at RimWorld.Faction.GenerateNewLeader () <0x0022f>
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef) <0x002c6>
at (wrapper dynamic-method) RimWorld.FactionGenerator.GenerateFactionsIntoWorld_Patch1 () <0x00072>
at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (string) <0x0002e>
at RimWorld.Planet.WorldGenerator.GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature) <0x00164>
at RimWorld.Page_CreateWorldParams.<CanDoNext>m__615 () <0x00048>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Which version are you using? v0.17.0.6 has been out for quite a while and seems to be working very well for most if not everyone. It is technically still his beta release though so he never updated the download link on the original post. But, if you go to that original post and click on the github link instead of the download link it will take you to a page to download that version.

Sorry if you already knew all that and are just having problems with this latest version. If so, I'd recommend changing your post to show which version you are running and having problems with.
im using v0.17.0.6 is it out dated?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: rambo on August 04, 2017, 07:06:16 PM
Quote from: Elysium on July 31, 2017, 03:11:01 AM
and the time scheduler still seems to work.
no it doesnt work
Title: Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
Post by: kubolek01 on August 04, 2017, 07:06:46 PM
Quote from: Fluffy (l2032) on September 16, 2015, 08:10:53 AM
No colonist left behind released, put pets into cryptosleep and take them with you when you launch
Force Anesthetic also does the job,no need for a mod,just put it into temporary sleep and load in the casket!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on August 05, 2017, 11:41:04 PM
I am confused by the "birds and the bees" .. or my pawns may be overstimulated ..

What are we seeing here ?
Pawns get a negative oppinion of each other after having amazing lovin' ..

I searched every pair of lovers in my colony, and everybody had a -10 in the relations with the lover if they had any kind of lovin' no matter how good or bad.
The personal joy was shown correct from +25 to -10 ..
I have rumors and deception and romance diversified installed, but neither has a thoughtDef for Lovin' itself.

as you can see in the screenshot, the descriptions are taken correctly from the thoughts_memory_social.xml of birds and bees, but the value is wrong and different to those in the xml.




[attachment deleted by admin: too old]
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: LiteEmUp on August 06, 2017, 02:39:46 AM
Quote from: SpaceDorf on August 05, 2017, 11:41:04 PM
I am confused by the "birds and the bees" .. or my pawns may be overstimulated ..

What are we seeing here ?
Pawns get a negative oppinion of each other after having amazing lovin' ..

I searched every pair of lovers in my colony, and everybody had a -10 in the relations with the lover if they had any kind of lovin' no matter how good or bad.
The personal joy was shown correct from +25 to -10 ..
I have rumors and deception and romance diversified installed, but neither has a thoughtDef for Lovin' itself.

as you can see in the screenshot, the descriptions are taken correctly from the thoughts_memory_social.xml of birds and bees, but the value is wrong and different to those in the xml.
your pawns must have been rough on their significant other  ;D
tell them to use lube so that they would give out +10 relations after some lovin'  ;)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on August 06, 2017, 02:26:51 PM
Quote from: rambo on August 06, 2017, 01:21:27 PM
Quote from: LiteEmUp on August 06, 2017, 02:39:46 AM
Quote from: SpaceDorf on August 05, 2017, 11:41:04 PM
tell them to use lube so that they would give out +10 relations after some lovin'  ;)
please tell me that not a feature   

No it is not my dear... and don't you mind rule34 ...  now go to sleep and let mom and dad play their video games ..
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: rambo on August 06, 2017, 04:15:14 PM
Quote from: SpaceDorf on August 06, 2017, 02:26:51 PM

No it is not my dear... and don't you mind rule34 ...  now go to sleep and let mom and dad play their video games ..
it was meant to be ironic
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on August 07, 2017, 05:54:33 PM
There's a release candidate for Work Tab ready and waiting at https://github.com/FluffierThanThou/WorkTab/releases/tag/v0.17.0.7. Please give it a test, and let me know how it works and feels. Anything from major bugs, annoyances to typos would be great to know, and if everything is just great I'd like to know that too!

Just so we're all clear on this, ctrl-click a work column header to expand/collapse the individual jobs.

There's a bunch of smaller interactions hidden with modifier keys (alt, shift, ctrl, left/right click), but they should all be listed in the tooltips. It might be a good idea to spend a few minutes hovering over all the buttons and headers and such. I'll make an updated description (and maybe even a video) once it's ready for release.

@SpaceDorf; I feel like I looked into that one a couple of months back... You sure you got the latest version? In any case, I'll have a look again soonish.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on August 07, 2017, 08:14:23 PM
Thanks for the update Fluffy!
If it is not to late to suggest and of course, if it is not too much of a bother, could you please add a possibility to save a preset for the Worktab? One to copy over that would fit any new pawn.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Oblitus on August 07, 2017, 10:39:16 PM
Something is broken:

https://gist.github.com/HugsLibRecordKeeper/17e55b2d0eb719db093cf3a710d261af
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on August 08, 2017, 02:58:58 AM
Quote from: Fluffy (l2032) on August 07, 2017, 05:54:33 PM

@SpaceDorf; I feel like I looked into that one a couple of months back... You sure you got the latest version? In any case, I'll have a look again soonish.

wouldn't be me if it was not the latest version ..
I redownload and re-install anyway just to check.

Quote from: rambo on August 06, 2017, 04:15:14 PM
it was meant to be ironic

so you know about that mod :)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on August 08, 2017, 07:25:28 AM
Quote from: faltonico on August 07, 2017, 08:14:23 PM
Thanks for the update Fluffy!
If it is not to late to suggest and of course, if it is not too much of a bother, could you please add a possibility to save a preset for the Worktab? One to copy over that would fit any new pawn.
And another selfish request... can you please make Worktab compatible with the Force Pawn to Do a Job (https://ludeon.com/forums/index.php?topic=33139.msg337793#msg337793) mod?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on August 08, 2017, 08:15:07 AM
Quote from: SpaceDorf on August 08, 2017, 02:58:58 AM
Quote from: Fluffy (l2032) on August 07, 2017, 05:54:33 PM

@SpaceDorf; I feel like I looked into that one a couple of months back... You sure you got the latest version? In any case, I'll have a look again soonish.

wouldn't be me if it was not the latest version ..
I redownload and re-install anyway just to check.


After complete reinstall the first couple to do the bad bad thing had a positive oppinion of their spouses afterwards.
still strange, since I always remove the old mod completely before I copy in the new version.

Thanks for the easy fix though :) those are the best. 


---

Concerning the new Worktab I noticed this "half-filled circle " icon on some jobs .. What does it mean ?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on August 08, 2017, 04:30:48 PM
@Obilitus; thanks! That's a weird one, shouldn't really be possible. In any case, I've slightly changed how I do that, plus added some safeguards and extra logging so you won't get errors anymore, but if something does go wrong it'll show up in the log. Please play around with it and then sent me your output_log (even if you haven't gotten any errors).
@faltonico; I'm on it! Will have to be a change in  Force Pawn to Do a Job itself though, I'll prepare a pull request for it - it's up to the author to accept or decline it.
@SpaceDorf; it means not all subjobs in that type are active. Just a visual reminder which might be useful if the category is collapsed.

Without further ado;
A17 version of WorkTab is now official! You can find it in the usual places.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Oblitus on August 08, 2017, 05:01:42 PM
Another bug (Steam version):
Null key while loading dictionary of Verse.Pawn and WorkTab.PawnPriorityTracker.
Verse.Log:Error(String)
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

https://gist.github.com/7f30e81617d44ef76c5d2f0e9b64994b
Probably something with humanoid races.


About Stuffed Floors and MoreFloors. Are they incompatible? I've tried to use both, since SF only adds some of MF options, but it produces weird results.
(http://i.imgur.com/btd7Bpzm.jpg) (http://i.imgur.com/btd7Bpz.png)


Also, I guess this is from SF too.
(http://i.imgur.com/m9iHRBtm.jpg) (http://i.imgur.com/m9iHRBt.png)
Have no idea how to reproduce, it sometimes happend and sometimes not. But when it happens, it also offers jade as material for floors, even if I don't have any:
(http://i.imgur.com/TwBmyBem.jpg) (http://i.imgur.com/TwBmyBe.jpg)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on August 08, 2017, 05:22:23 PM
I got the jade - analyzer too sometimes.

saving and restarting the game helps most of the time.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Oblitus on August 08, 2017, 05:47:42 PM
Moar!
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GridsUtility.GetThingList (Verse.IntVec3,Verse.Map) <0x00009>
at Verse.GridsUtility.GetFirstPawn (Verse.IntVec3,Verse.Map) <0x00028>
at Apini.ScytherPatch/<>c__DisplayClass2_0.<AoEYield>b__0 (Verse.IntVec3) <0x00065>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.IntVec3>.MoveNext () <0x000fc>
at System.Linq.Enumerable.Any<Verse.IntVec3> (System.Collections.Generic.IEnumerable`1<Verse.IntVec3>) <0x000ea>
at Verse.GenCollection.TryRandomElement<Verse.IntVec3> (System.Collections.Generic.IEnumerable`1<Verse.IntVec3>,Verse.IntVec3&) <0x00125>
at Apini.ScytherPatch.AoEYield (RimWorld.Plant,int&) <0x00138>
at (wrapper dynamic-method) RimWorld.Plant.YieldNow_Patch1 (object) <0x0017b>
at FluffyManager.ManagerJob_Foraging.get_CurrentDesignatedCount () <0x000d2>
at FluffyManager.ManagerJob_Foraging.Tick () <0x00065>
at FluffyManager.Manager.MapComponentTick () <0x0007e>
at Verse.MapComponentUtility.MapComponentTick (Verse.Map) <0x00050>

https://gist.github.com/quicksilverfox/72350588745a798bc0eca1611aacd8e1
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on August 08, 2017, 05:53:11 PM
@faltonico; I've made a pull request for Force Do Job that should make it compatible with my WorkTab - lets see if he accepts it (https://github.com/KiameV/rimworld-forcedojob/pull/1). If not, I may have to roll the functionality into WorkTab itself. It's actually a brilliantly simple mod, so should be easy to copy :P.

@Oblitus - re: worktab error; thanks for the report, I'll look into it tomorrow. I'll track my progress here: https://github.com/FluffierThanThou/WorkTab/issues/64.

@Oblitus, SpaceDorf - re: Jade/Multianalyzer; That's actually a vanilla bug, see my bug report here; https://ludeon.com/forums/index.php?topic=33057.msg336859#msg336859

@Oblitus - re: Stuffed Floors/More Floors; I've had some more reports about oddities in Stuffed Floors. Some things get merged/created, others do not. I'll look into it soon. https://github.com/FluffierThanThou/StuffedFloors/issues/8

@Oblitus - re: Moar!; That very much looks like an error in Apini, or at least some kind of interaction between Manager and Apini. I'll look into it. https://github.com/FluffierThanThou/ColonyManager/issues/88
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Oblitus on August 08, 2017, 05:58:39 PM
Quote from: Fluffy (l2032) on August 08, 2017, 05:53:11 PM
@faltonico; I've made a pull request for Force Do Job that should make it compatible with my WorkTab - lets see if he accepts it (https://github.com/KiameV/rimworld-forcedojob/pull/1). If not, I may have to roll the functionality into WorkTab itself. It's actually a brilliantly simple mod, so should be easy to copy :P.
Pawns Are Capable have it too. May be a problem as well.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: drakulux on August 08, 2017, 06:08:51 PM
+1 for compatibility with pawns are capable as I much prefer their implementation over force pawn to do a job which just makes in-capabilities pointless.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on August 08, 2017, 08:10:39 PM
Quote from: drakulux on August 08, 2017, 06:08:51 PM
+1 for compatibility with pawns are capable as I much prefer their implementation over force pawn to do a job which just makes in-capabilities pointless.
You haven't taken the time to read the "force pawn to do a job" thread properly. When you do, you yourself will correct that statement.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on August 09, 2017, 02:48:53 AM
QuoteAbout Stuffed Floors and MoreFloors. Are they incompatible? I've tried to use both, since SF only adds some of MF options, but it produces weird results.
I don't even used SF, but MF.
And got some weired floor recipes (light wood floor used 50 wood).
Changing the modload order helped to fix it.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Oblitus on August 10, 2017, 06:40:28 PM
A problem with Achting mod. I guess with any mod which adds own jobs.

(http://i.imgur.com/6PuSJEHl.jpg) (http://i.imgur.com/6PuSJEH.png)

Exception filling window for WorkTab.MainTabWindow_WorkTab: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.JobDef,System.String].get_Item (Verse.JobDef key) [0x00000] in <filename unknown>:0
  at WorkTab.Job_Extensions.StatusIcon (Verse.JobDef job) [0x00000] in <filename unknown>:0
  at WorkTab.PawnColumnWorker_Job.GetIconFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.PawnColumnWorker_Icon.DoCell (Rect rect, Verse.Pawn pawn, RimWorld.PawnTable table) [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Schwartz on August 11, 2017, 06:47:09 PM
Found an issue with Breakdowns: When you have a pawn missing both hands, he will try to do maintenance and because he can't improve the condition, be locked into that activity indefinitely, disregarding starvation etc.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Oblitus on August 12, 2017, 08:24:42 PM
Problem with Stuffed Floor and Plasteel Floor from MoreFloors. It does not tile nicely with other artificial floors:

(http://i.imgur.com/lcVpR0is.jpg) (http://i.imgur.com/lcVpR0i.png)

Without Stuffed Floors it looks fine:

(http://i.imgur.com/huylimss.jpg) (http://i.imgur.com/huylims.png)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Chaos17 on August 15, 2017, 04:37:36 AM
Hi,

Really cool mods you'v heardn they should be in the vanilla game.
Thank you for your hard work!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Lupin III on August 15, 2017, 11:52:42 AM
Stack merger (current version for A17) suddenly bugged out for me. I have a 10x10 walk-in freezer that worked fine for storing raw food and meals for my colony. But without any obvious reason pawns are now moving around small stacks all the time within the stockpile. E. g. picking up 7 pieces of boar meat and putting it down on the adjacent emtpy tile. The same happens with everything else in the stockpile as well (like raw rice and meals). It does not matter, if there's only a single not-full stack or multiple stacks. I ended up with five pawns in the freezer constantly moving stuff around, which led to tons of messages like this: "Lilith started 10 jobs in 10 ticks.".
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Kiame on August 15, 2017, 12:22:07 PM
Quote from: drakulux on August 08, 2017, 06:08:51 PM
+1 for compatibility with pawns are capable as I much prefer their implementation over force pawn to do a job which just makes in-capabilities pointless.

Force Pawn does not override a pawn's inability to do a task. If a pawn - due to backstory - can't haul for instance they will still not be able to haul. What Force Pawn does is override what pawns are tasked to do when the user right clicks an object to perform an action on. So if a pawn is not tasked to haul (but could be tasked), the user can still select a pawn and tell them to haul.

Quick update on getting Force Pawn to be compatible with Work Tab. I'm still trying to get it to work. There's still a problem with getting it to persist Work Tab's schedule when custom times are selected
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Lupin III on August 15, 2017, 12:32:20 PM
Quote from: Lupin III on August 15, 2017, 11:52:42 AM
Stack merger (current version for A17) suddenly bugged out for me. I have a 10x10 walk-in freezer that worked fine for storing raw food and meals for my colony. But without any obvious reason pawns are now moving around small stacks all the time within the stockpile.
False alarm. I disabled the mod, which removed the behaviour for a short time. Now pawns are moving stacks around again even without this mod... I've redrawn the stockpiles and changed settings of them, but they are still doing it. Does anyone know what could cause this? (I don't have any other mods that should touch stacking)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Onasaki on August 15, 2017, 09:02:07 PM
Is the breakdown mod compatible with Rainbeau's We're all Mad Here, and Psychology?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on August 16, 2017, 03:38:46 AM
Quote from: Onasaki on August 15, 2017, 09:02:07 PM
Is the breakdown mod compatible with Rainbeau's We're all Mad Here, and Psychology?

Absolutely :)
Because it replaces the Breakdown Mechanics of Component Using Buildings and not Pawns :)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Ynemo on August 17, 2017, 12:56:18 AM
How "unforbid corpses" works? I don't want to kill animals, just wait till they die from malaria or predators. So all animals are unchecked. And looks like "unforbid corpses" is useless?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Chaos17 on August 17, 2017, 03:24:14 AM
Hi,

I tried the work tab mod, priorities work fine but I can't manage to setup a schedule (I mean do cooking only between X hours).
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on August 17, 2017, 04:49:33 AM
Quote from: Ynemo on August 17, 2017, 12:56:18 AM
How "unforbid corpses" works? I don't want to kill animals, just wait till they die from malaria or predators. So all animals are unchecked. And looks like "unforbid corpses" is useless?

Install the allow tool and hit "Home" once in a while :-D

If you mean the hunting option using the Colony Manager you have to set a wanted amount of ressource ( meat in this example ) set the area in which the ressource is to be collected and allow the unforbid corpsed option.

I am not sure if you should activate hunt everything or deactivate all animals to unforbid them though.

Finally you have to press the Manage Button in the lower right.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sirgzu on August 19, 2017, 07:24:06 AM
I'm getting a bunch of errors related to worktab (there are probably a lot of other unrelated errors in the log, don't mind them).
I attached a copy of the log.

[attachment deleted by admin: too old]
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on August 19, 2017, 08:53:11 AM
For some reason, when loading the mod "RazzleDazzle" after Colony manager, i get and error about an exception from an asynchronous event and get spammed with errors about not finding Human_Meat and Megaspider_Meat (with only Core, HugsLib, Colony Manager and RazzleDazzle).
The really weird thing is that i am using those mods in that same order on a copy of the game in another folder with another hefty list of mods in-between and i don't get that error! o.O
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GraphicData.CopyFrom (Verse.GraphicData other) [0x00000] in <filename unknown>:0
  at RimWorld.ThingDefGenerator_Buildings.NewBlueprintDef_Thing (Verse.ThingDef def, Boolean isInstallBlueprint, Verse.ThingDef normalBlueprint) [0x00000] in <filename unknown>:0
  at RimWorld.ThingDefGenerator_Buildings+<ImpliedBlueprintAndFrameDefs>c__Iterator72.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateConcatIterator>c__Iterator1`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateConcatIterator>c__Iterator1`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateConcatIterator>c__Iterator1`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.DefGenerator.GenerateImpliedDefs_PreResolve () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

I made sure the mods were updated and were the same on both copies of the game.
I attached the log in case you are interested.

[attachment deleted by admin: too old]
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: 4n0 on August 19, 2017, 06:54:03 PM
just i have this error?


[attachment deleted by admin: too old]
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: TheWrongColonist on August 20, 2017, 08:08:02 PM
Quote from: Lupin III on August 15, 2017, 12:32:20 PM
Quote from: Lupin III on August 15, 2017, 11:52:42 AM
...I have a 10x10 walk-in freezer that worked fine for storing raw food and meals for my colony. But without any obvious reason pawns are now moving around small stacks all the time within the stockpile.
...pawns are moving stacks around again even without this mod... I've redrawn the stockpiles and changed settings of them, but they are still doing it.

I think i have the same problem:

https://www.youtube.com/watch?v=FSNibWCofMw (https://www.youtube.com/watch?v=FSNibWCofMw)

Is this what happens to you as well? I also have stack merger.

ModsConfig attached.

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Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Lupin III on August 21, 2017, 08:16:31 PM
Quote from: TheWrongColonist on August 20, 2017, 08:08:02 PM
Quote from: Lupin III on August 15, 2017, 12:32:20 PM
Quote from: Lupin III on August 15, 2017, 11:52:42 AM
...I have a 10x10 walk-in freezer that worked fine for storing raw food and meals for my colony. But without any obvious reason pawns are now moving around small stacks all the time within the stockpile.
...pawns are moving stacks around again even without this mod... I've redrawn the stockpiles and changed settings of them, but they are still doing it.

I think i have the same problem:
As I found out, it's an incompatibility between smarter food selection and combat extended. They are doing that when trying to train animals.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: AjaxTrinity on August 24, 2017, 10:21:06 PM
We need an update to A17 for the work tab :/
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Dellamorte on August 25, 2017, 01:32:33 AM
Quote from: AjaxTrinity on August 24, 2017, 10:21:06 PM
We need an update to A17 for the work tab :/
I think he has an beta version on git.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on August 25, 2017, 02:32:39 AM
Quote from: Dellamorte on August 25, 2017, 01:32:33 AM
Quote from: AjaxTrinity on August 24, 2017, 10:21:06 PM
We need an update to A17 for the work tab :/
I think he has an beta version on git.

And he released on Steam. Just hasn't updated links on front page of thread.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Epson on August 25, 2017, 07:53:19 PM
And if you don't like Steam managing your mods (I don't because I'm weird and like knowing my mods by manually installing them) then go to his github https://github.com/FluffierThanThou/WorkTab and copy the About, Assemblies, Defs, Languages and Textures folders into a subfolder in the Rimworld 'mods' folder.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Lupin III on August 27, 2017, 08:43:18 PM
Quote from: Epson on August 25, 2017, 07:53:19 PM
go to his github https://github.com/FluffierThanThou/WorkTab and copy the About, Assemblies, Defs, Languages and Textures folders into a subfolder in the Rimworld 'mods' folder.
That's an error just waiting to happen. Click on releases ( https://github.com/FluffierThanThou/WorkTab/releases ) and get the proper mod package.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sirgzu on August 28, 2017, 03:53:50 PM
I'm getting an error on the Hunting Tab of the colony manager (see https://github.com/FluffierThanThou/ColonyManager/issues/90 (https://github.com/FluffierThanThou/ColonyManager/issues/90) )

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Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: maculator on August 29, 2017, 07:15:02 AM
I got the latest Version of the Worktab, but if I expand it I dont get the dwarf fortress like colored table :/ I only get the long list with entries written above and under each other, unreadable.
Does Anybody know from my vague description what went wrong? If not, what would be needed to clearify? Help Please.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sirgzu on August 29, 2017, 07:28:53 AM
Quote from: maculator on August 29, 2017, 07:15:02 AM
I got the latest Version of the Worktab, but if I expand it I dont get the dwarf fortress like colored table :/ I only get the long list with entries written above and under each other, unreadable.
Does Anybody know from my vague description what went wrong? If not, what would be needed to clearify? Help Please.
It has been reported here:
https://github.com/FluffierThanThou/WorkTab/issues/67

I didn't know at the time but you can copy/paste screenshots into comments/descriptions on github. Feel free to do it or I'll do it later if I remember
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: maculator on August 29, 2017, 07:39:37 AM
Thanks. Unfortunatly it doesn't seem to be a conflict, its the mod itself.
I went to the github right after posting and saw the issue too.
I gave it a shot and went back version per version until the expanded shedule wasn't even implemented and didn't find a working one, strange. That was my last hope.
They're all horizontaly and without color.
Guess I'll move a few meters closer to the screen and shedule some more time for setting up my worktab until fluffy is back from vacation.

Edit:
Since I'll have to wait a while anyways I'll just drop the next question right away:
It says in the description of Worktab that other mods altering the work behaviour might be incompatible. It didn't give a warning for the following mods so can I asume they're save to use?
-Hand Me that Brick
-Priority Treatment
-Quality Builder
-Quality Surgeon
-Redacted Work Priorities
(Obviously I tested the different versions of Work Tab in a fresh install WITHOUT those mods!)
They all alter the priority but I guess after rethinking the whole thing they're a possible source of trouble later :S
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sirgzu on August 29, 2017, 02:40:50 PM
My memory could be lying but I think there used to be horizontal scrolling because I remember editing the values in the boxes instead of scrolling when trying to use the mouse middle button to scroll the work tab...
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Boundir on August 29, 2017, 03:59:00 PM
Quote from: sirgzu on August 28, 2017, 03:53:50 PM
I'm getting an error on the Hunting Tab of the colony manager (see https://github.com/FluffierThanThou/ColonyManager/issues/90 (https://github.com/FluffierThanThou/ColonyManager/issues/90) )
Did you try with only this mod? It must be a conflict with another mod. Try to find it.

Quote from: maculator on August 29, 2017, 07:39:37 AM
Thanks. Unfortunatly it doesn't seem to be a conflict, its the mod itself.
I went to the github right after posting and saw the issue too.
I gave it a shot and went back version per version until the expanded shedule wasn't even implemented and didn't find a working one, strange. That was my last hope.
They're all horizontaly and without color.
Guess I'll move a few meters closer to the screen and shedule some more time for setting up my worktab until fluffy is back from vacation.

Edit:
Since I'll have to wait a while anyways I'll just drop the next question right away:
It says in the description of Worktab that other mods altering the work behaviour might be incompatible. It didn't give a warning for the following mods so can I asume they're save to use?
-Hand Me that Brick
-Priority Treatment
-Quality Builder
-Quality Surgeon
-Redacted Work Priorities
(Obviously I tested the different versions of Work Tab in a fresh install WITHOUT those mods!)
They all alter the priority but I guess after rethinking the whole thing they're a possible source of trouble later :S

Did you use CTRL + Click? There is no more vertical thing as far as I know. But you can expend only the category you want. Like Doctor by ctrl clicking.
Quote from: Fluffy (l2032) on August 07, 2017, 05:54:33 PM
Just so we're all clear on this, ctrl-click a work column header to expand/collapse the individual jobs.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: maculator on August 29, 2017, 05:36:40 PM
^Thanks
But stil, it's complicated.
You start with this:
(http://i.imgur.com/LRVAa39.png)
And then you hunt down all the headers to end up with this:
(http://i.imgur.com/qoC5xMH.png)
When the video has it like this (wich looks far more superior):
(http://i.imgur.com/vvNU4kJ.png)

Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Boundir on August 29, 2017, 05:59:40 PM
In fact, you start with this then expend what you need to specify.

(http://i.imgur.com/qoC5xMH.png)

It's better this way imo, because of less infos on the screen. If you only need to specify Doctor or Grow you don't want to see the extensive Haul works. I never used that part of the mod in the previous version.
Too much information for me. And didn't want a torticolis either. But the colors were nice, I give you that :)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: maculator on August 29, 2017, 06:11:21 PM
I played Dwarf Fortress and I just LOVE micromanaging. And The Worktab is a musthave mod for me. So after this little chat I now know that I can expand single categories from the main tab and to end this all and come to an conclusion I just want to say: The mod works as advertised and the only thing left thats bothering me is that the titles overlap and you have to read the tooltips. I don't need colors (they look nice), but I'd wish for the tiles to be vertically written.
I much rather had the window block 102% of my screen than desorting that clutter.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sirgzu on August 29, 2017, 09:21:11 PM
I didn't know you could filter columns in that version! Sounds awesome :) how does it work?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on August 30, 2017, 03:05:54 AM
Try to read the tooltip when you move the mouse over the columne topic ! :-)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: maculator on August 30, 2017, 05:04:21 AM
Quote from: Canute on August 30, 2017, 03:05:54 AM
Try to read the tooltip when you move the mouse over the columne topic ! :-)

Obviously that is what you have to do. But I don't get why the old system was changed.
I mean: Colored columns with readable labels > Tooltips after sniping a topc
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sirgzu on August 30, 2017, 06:52:38 AM
Quote from: maculator on August 30, 2017, 05:04:21 AM
Quote from: Canute on August 30, 2017, 03:05:54 AM
Try to read the tooltip when you move the mouse over the columne topic ! :-)

Obviously that is what you have to do. But I don't get why the old system was changed.
I mean: Colored columns with readable labels > Tooltips after sniping a topc
Because I play on a laptop (small screen) with a great many mods the worktab is soo cramped I didn't even bother trying to hover over anything, I just assumed it was downright unusable. I'm just going to have to randomly hide about half the columns and then only keep the ones I need.
Can you re-enable columns that you've hidden before? I'll give this a shot later anyway.

At any rate that new filtering system should be advertised a bit more openly, perhaps in an in-game alert message like some other mods do?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Ilnor on September 05, 2017, 09:37:30 AM
Fluffy plz

Colored plz

Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: maculator on September 05, 2017, 10:08:19 AM
"Follow Me" conflicts with "Help Tab" I think. Those are the only mods I use in my playthrough and follow me refuses to work :S
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: tchiseen on September 12, 2017, 10:10:02 PM
I'm curious to know when the spin-off 'Production' tab from Colony Manager might be available. In the video examples, it looks incredibly useful.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: PreDiabetic on September 13, 2017, 06:35:50 PM
is BluePrint mod suppose to forget ALL after exiting game? Then why we name them?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on September 14, 2017, 12:06:27 AM
Quote from: damngrl on September 13, 2017, 06:35:50 PM
is BluePrint mod suppose to forget ALL after exiting game? Then why we name them?

Is there possibly a way to copy and save them via your operating system, then paste them in for your next game?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: TheWrongColonist on September 14, 2017, 06:10:54 AM
Quote from: damngrl on September 13, 2017, 06:35:50 PM
is BluePrint mod suppose to forget ALL after exiting game? Then why we name them?

You have to right click on the blueprints you wanna keep and press "Export Blueprint" for it to be saved, and on the next game load you right click the "Create" button and press "Import "BPname"" and there you have it.

Quote from: BlackSmokeDMax on September 14, 2017, 12:06:27 AM
Is there possibly a way to copy and save them via your operating system, then paste them in for your next game?

And there's no need to copy them manually because if you export them they will be saved, but in case you wanna check the folder here it is:

C:\Users\*Usename*\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Blueprints
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: r4ncr4ft on September 15, 2017, 02:35:34 PM
I enabled Stack Merger in one of my saves and now the HUD is gone...

Here is the log https://gist.github.com/HugsLibRecordKeeper/d27cd79d746c5fc140580ac392041c5c (https://gist.github.com/HugsLibRecordKeeper/d27cd79d746c5fc140580ac392041c5c)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 16, 2017, 08:17:39 AM
I have no idea where that error comes from, but I'm confident it has nothing to do with stack merger.

(The error occurs in a place and at a time in the load cycle where Stack Merger has absolutely no influence)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: r4ncr4ft on September 16, 2017, 09:30:05 AM
I have replicated it, it happens whenever I activate this mod after already having the mod  "Haul to stack" active. It does something to the save file because even after deactivating and uninstalling the mod the HUD is still gone.

Just saying so you can look into it if you want, I love your mods ^^
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sai05 on September 18, 2017, 02:47:38 AM
Hello your mod are awesome but i cant donation :( dont have money

but i hope this helping

1. in Work Tab i got bug like this https://prnt.sc/gmh21p
idk when this happend ,it just suddenly become like this

2. Animal Tab the new update make me cant klick sort by name / Think
http://prntscr.com/gmh6ox

hope this help full
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 18, 2017, 04:09:37 AM
@sai05; Glad to hear you're enjoying my mods, don't worry about donations, in understand not everyone has the money to spare - and they're not the reason why I make these mods.

As for your reports;
1) I'll need an output log, because something is erroring. It's likely to be the problem with Achtung (https://github.com/FluffierThanThou/WorkTab/issues/71) that I haven't resolved yet.

2) That's not my mod. It's Better Pawn Control (https://ludeon.com/forums/index.php?topic=26618.0) printing it's buttons on top of mine, we still have to get around to do the integration properly (https://github.com/FluffierThanThou/AnimalTab/issues/19).
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 18, 2017, 04:12:29 AM
Quote from: r4ncr4ft on September 16, 2017, 09:30:05 AM
I have replicated it, it happens whenever I activate this mod after already having the mod  "Haul to stack" active. It does something to the save file because even after deactivating and uninstalling the mod the HUD is still gone.

Just saying so you can look into it if you want, I love your mods ^^
I'll have a look, but on the face of it, this just sounds extremely unlikely. But hey, I've been wrong before! (many, many times)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Kadian on September 19, 2017, 08:51:13 PM
Hey Fluffy,
I was trying to get stuffed floors work together with Hardcore SK (mainly because I was also using some of cupros mods for a bit of variety in materials), but I kinda ran into the Issue that, while the floors do appear, they don't get any subcategories, making the whole floor menu a total mess.
I was looking through this topic, the HSK topic as well as the steam page of stuffed floors, but I couldn't quite find anything that would cause this issue to happen. Any Ideas? Also, I'm assuming that Architect Sense is actually compatible to at least some extend since its .dll file is in the Core SK mod, although very slightly smaller apparently.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackSmokeDMax on September 19, 2017, 09:44:59 PM
Quote from: Kadian on September 19, 2017, 08:51:13 PM
Hey Fluffy,
I was trying to get stuffed floors work together with Hardcore SK (mainly because I was also using some of cupros mods for a bit of variety in materials), but I kinda ran into the Issue that, while the floors do appear, they don't get any subcategories, making the whole floor menu a total mess.
I was looking through this topic, the HSK topic as well as the steam page of stuffed floors, but I couldn't quite find anything that would cause this issue to happen. Any Ideas? Also, I'm assuming that Architect Sense is actually compatible to at least some extend since its .dll file is in the Core SK mod, although very slightly smaller apparently.

There is already a *bunch* of floors in HcSK, any chance this is conflicting with them? Note, you don't see them until you have researched a couple levels of Flooring research.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Kadian on September 19, 2017, 10:07:14 PM
It's not conflicting with the HcSK floors or how they are in subcategories. That was one of my first Ideas too and I tested this theory out by deleting the TerrainDefs of HcSK when possible (only leaving natural floors/water, since they are necessary for mods - I did delete all the manufactured floors though) and changed the subcategories of HcSK as well.
Also, I might not be a wizard with modding, but I don't see how any kind of floor added by other mods could possibly interfere with Stuffed Floors. The Mod simply has framework floors which gets a colour, based upon the material you're using it, and ArchitectSense is supposed to stack them to nice Sub-categories when every material has a fitting floor. The worst case scenario would be that certain floors could show up twice, because StuffedFloors didn't delete them, but that's about it, as far as I understand the mod.

Also, I'm fully aware of the amount of floors in HcSK, thing is, they are all limited to the base materials and colour schemes, which is...well, boring. I want some colour in my bases, and putting carpet everywhere is just stupid, especially in working areas.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on September 20, 2017, 03:23:26 AM
If you just want more colours, just exchange some textures from HCSK floors with the ones from stuffed.
Don't edit the XMLs just rename and copy the textures itself.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 20, 2017, 04:14:57 AM
@Kadian; It's probably not the floors, but another mod adding a designator that does so in an old-fashioned and destructive way, basically resetting all the designators.

I've had some issues with this in the past with other mods, should have been resolved though. Are you sure you're on the latest version?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sai05 on September 20, 2017, 05:12:55 AM
Quote from: Fluffy (l2032) on September 18, 2017, 04:09:37 AM
@sai05; Glad to hear you're enjoying my mods, don't worry about donations, in understand not everyone has the money to spare - and they're not the reason why I make these mods.

As for your reports;
1) I'll need an output log, because something is erroring. It's likely to be the problem with Achtung (https://github.com/FluffierThanThou/WorkTab/issues/71) that I haven't resolved yet.

2) That's not my mod. It's Better Pawn Control (https://ludeon.com/forums/index.php?topic=26618.0) printing it's buttons on top of mine, we still have to get around to do the integration properly (https://github.com/FluffierThanThou/AnimalTab/issues/19).

helo ^^ where i can provide the Log ?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Kadian on September 20, 2017, 05:41:52 AM
Quote from: Canute on September 20, 2017, 03:23:26 AM
If you just want more colours, just exchange some textures from HCSK floors with the ones from stuffed.
Don't edit the XMLs just rename and copy the textures itself.
What you're saying does not make any sense. The textures from stuffed are basically colourless and need different materials to get their colour. Issue with that is that the HcSK floors don't accept any other materials besides the basic ones. Let me put it in screens for you to understand:
(https://image.prntscr.com/image/s-aI1EFYT7_N3Ef4uth2kg.png)
This is the basic HcSK setup, with the addition of Cupros Alloys & Cupros Stones, in godmode so I have access to everything. As you can see, the HcSK floors, for some bizarre reason, are made in a way that they won't accept any 'third party materials' for a lack of a better term. That's where stuffed floors would come in and fill the gap, as they take every kind of material and make fitting floors. And I know the mods are working correctly, because I can build walls in all available materials, as seen here (picture linked, because I felt it would make the post a bit large in total.)
https://image.prntscr.com/image/sEN-pK_pQV6nAgXm5leWzQ.png (https://image.prntscr.com/image/sEN-pK_pQV6nAgXm5leWzQ.png)
Exchanging any textures won't do a thing, basically.

Quote from: Fluffy (l2032) on September 20, 2017, 04:14:57 AM
@Kadian; It's probably not the floors, but another mod adding a designator that does so in an old-fashioned and destructive way, basically resetting all the designators.

I've had some issues with this in the past with other mods, should have been resolved though. Are you sure you're on the latest version?
I'm using both ArchitectSense and Stuffed Floors from Steam, so by definition they should be the newest version available, because Steam updates mods automatically. HcSk doesn't have a Steam-download, for obvious reasons, but I made sure to get the newest version available.
So...the Issue is probably in the enormous merged dll and whatnot from HcSK, and I have to give up on my dream of a more colourful base?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 20, 2017, 08:49:25 AM
@sai05; http://steamcommunity.com/sharedfiles/filedetails/?id=725234314 that should give you an idea ;). Please don't copy/paste the whole log, but put it online somewhere I can find it.

@Kadian; Ah, I assumed none of the floors were working. Stuffed Floors doesn't automatically make all floors use the stuffing system, I've added a few common floors from vanilla and popular mods, but there are other floor mods out there - it looks like HCSK might be using some of them. Either the author of HCSK or of the original mods would have to make a few modifications to support stuffed floors.

For the record, the way this works is not the same as normal stuff. Floors, unlike furniture and constructions, don't normally allow for a type of stuff. So instead of having one definition for 'wall' that has a variable called 'material' (stuff), floors have a hardcoded material. The way Stuffed Floors works is that it dynamically generates floors for different 'floortype'/material combos, and then uses Architect Sense to group the similar floors together, and give the buttons the same look and feel as walls. In order to support Stuffed Floors, mods would have to add such a floorTypeDef.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Kadian on September 20, 2017, 11:47:12 AM
The floors you see in my screen are always in HcSK, with or without stuffed :)

and stuffed floors does work, actually, as I said in my first post. It generates all the floors, with all the materials, even from other mods like cupros stones/alloys. The problem is that the grouping doesn't work - when I open the floors tab with stuffed floors active I get a screen full with different floors, every floor on its own, filling the whole screen.
People actually reported  a similar problem on steam, where a mech-shutdown mod apparently somehow interfered with the grouping.
I'd give you a screen, but I'm currently not on my computer with rimworld, so there's that.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: BlackCatTheGreat on September 20, 2017, 01:02:29 PM
Probably something i have done wrong but is there a way to fix this: (https://i.imgur.com/6KiGbB4.png)

I have a lot of mods including vegetable garden and glitter tech, i seem to remember a older version of your work tab mod that let you scroll?? Or did i do something wrong?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 20, 2017, 03:08:35 PM
@BlackCatTheGreat; nope, that's an issue I'm still working on - you did nothing wrong, it's just that many mods and/or smaller screens cause some issues.

Do note that you can right click columns to expand/collapse them individually (I think it was right click, might be ctrl-click, it's in the tooltip in any case).

@Kadian; ah ok, that screenshot threw me off. Yeah, there's currently the mech shutdown tool causing issues, there have been a few other mods that add designators that caused issues in the past, which may still be (or have an older version) in HCSK.  I'm hoping to come up with a better more generic solution, but that might be a while. If you can provide an output_log I _might_ be able to do something about it. Failing that, it would be a great help if you could find out which specific mod is causing the trouble.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Kadian on September 20, 2017, 06:32:54 PM
It's definitely the main mod of HcSK, the Core SK, I know that for a fact. Which is a huge Issue, because that thing merged most dlls into one big one. That thing is nearly 700kb big, it's huge compared to any other assemblies file.

Well, thanks for your help anyways :) Considering that they work on HcSK all the time and update it with stuff, adding and removing mods as they go along, it's entirely possible that they have something a bit older in their mod or they added something to the mix that causes the issue. I just hoped you might know something more specific.
I guess I'm going to play without stuffing for the time being.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sirgzu on September 20, 2017, 06:54:07 PM
I'm getting this error in the relations tab:
Exception filling window for Fluffy_Relations.MainTabWindow_Relations: System.NullReferenceException: Object reference not set to an instance of an object
  at Fluffy_Relations.PawnSlotDrawer.DrawPawnInSlot (Verse.Pawn pawn, Rect slot) [0x00000] in <filename unknown>:0
  at Fluffy_Relations.PawnSlotDrawer.DrawSlot (Verse.Pawn pawn, Rect slot, Boolean drawBG, Boolean drawLabel, Boolean drawLabelBG, Boolean drawHealthBar, Boolean drawStatusIcons, System.String label) [0x00000] in <filename unknown>:0
  at Fluffy_Relations.ForceDirectedGraph.FactionNode.Draw () [0x00000] in <filename unknown>:0
  at Fluffy_Relations.ForceDirectedGraph.Graph.Draw (Rect canvas) [0x00000] in <filename unknown>:0
  at Fluffy_Relations.MainTabWindow_Relations.DrawFactionRelations () [0x00000] in <filename unknown>:0
  at Fluffy_Relations.MainTabWindow_Relations.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C5.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Note that I recruited the leader of a faction, this could be a hint.
I attached a screenshot of what the UI looks like, the bottom left dude doesn't have his faction icon.

[attachment deleted by admin: too old]
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 21, 2017, 03:50:42 AM
@sirgzu; do you know what faction the guy in the bottom left is? He's the last one that got rendered, and only partially (the faction icon is missing).
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sirgzu on September 21, 2017, 04:01:56 AM
Quote from: Fluffy (l2032) on September 21, 2017, 03:50:42 AM
@sirgzu; do you know what faction the guy in the bottom left is? He's the last one that got rendered, and only partially (the faction icon is missing).
Yup it looks like a Zabrak (https://ludeon.com/forums/index.php?topic=33311.0) but these appear to have their icon setup as normal I think, unless I'm mistaken (https://github.com/XenEmpireAdmin/ZabrakA17/tree/master/Textures/World)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 21, 2017, 04:07:49 AM
I have no idea what the normal way is, to be honest :P Might not even be the actual icon that's the problem, but something just before it.

Anyway, that's the second report for the Zabrak mod, so I guess I should look into it sometime soon ;)

(https://github.com/FluffierThanThou/RelationsTab/issues/19)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: maculator on September 21, 2017, 04:30:07 AM
Would it be possible to make the worktab scrollable? Or write the worktitels vertically instead of horizontaly? I really love this mod, but its really hard to use it.
on 1080 with scaling its stil unreadable :(
What happend to the version from the "tutorial" video?
Edit: Persistent "collapsed/uncollapsed" settings would be a real help! collapsing everything again everytime I switch between collapsed/uncollapsed is really tedious.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 21, 2017, 04:51:46 AM
@maculator; Yeah, it's been on my to-do list for a while now: https://github.com/FluffierThanThou/WorkTab/issues/67

I had to redo the tab from the ground up because A17 made significant changes to the way these 'pawntable' tabs are created and rendered. Note that you can expand and collapse individual worktypes now, which should help a bit.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: maculator on September 21, 2017, 04:56:00 AM
Yes, but the problem is that those settings aren't persistent wich means everytime I reopen it I have to go and hunt down the top nodes again to make it somewhat readable. Well I guess I'll wait patiently for it to be updated then. It's a really powerfull and usefull mod, but in its current state I'm more micromanaging the tab then my colony^^
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on September 21, 2017, 05:09:25 AM
I'll look into making the expand/collapse setting persist, thats a good idea!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: maculator on September 21, 2017, 05:18:38 AM
Thank you that would be awsome!
And since every mm counts: I noticed that in expanded mode even with everything collapsed some works got a second column displayed, would it be possible to have the "collapsed expanded tab" look like the "normal" one? Because from my experience it looks like you limited the width of the window in general so every column/tab/etc. less to display would help alot.
And I also guess making the tab "simply" go fullscreen, like the relations tab, isn't a quick option too.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: PreDiabetic on October 02, 2017, 06:13:37 PM
I trusted Fluffy blindfolded. I never thought his mods can do wrong. I have never been so wrong in all my life (/jk ofc)
Stack Merger. This thing that I never suspected of cause so much rubberbanding and lag that you can't imagine. 1-1.5 sec minifreeze every 2-4 sec. Of course I started to disable big mods. CE/Hospitality/Psychology etc didn't fixed any issue. Then I started to disable smaller ones, Rimfridge,Stack XXL,Fertile Fields,Vegetable Garden etc. No avail.
Game wasn't giving me any error. Not even a yellow one. Then I realised when I draft colonists lag was going away. But as soon as I undraft any paw lag starts. I thought maybe over-work is problem. I disabled %90 work for each.Lag was still there. Then I completely disabled all work. Bam lag gone. Started check each work from left to right giving them 1 min to see if they lag. As soon as I hit HAUL my game started to lag. Then I realised one of the HAUL jobs doing that problem.

I'm afraid I longer can play with this QOL mod.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: sirgzu on October 03, 2017, 05:22:46 AM
Quote from: damngrl on October 02, 2017, 06:13:37 PM
I'm afraid I longer can play with this QOL mod.
Does extended storage require this mod? I'd like to know because I get massive ~30min game freeze at times and if I can find the root cause I'd be super happy
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on October 03, 2017, 05:58:14 AM
I use stack merger and extended storage too, i have no lag spikes or freezes.
These problems must be from other mod, or in combinations with others.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on October 03, 2017, 07:13:36 AM
Quote from: damngrl on October 02, 2017, 06:13:37 PM
I'm afraid I longer can play with this QOL mod.

Would you mind uploading your save game somewhere, so that I can fiddle around with it a bit and try to figure out the cause of your issues? Also, just to be certain, the output_log.txt. And if you're using odd versions of mods (e.g. not the steam workshop versions), a copy of those as well.

Thanks!
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: PreDiabetic on October 04, 2017, 02:34:20 AM
I started new save without mod (deleted old save) but I'll sure to include mod on my next play-through and send you save with output file.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on October 04, 2017, 04:18:36 AM
That would be great, thanks :)
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: skyarkhangel on October 04, 2017, 07:38:49 AM
Quote from: Fluffy (l2032) on September 20, 2017, 08:49:25 AM
@sai05; http://steamcommunity.com/sharedfiles/filedetails/?id=725234314 that should give you an idea ;). Please don't copy/paste the whole log, but put it online somewhere I can find it.

@Kadian; Ah, I assumed none of the floors were working. Stuffed Floors doesn't automatically make all floors use the stuffing system, I've added a few common floors from vanilla and popular mods, but there are other floor mods out there - it looks like HCSK might be using some of them. Either the author of HCSK or of the original mods would have to make a few modifications to support stuffed floors.

For the record, the way this works is not the same as normal stuff. Floors, unlike furniture and constructions, don't normally allow for a type of stuff. So instead of having one definition for 'wall' that has a variable called 'material' (stuff), floors have a hardcoded material. The way Stuffed Floors works is that it dynamically generates floors for different 'floortype'/material combos, and then uses Architect Sense to group the similar floors together, and give the buttons the same look and feel as walls. In order to support Stuffed Floors, mods would have to add such a floorTypeDef.

I heard about stuffed floors, but still not implemented in HcSk. It's a require lot of work, maybe in the future the players will see it.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Luckspeare on October 05, 2017, 02:07:34 AM
EDIT: I had the same problem Faltonico did before (see the post I quote below), and thought it was an incompatibility between Colony Manager and Razzle Dazzle.  I have since discovered it seems to be caused by a bug in Razzle Dazzle -- one of his base ThingDefs is missing the Abstract="True" def, and it seems to cause the slew of errors only under certain conditions (I started seeing it again after inserting Medieval Times anywhere into my mod load order).

So, long story short, it's not a problem with Fluffy's mod -- it's a problem with Razzle Dazzle.

Quote from: faltonico on August 19, 2017, 08:53:11 AM
For some reason, when loading the mod "RazzleDazzle" after Colony manager, i get and error about an exception from an asynchronous event and get spammed with errors about not finding Human_Meat and Megaspider_Meat (with only Core, HugsLib, Colony Manager and RazzleDazzle).
The really weird thing is that i am using those mods in that same order on a copy of the game in another folder with another hefty list of mods in-between and i don't get that error! o.O
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GraphicData.CopyFrom (Verse.GraphicData other) [0x00000] in <filename unknown>:0
  at RimWorld.ThingDefGenerator_Buildings.NewBlueprintDef_Thing (Verse.ThingDef def, Boolean isInstallBlueprint, Verse.ThingDef normalBlueprint) [0x00000] in <filename unknown>:0
  at RimWorld.ThingDefGenerator_Buildings+<ImpliedBlueprintAndFrameDefs>c__Iterator72.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateConcatIterator>c__Iterator1`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateConcatIterator>c__Iterator1`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateConcatIterator>c__Iterator1`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.DefGenerator.GenerateImpliedDefs_PreResolve () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

I made sure the mods were updated and were the same on both copies of the game.
I attached the log in case you are interested.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Canute on October 17, 2017, 09:37:54 AM
Fluffy,
do you need to have the numeric priorities activ that these work ?
I recently notice that when just switch to on/off view the numeric priorities don't get incount. Is this a bug or working by design ?
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: faltonico on October 17, 2017, 11:43:35 AM
Quote from: Luckspeare on October 05, 2017, 02:07:34 AM
EDIT: I had the same problem Faltonico did before (see the post I quote below), and thought it was an incompatibility between Colony Manager and Razzle Dazzle.  I have since discovered it seems to be caused by a bug in Razzle Dazzle -- one of his base ThingDefs is missing the Abstract="True" def, and it seems to cause the slew of errors only under certain conditions (I started seeing it again after inserting Medieval Times anywhere into my mod load order).

So, long story short, it's not a problem with Fluffy's mod -- it's a problem with Razzle Dazzle.
Thank you for checking that out.
I didn't imagine it could be an abstract problem.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: CannibarRechter on October 17, 2017, 08:34:28 PM
Saw the Abstract discussion in passing, and just wanted to mention that while it used to be required to include Core abstract classes with the mod, now it no longer is; in fact it is probably inadvisable.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: SpaceDorf on October 18, 2017, 02:30:54 AM
Quote from: Luckspeare on October 08, 2017, 02:50:59 PM
I have been getting slews of weird errors under certain circumstances when loading Razzle Dazzle into my mod loadout.  In one situation, I would get them if Fluffy's Colony Manager is loaded before Razzle Dazzle, and in another I would get them if Medieval Times is loaded in the same loadout as Razzle Dazzle at all.

I know little about RW modding, but I believe I may have discovered the problem, and it's easy to fix.

In the mod's RazzleDazzleA17/defs/ThingDefs/RAZ_Buildings.xml file, he defines a base ThingDef for his other buildings called "PerformanceBuildingBase".

As far as I've seen poking around in the thingdefs for other mods, every Base must have the Abstract="True" tag in its ThingDef line.  PerformanceBuildingBase does not have this tag:

  <ThingDef Name="PerformanceBuildingBase" ParentName="BenchBase" Class="RazzleDazzle.PerformanceVenueDef">

However, when I add it so it looks like this:

  <ThingDef Name="PerformanceBuildingBase" ParentName="BenchBase" Class="RazzleDazzle.PerformanceVenueDef" Abstract="True">

...  the errors disappear and I have no problem running Razzle Dazzle alongside the other mods.

So, if you're getting these weird errors (most of them involving meat) when Razzle Dazzle is loaded, this is possibly the problem.

It's no problem of including core classes or not, it is an oversight in the definition of RazzleDazzles Base Class.
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: giannikampa on October 20, 2017, 02:51:55 AM
I'm really appreciating most of theese mods, tnx Fluffy
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: NemesisN on November 01, 2017, 07:25:49 PM
Is there a way something I can change to expand blueprint copy range to as much as I like ?

I had a mod conflict issue need to start over and I really don't want to lose my base design but I can't copy the entire base only smaller sections

I was hoping to copy paste my entire base using dev tool on a new game
Title: Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
Post by: Fluffy (l2032) on November 02, 2017, 06:41:00 AM
@giannikampa; awesome, glad to hear that! :)
@NemesisN; sadly, no, not really. The size is a (hardcoded) limitation of the vanilla selection tool, not something I can easily work around.

If I did try to work around it (should be possible with a Harmony patch or two), it would apply to all designators. I don't want to sneak something like that into a seemingly unrelated mod, as it might cause issues down the line.

Moral of the story, it's a slightly tricky and low priority task for me, but if I were to do it, I'd make a separate mini-mod so users know what they're installing. That also means any other modder familiar with harmony could create such a mod.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on November 02, 2017, 06:52:04 AM
For those who weren't aware yet; almost all of my mods are ready for A18. Click the little box icon ((http://i.imgur.com/ed8ia5D.png)) next to the mod to go to the GitHub releases page, where A18 versions will be marked as pre-releases.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on November 02, 2017, 07:37:45 AM
Quote from: Fluffy (l2032) on November 02, 2017, 06:52:04 AM
For those who weren't aware yet; almost all of my mods are ready for A18. Click the little box icon ((http://i.imgur.com/ed8ia5D.png)) next to the mod to go to the GitHub releases page, where A18 versions will be marked as pre-releases.

Thanks Fluffy! Was going to thank you a couple days ago but didn't know if you wanted them mentioned publicly or not yet
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: laoala on November 02, 2017, 11:38:25 AM
am I the only one having some trouble using the colony manager on A18?
( I am getting this: Exception from asynchronous event: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: An exception was thrown by the type initializer for FluffyManager.Utilities ---> System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,System.Int32].Add (System.String key, Int32 value) [0x00171] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:432
  at FluffyManager.Utilities..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at FluffyManager.ManagerTab_Livestock..ctor (FluffyManager.Manager manager) [0x00000] in <filename unknown>:0
)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: masterzed on November 02, 2017, 02:25:22 PM
I have this version Rimworld 0.18.1700 rev762 (development build). I need the Manager.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: faltonico on November 02, 2017, 10:30:06 PM
@Fluffy
Would you consider making a fork of WorkTab without the scheduler? For what I understand the scheduler is the reason force pawn do job doesn't work, and i really don't use the scheduler (at all).
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: why_it_is on November 03, 2017, 12:18:15 AM
Quote from: laoala on November 02, 2017, 11:38:25 AM
am I the only one having some trouble using the colony manager on A18?
( I am getting this: Exception from asynchronous event: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: An exception was thrown by the type initializer for FluffyManager.Utilities ---> System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,System.Int32].Add (System.String key, Int32 value) [0x00171] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:432
  at FluffyManager.Utilities..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at FluffyManager.ManagerTab_Livestock..ctor (FluffyManager.Manager manager) [0x00000] in <filename unknown>:0
)

Version 0.18.1.0 is missing: Languages/English/Keyed directory.

I downloaded previous version of manager from https://github.com/FluffierThanThou/ColonyManager/releases (https://github.com/FluffierThanThou/ColonyManager/releases) and copied Languages/English/Keyed from there and it started and did not crash.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Mistrornge on November 08, 2017, 05:43:28 PM
Yep was missing.  Working now.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: lude on November 09, 2017, 10:10:28 PM
Hey great mod!
I came here to report an exploit, if a colonist is a constructor and lost both his hands he will still attempt to maintain broken down buildings which seems to do nothing but give massive xp (i only noticed durability decreasing further but i guess i just watched at that tick)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: PictoSyaff on November 11, 2017, 01:53:38 PM
Fluffy

Regarding the Worktab Mod (i love it by the way)

would it be possible to actually have a drop down menu on each line to restrict a colonist to a work bench.

Say i have 10 colonists, i would like to restrict 2 to cook, 2 to butcher, 1 to smelt, 1 to cut stone, 3 to tailor etc etc.

I know i can restrict to activity, however if i was able to restrict to an individual bench i feel it would have 2 benefits

Efficiency of work, i could restrict people to bench's near to there bedrooms
Help reduce lag,, rather then searching 6 benches for a cooking job, it checks 1.

I know there is a mod(which i use) that restricts bench to colonist, however i feel restricting colonist to bench would possibly ease late game lag a little.

thoughts?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Nightinggale on November 11, 2017, 02:23:49 PM
Why add new complex code when the same functionality can be gained from using Better Workbench Management (https://ludeon.com/forums/index.php?topic=33083.0)?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: PictoSyaff on November 12, 2017, 03:30:33 AM
Because that's a restriction on a bench, not a restriction on a colonist.

Its like your PC having a password, sure you're the only one who can get on it, but it doesn't stop you going on your phone/tablet.

Cutting down the number of options for a colonist could help relieve end game lag,, especially end game when you have enough man power to have Colonist 1 Butcher Exclusively, Colonist 2 Cook Exclusively.


Restricting them to cooking still gives them many options over many bench's
Restricting them to a designated bench,, could possibly help lag reduction.

I use the Mod you listed by the way, its great :)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on November 12, 2017, 04:05:48 AM
QuoteRestricting them to a designated bench,, could possibly help lag reduction.
Not much, they only look for new work if they don't work, no lag from this side.

Idle hauler/cleaner will cause much more lag.

But the Workbench managment is what you are looking for. A similar allow/disallow selection for each pawn wouldn't realy fit into the Work tab and would need a new window.
And then is the question how do you identify the right workbench if you got mulitple ones.
Like 2 elec. tailoring benches. Sure you can have the same bill at both, or use another mod that allow to rename benches.
But the workbench managment is more elegant in that way.
You can even just need one bench for 2 tailors and just let the one sleep while the other work.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Layd on November 16, 2017, 04:36:40 PM
Could you remove the extra work to increase space. In the screenshot you will understand what I'm talking about. This would free up space for the saved settings as it was before.

p.s. I miss the good old color Work Tab ;)

[attachment deleted by admin: too old]
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Nightinggale on November 16, 2017, 07:32:03 PM
Quote from: Layd on November 16, 2017, 04:36:40 PM
Could you remove the extra work to increase space. In the screenshot you will understand what I'm talking about. This would free up space for the saved settings as it was before.
If you mean not showing the jobs if there is only one job in the category, then I disagree with that approach. The resulting issue would be that if you manually open a category and it won't open, then you don't know if it's because the click didn't register or because it only has one job. It's much better to reveal that there is just one job. Also people would complain saying it's a bug that not all categories can open.

What I think you should do instead is read the popup text from hovering over a category. It actually tells how to open and close each category individually and usually you only want to have one or two open. The ability to open all is not particularly useful and adding lots of mods only makes it worse. It's good to be able to close everything with one click though.

I really like the new system. There are mods, which moves jobs to new categories to allow individual priority settings, but this approach is a lot better. It's (often) easy to overview while at the same time it allows more specific control than any other mod.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Kiame on November 18, 2017, 10:48:03 PM
Force Do Job now supports WorkTab in B18

https://ludeon.com/forums/index.php?topic=33139.msg337793#msg337793
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Der Failer on November 19, 2017, 09:58:47 AM
The latest release of The Birds and the Bees on steam throws a lot of errors.
D:\Games\Steam\steamapps\workshop\content\294100\751049133\Defs\RecipeDefs/Custom_Recipes.xml: root element named RecipeDefs; should be named Defs
Verse.Log:Error(String)
Verse.ModContentPack:LoadDefs(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()

Exception in custom XML loader for Verse.SkillRequirement. Node is:
<li><skill>Crafting</skill><minLevel>7</minLevel></li>

Exception is:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Exception parsing System.Int32 from "" ---> System.ArgumentNullException: Argument cannot be null.
  at System.Int32.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0
  at System.Int32.Parse (System.String s, IFormatProvider provider) [0x00000] in <filename unknown>:0
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  at Verse.SkillRequirement.LoadDataFromXmlCustom (System.Xml.XmlNode xmlRoot) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at Verse.DirectXmlToObject.ObjectFromXml[SkillRequirement] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
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.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(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()

Exception while executing PostLoad on null: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.DirectXmlToObject.TryDoPostLoad (System.Object obj) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DirectXmlToObject:TryDoPostLoad(Object)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
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.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(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()

Some more in the full log (https://gist.github.com/c291fb2d39a8305b542f09b925fb93d3)

Edit: Also the URL in the about file points to the old thread.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: DukeAl on November 20, 2017, 12:54:06 AM
Hi,
the mod medical tab keeps throwing errors when said tab is open in dev mode.
"Could not load UnityEngine.Texture2D at UI/Icons/Medical/Pill in any active mod or in base resources".
When i exit dev mod the console does not open.
No other mods were active at the time.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Rudolph on November 22, 2017, 09:29:38 AM
A heads up to others, the Github links in first post is for A17.
B18:
Animal Tab (https://github.com/FluffierThanThou/AnimalTab/releases/download/v0.18.2.0/Animal.Tab.zip)
Area Unlocker (https://github.com/FluffierThanThou/AreaUnlocker/releases/download/v0.18.1.0/Area.Unlocker.zip)
The Birds and the Bees (https://github.com/FluffierThanThou/BirdsAndBees/releases/download/v0.18.1.0/The.Birds.and.the.Bees.zip)
Blueprints (https://github.com/FluffierThanThou/Blueprints/releases/download/v0.18.1.0/Blueprints.zip)
Colony Manager (https://github.com/FluffierThanThou/ColonyManager/releases/download/v0.18.2.0/Colony.Manager.zip)
Fluffy Breakdowns (https://github.com/FluffierThanThou/FluffyBreakdowns/releases/download/v0.18.2.0/Fluffy.Breakdowns.zip)
Follow Me! (https://github.com/FluffierThanThou/FollowMe/releases/download/v0.18.1.0/Follow.Me.zip)
Medical Tab (https://github.com/FluffierThanThou/MedicalTab/releases/download/v0.18.1.0/Medical.Tab.zip)
Relations Tab (https://github.com/FluffierThanThou/RelationsTab/releases/download/v0.18.1.0/Relations.Tab.zip)
Stack Merger (https://github.com/FluffierThanThou/StackMerger/releases/download/v0.18.1.1/Stack.Merger.zip)
Work Tab (https://github.com/FluffierThanThou/WorkTab/releases/download/v0.18.1.0/Work.Tab.zip)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Malacai on November 25, 2017, 08:41:22 AM
Hey Fluffy, i really like your work tab, but it seems a few mods i use add their own jobs and clutter my expanded worktab. Now it looks very squished and it is hard to read anything.

(https://i.imgur.com/LchPS4D.png)

And that is on a normal size monitor, on my little laptop i cant read a thing. Would it be possible to add a scroll bar of some sort, similar to the research tab? Not sure if that would be an easy fix or if you would have to rewrite the whole thing for that.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on November 25, 2017, 09:09:35 AM
Malacai,
this is why you got the feature just to open one single row at once instead all at once with the button.
If i remember right it is ctrl-left click on the row topic, but it should shown at the tooltip when you move the mouse over it.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Malacai on November 25, 2017, 09:13:07 AM
Oh thanks, i didnt know that was a feature. Ofcourse Fluffy thought about everything :D
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on November 25, 2017, 09:16:39 AM
Yep, not everyone owns are ultra wide curved monitor like Fluffy ! :-)))
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on November 25, 2017, 10:23:41 AM
Fluffy, as usual thanks for all of your mods!

Now, more importantly ;)

Thanks for re-implementing vertical labels in worktab!  (been meaning to write this thanks for a while - the couple posts above mine reminded me to post of the wonderful return of vertical!)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Malacai on November 27, 2017, 06:06:58 AM
Hm, there seems to be a bug. I have a colonist doing everything in the social and negotiating group, but unchecked recruiting prisoners since someone else has higher chances. Yet she still attempts to recruit my last prisoner. Not sure if that is a bug with the worktab or maybe its a mod conflict with hospitality since the worktype says "Recruiting guests and prisoners"
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on November 27, 2017, 09:10:44 AM
What you see on the work tab is the same as what the pawns actual priorities are, barring any weird errors. I'd need to see an output_log, and preferably a savegame (assuming you're not using too many mods).
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Malacai on November 27, 2017, 11:54:21 AM
Ok so i have a savegame, but i do use quite a few mods. ost of them are QoL most that you should be able to leave out without corrupting the file i guess. Once you open up teh savegame and leave it on pause you should see a colonist trying to recruit my prisoner without the "recruit prisoner" box checked.

I think you mean the output_log.txt that is saved next to the savegames? Or do you need to see the ingame debug log as well? I'll attatch both in case you need it. Hope that helps.

Savegame dropbox link: https://www.dropbox.com/s/uczgob85cvj3ca1/Drunkard%27s%20Mountain%20%28Permadeath%29.rws?dl=0

[attachment deleted by admin: too old]
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on November 27, 2017, 12:13:56 PM
The output_log.txt is the needed one, but when you at the one you attached "RimWorld 0.16.1388 rev870" it is a very old one.
Check your rimworld installation at the ...data folder you find the right one.
Or if you got hugslib installed, create a log with the "share log" button and post the link.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Malacai on November 27, 2017, 02:00:19 PM
Thanks, hugslib maks that a lot easier. Here is the link: https://gist.github.com/c63d9504cd839b2013d11f8eaafc88e5

I just stumbled over that old output_log file as i was looking for my savegame, didnt realize it was that old.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on November 27, 2017, 03:12:10 PM
Over the weekend I was playing and saw a similar issue to what Malacai was reporting, but with construction. I used the advanced mode to shut off any building, but it seems as long as any construction jobs are enabled they can construct anything via right-click menu. During this game I had many mods enabled.

I then tested today with a fresh install with the only mod being WorkTab. Still had the same results.

To test this you can set a pawn to have *only* "Smooth Floors" enabled (it will do the same with other things as well), the rest of construction sub-jobs shut down. Set a construction job, and then prioritize a pawn who shouldn't be able to do that job. They will start building. I did confirm that a pawn who can construct but with *all* construction off, still can not build anything.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: sai05 on November 30, 2017, 02:58:03 AM
Quote from: Rudolph on November 22, 2017, 09:29:38 AM
A heads up to others, the Github links in first post is for A17.
B18:
Animal Tab (https://github.com/FluffierThanThou/AnimalTab/releases/download/v0.18.2.0/Animal.Tab.zip)
Area Unlocker (https://github.com/FluffierThanThou/AreaUnlocker/releases/download/v0.18.1.0/Area.Unlocker.zip)
The Birds and the Bees (https://github.com/FluffierThanThou/BirdsAndBees/releases/download/v0.18.1.0/The.Birds.and.the.Bees.zip)
Blueprints (https://github.com/FluffierThanThou/Blueprints/releases/download/v0.18.1.0/Blueprints.zip)
Colony Manager (https://github.com/FluffierThanThou/ColonyManager/releases/download/v0.18.2.0/Colony.Manager.zip)
Fluffy Breakdowns (https://github.com/FluffierThanThou/FluffyBreakdowns/releases/download/v0.18.2.0/Fluffy.Breakdowns.zip)
Follow Me! (https://github.com/FluffierThanThou/FollowMe/releases/download/v0.18.1.0/Follow.Me.zip)
Medical Tab (https://github.com/FluffierThanThou/MedicalTab/releases/download/v0.18.1.0/Medical.Tab.zip)
Relations Tab (https://github.com/FluffierThanThou/RelationsTab/releases/download/v0.18.1.0/Relations.Tab.zip)
Stack Merger (https://github.com/FluffierThanThou/StackMerger/releases/download/v0.18.1.1/Stack.Merger.zip)
Work Tab (https://github.com/FluffierThanThou/WorkTab/releases/download/v0.18.1.0/Work.Tab.zip)

have more ? can i have you all list mod bro for 0.18 ?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: SpaceDorf on November 30, 2017, 03:21:52 AM
Quote from: sai05 on November 30, 2017, 02:58:03 AM
have more ? can i have you all list mod bro for 0.18 ?

Mods Before Hos, Bro, have all of them :
https://github.com/FluffierThanThou?tab=repositories (https://github.com/FluffierThanThou?tab=repositories)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on November 30, 2017, 08:26:22 AM
Quote from: BlackSmokeDMax on November 27, 2017, 03:12:10 PM
Over the weekend I was playing and saw a similar issue to what Malacai was reporting, but with construction. I used the advanced mode to shut off any building, but it seems as long as any construction jobs are enabled they can construct anything via right-click menu. During this game I had many mods enabled.

I then tested today with a fresh install with the only mod being WorkTab. Still had the same results.

To test this you can set a pawn to have *only* "Smooth Floors" enabled (it will do the same with other things as well), the rest of construction sub-jobs shut down. Set a construction job, and then prioritize a pawn who shouldn't be able to do that job. They will start building. I did confirm that a pawn who can construct but with *all* construction off, still can not build anything.

Yeah, that's basically working as intended. The right-click menus are designed to only check for the workType, as that is the only relevant thing in vanilla RimWorld. Since all work restrictions are basically UI only, pawns can still actually do disabled jobs just fine if they somehow get them assigned. I have two options here; break open the extremely complex FloatMenuMaker_Map to fix this (possibly producing other bugs/incompatibilities in the process), or just leave it alone. I chose the latter.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on November 30, 2017, 11:12:48 AM
Quote from: Fluffy (l2032) on November 30, 2017, 08:26:22 AM
Quote from: BlackSmokeDMax on November 27, 2017, 03:12:10 PM
Over the weekend I was playing and saw a similar issue to what Malacai was reporting, but with construction. I used the advanced mode to shut off any building, but it seems as long as any construction jobs are enabled they can construct anything via right-click menu. During this game I had many mods enabled.

I then tested today with a fresh install with the only mod being WorkTab. Still had the same results.

To test this you can set a pawn to have *only* "Smooth Floors" enabled (it will do the same with other things as well), the rest of construction sub-jobs shut down. Set a construction job, and then prioritize a pawn who shouldn't be able to do that job. They will start building. I did confirm that a pawn who can construct but with *all* construction off, still can not build anything.

Yeah, that's basically working as intended. The right-click menus are designed to only check for the workType, as that is the only relevant thing in vanilla RimWorld. Since all work restrictions are basically UI only, pawns can still actually do disabled jobs just fine if they somehow get them assigned. I have two options here; break open the extremely complex FloatMenuMaker_Map to fix this (possibly producing other bugs/incompatibilities in the process), or just leave it alone. I chose the latter.

Leaving it alone certainly sounds better!

Did you perhaps remove some options from the worktabs mod or just the right click menu? I'm thinking particularly about delivering goods to structures or furniture to be built? Could have sworn there used to be a right click option for speeding up delivery of goods without them building. I'm pretty sure there used to be that option using just your worktab mod, but it seems full on construction is now the only option that can be prioritized. Note: I have never used the "Hand Me That Brick" mod, so it wasn't that.

By the way, I should say I'm not complaining about the change if you made it on purpose, I can certainly live with it how it is. Just making sure I'm not going nuts and remembering incorrectly.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on November 30, 2017, 11:36:30 AM
Quote from: BlackSmokeDMax on November 30, 2017, 11:12:48 AM
Did you perhaps remove some options from the worktabs mod or just the right click menu?
Nope, wasn't me. At least not intentionally ;).
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: frenchiveruti on December 05, 2017, 04:33:07 PM
Hey fluffly thanks for the mods updates! 
Will you consider adding ModSync.Ninja to your mods?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Kiame on December 05, 2017, 04:44:37 PM
^
http://modsync.ninja

https://ludeon.com/forums/index.php?topic=34447.0
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: falconne on December 08, 2017, 01:23:17 AM
@Fluffy is there a technical reason why the max priority setting has an upper bound of 9, other than higher numbers won't fit in the UI with the current font?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Shotgunfrenzy on December 08, 2017, 08:21:53 AM
Quote from: falconne on December 08, 2017, 01:23:17 AM
@Fluffy is there a technical reason why the max priority setting has an upper bound of 9, other than higher numbers won't fit in the UI with the current font?

I think its just 9 priorities is a hecking  lot, so if you need more, you're doing something wrong :0
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: falconne on December 08, 2017, 02:41:44 PM
Quote from: Shotgunfrenzy on December 08, 2017, 08:21:53 AM
I think its just 9 priorities is a hecking  lot, so if you need more, you're doing something wrong :0

The question was in regards to a mod I was thinking of making that would require more fine grained control of work priorities. I know that as it is 9 priorities is enough, but I wanted to check if anyone knows of any problems that might happen if that limit were raised. I expect there isn't.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 08, 2017, 09:16:23 PM
@falconne; nope, no real limit outside of the UI. Both because it doesn't fit in the cell, and because having more levels would become a pain to manage with a spreadsheet like UI as we have now.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Nightinggale on December 08, 2017, 09:55:16 PM
Is there a difference in performance? I mean if it does something like looping all priorities and for each loop all jobs and skip any job not part of the current iteration for priority, then adding more priority levels will make the outer loop iterate more times.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Mosart on December 13, 2017, 12:56:52 AM
Does these mods playable at b18?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: kaptain_kavern on December 13, 2017, 01:15:16 AM
Yep.

A or B is for us humans (clients and marketing stuff...) But for your computer it's 0.18, no A or B.

The code have not changed between A18 and B18, it's just the name
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 14, 2017, 08:10:50 AM
Quote from: Nightinggale on December 08, 2017, 09:55:16 PM
Is there a difference in performance? I mean if it does something like looping all priorities and for each loop all jobs and skip any job not part of the current iteration for priority, then adding more priority levels will make the outer loop iterate more times.
Not really; workgivers are cached in order of priorities, so there's no looping on a regular interval. WorkTab makes the sorting a little bit more complicated, and invalidates the caches each hour (for the hourly priorities to work), but the effects of that are negligible.

When a pawn is looking for a job it'll go over each workgiver in the cache, and attempt to do the first job that is available. This directly leads to one of the best ways to improve performance; make sure that pawns do not have too many job types prioritized, especially not ones that are only occasionally available. Performance wise, it'd be ideal if each pawn did one and exactly one job, and that job was always available. Obviously, that's going to be a pain to micromanage, but it's something to keep in mind when setting priorities.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: SpaceDorf on December 14, 2017, 09:41:10 AM
Fluffy,
while you are here,

I have a small QoL suggestion for the Worktab and Animal Tab.
Could you add a small overall count on top of both tabs ?

Overall Animals would be more convenient to know how many animal beds I need,
overall pawns would just be interesting.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: frenchiveruti on December 14, 2017, 05:04:24 PM
While we are at it, a filter option just like AnimalTab but for MedicalTab so I don't have to go through my entire chicken list to find my only Warg would be nice.
And also, an "invert" filter, so it "doesn't" show the things that would be otherwise shown (lets say I only want "non pregnant" animals) obviously it shouldn't count the "animal species" filter, but it would be nice to filter "baby" animals that sometimes the definition is fuzzy.
Thanks!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 15, 2017, 04:03:47 AM
@frenchiveruti; filters should be doable, the system I have for animal tab is fairly portable (and actually Def based, so other modders could even expand on it). As for a 'negative' filter, I'm not sure what you're asking for, the filter in the animal tab already has this mode (just click to cycle between 'meh', 'yes', and 'no')?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: frenchiveruti on December 15, 2017, 07:54:28 AM
Quote from: Fluffy (l2032) on December 15, 2017, 04:03:47 AM
@frenchiveruti; filters should be doable, the system I have for animal tab is fairly portable (and actually Def based, so other modders could even expand on it). As for a 'negative' filter, I'm not sure what you're asking for, the filter in the animal tab already has this mode (just click to cycle between 'meh', 'yes', and 'no')?
Mmm let me put a better example...
I'll use the "species" as it's easier to make it understandable, but that one already works fine because you can select from a list instead of cycling by default options. 
Lets say I have in a colony:
Wargs, Grizzlies, Huskies, and pigs.
Now, If I select in that list only the wargs, the AnimalTab will show me all the wargs in my colony and "filter out" the other animals.
So, an "invert filter" checkbox, will allow me to hide the wargs, and show only the Bears, Huskies and pigs, so I can IDK, butcher them all, or assign them to a different area without having to select each one of them in the list, this is useful if you have more animals species than 4, of course.

So, in a "pregnant" animal, the invert button will hide them, if I also select "males only", the result will be "female animals that are not pregnant" (I had to do it in a gameplay for the wargs absurd reproduction rate), for "old animals" the invert will only show young ones, and so on.

I hope that made it clearer :)
(Basically a NOT gate in front of the rest of the logic)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 15, 2017, 09:19:32 AM
But you can already do each of  these? The only thing that would be slightly awkward is filtering all but the wargs.

As for all the yes/no filters, they have three states. So you can filter only pregnant, only not pregnant, or any state of pregnancy. Same for old, male, etc.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: frenchiveruti on December 15, 2017, 10:24:22 AM
Quote from: Fluffy (l2032) on December 15, 2017, 09:19:32 AM
But you can already do each of  these? The only thing that would be slightly awkward is filtering all but the wargs.

As for all the yes/no filters, they have three states. So you can filter only pregnant, only not pregnant, or any state of pregnancy. Same for old, male, etc.
Yeah but for example I can't filter the baby ones that are vulnerable to hunting animals, I have lost so many baby alpacas in hands of fenec foxes :(
But I see your point.
Maybe the suggestion should be "add baby animals to the "age filter"", that's simpler.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 15, 2017, 10:30:20 AM
Yeah, that's true. Maybe I can come up with a better filter for the age one. The main problem is that it has to work for different animals, so different lifespans, and even different amounts of lifestages for some (modded) animals. Perhaps some sort of slider based on % of life expectancy.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: frenchiveruti on December 15, 2017, 12:45:56 PM
Quote from: Fluffy (l2032) on December 15, 2017, 10:30:20 AM
Yeah, that's true. Maybe I can come up with a better filter for the age one. The main problem is that it has to work for different animals, so different lifespans, and even different amounts of lifestages for some (modded) animals. Perhaps some sort of slider based on % of life expectancy.
Aah I see, yeah you are right, for example wargs can reach adult phase in just a quadrum, while Muffalos need a lot more time to even leave the "calf" stage.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Faythe on December 17, 2017, 10:34:37 PM
When using the Stack.Merger file you have up in the b18 game I get this line on start-up:
E:\RimWorldBeta18Win\RimWorld1722Win\Mods\StackMerger\Defs\Workgiver/WorkGiver_StackMerger.xml: root element named WorkGivers; should be named Defs

I am not entirely sure how I would fix that as I do not know how mods are built.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 18, 2017, 06:17:54 AM
@Faythe; I'll have a look, I thought I got rid of all those warnings.

It's not a problem, by the way, just a 'style' change between A17 and earlier and B18. In future RW versions it might become an actual issue, but right now it's basically just a 'deprecation warning'.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on December 25, 2017, 03:04:01 PM
Hi

Fyi: I downloaded your work tab from your OP and it's for A17.

EDIT: Sorry, I'm such a lazy reader. The version numbers are all there. I guess I just assumed it would be for the latest version.

Since your thread title suggests you have mods for multiple versions, would you mind updating your OP perhaps?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on December 26, 2017, 04:10:22 AM
Sarge,
only the "v0.17.1.3" is outdated, at the github page a working B18 version downloadable.
And the topic say "A12-18".
So fluffy should just remove all version numbers from the first posting.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on December 26, 2017, 05:00:41 AM
Thanks Canute,

The download icon for the work tab didn't take me to Github though, it's a direct download. Which is great by the way. I didn't try any of the others.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 27, 2017, 04:29:17 AM
Hey folks,

Yeah, my front page on ludeon has been a bit neglected. Almost all my mods are updated to B18, the only one missing is Zoom to Mouse. There's a couple of links on the front page. The direct download should actually get the latest release, which is going to be B18, regardless of the title of the link. There's also a link for each of my mods release pages on github, which shows all current and past releases (hence the A12-B18).

I'll try and be a bit better in updating the front page, it's just such a hassle :P

Btw, has anyone tried the pre-release version of Colony Manager yet? It's got some new features, and I'm curious to hear what you guys think. You'll need to get it through the release page, as the direct download links to the latest 'stable' release.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on December 27, 2017, 04:44:19 AM
If you ask me, through out the direct link, and just keep the github project release links.
Then you can concentrate at your mods and dno't need to maintain the front page ! :-)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: wwWraith on December 27, 2017, 09:21:30 AM
Quote from: Fluffy (l2032) on December 27, 2017, 04:29:17 AM
Btw, has anyone tried the pre-release version of Colony Manager yet? It's got some new features, and I'm curious to hear what you guys think. You'll need to get it through the release page, as the direct download links to the latest 'stable' release.
I'm using it but didn't test thoroughly :) Looks like these features could be useful, but the one that I really dream of would be the ability to clear areas from any plants that give cover. And probably the second for plants that reduce movement speed (the later could be done manually with MarvinKosh's Weed Cutter (https://ludeon.com/forums/index.php?topic=30508.msg382829#msg382829)). It would be so great for managing areas near our defense lines...
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: SpaceDorf on December 27, 2017, 09:30:34 AM
If I knew about the pre release I would have tested the shit out of it .. now I know ..l
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on December 27, 2017, 11:42:23 AM
Quote from: wwWraith on December 27, 2017, 09:21:30 AM
Quote from: Fluffy (l2032) on December 27, 2017, 04:29:17 AM
Btw, has anyone tried the pre-release version of Colony Manager yet? It's got some new features, and I'm curious to hear what you guys think. You'll need to get it through the release page, as the direct download links to the latest 'stable' release.
I'm using it but didn't test thoroughly :) Looks like these features could be useful, but the one that I really dream of would be the ability to clear areas from any plants that give cover. And probably the second for plants that reduce movement speed (the later could be done manually with MarvinKosh's Weed Cutter (https://ludeon.com/forums/index.php?topic=30508.msg382829#msg382829)). It would be so great for managing areas near our defense lines...

Dayhum yeah, all of that please. :)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: SpaceDorf on December 27, 2017, 01:04:10 PM
Quote from: wwWraith on December 27, 2017, 09:21:30 AM
I'm using it but didn't test thoroughly :) Looks like these features could be useful, but the one that I really dream of would be the ability to clear areas from any plants that give cover. And probably the second for plants that reduce movement speed (the later could be done manually with MarvinKosh's Weed Cutter (https://ludeon.com/forums/index.php?topic=30508.msg382829#msg382829)). It would be so great for managing areas near our defense lines...

You know there is allready a clear cut option under the woodcutting section ?

Quote from: Fluffy (l2032) on December 27, 2017, 04:29:17 AM
Btw, has anyone tried the pre-release version of Colony Manager yet? It's got some new features, and I'm curious to hear what you guys think. You'll need to get it through the release page, as the direct download links to the latest 'stable' release.

I love the new filter options of the manager. QoL to the Max.
I still research the  power tab, so I know nothing about that and I am afraid of the pathfinding options.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: wwWraith on December 27, 2017, 01:27:56 PM
Quote from: SpaceDorf on December 27, 2017, 01:04:10 PM
Quote from: wwWraith on December 27, 2017, 09:21:30 AM
I'm using it but didn't test thoroughly :) Looks like these features could be useful, but the one that I really dream of would be the ability to clear areas from any plants that give cover. And probably the second for plants that reduce movement speed (the later could be done manually with MarvinKosh's Weed Cutter (https://ludeon.com/forums/index.php?topic=30508.msg382829#msg382829)). It would be so great for managing areas near our defense lines...

You know there is allready a clear cut option under the woodcutting section ?

Yes, but it designates all grass to be cut so it would take a way more time for useless work
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 28, 2017, 03:16:57 AM
Yeah, I'm going to be refactoring the clear areas job a bit. I was just going to make it stop cut grass, but after these comments it seems like a better idea to do a full plant list, and provide some shortcuts for 'cover', 'speed' and 'wind' respectively.

Glad to hear the other shortcuts are appreciated.

@SpaceDorf; you say you're afraid of the pathfinding options, could you explain why? I'd like to know if there's changes I can make in how I present them to make them less scary.

In terms of performance, most of the pathfinding checks aren't all that bad. The reachability check can be very painful if there are targets that are not reachable, particularly for multiple targets and large amounts of colonists. The algorithm there basically tries to create a path from a pawn to the target, and keeps going for each pawn until a path is found, or no pawn can reach the target. If no path is possible, that can cause freezes (hiccups), and I suspect this is the cause for the hiccups some people have had in the past.

Have you guys tried the mining tab?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: SpaceDorf on December 28, 2017, 12:06:09 PM
Quote from: Fluffy (l2032) on December 28, 2017, 03:16:57 AM
@SpaceDorf; you say you're afraid of the pathfinding options, could you explain why? I'd like to know if there's changes I can make in how I present them to make them less scary.

Have you guys tried the mining tab?

I am afraid of the performance.
I have a really old PC, and most Better Pathfinding Mods or Psychology really kill my fps.

I have not tried the mining tab yet, because my Moutain Base produces to much ressources anyway.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on December 28, 2017, 12:35:23 PM
I just had a look at the mining tab. I'm sorry but it's just not that obvious to me, in fact, I have no idea how it works or what it's supposed to do or even what the options mean.

Care to explain a little?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on December 28, 2017, 08:39:49 PM
Quote from: SpaceDorf on December 28, 2017, 12:06:09 PM
Quote from: Fluffy (l2032) on December 28, 2017, 03:16:57 AM
@SpaceDorf; you say you're afraid of the pathfinding options, could you explain why? I'd like to know if there's changes I can make in how I present them to make them less scary.

Have you guys tried the mining tab?

I am afraid of the performance.
I have a really old PC, and most Better Pathfinding Mods or Psychology really kill my fps.

I have not tried the mining tab yet, because my Moutain Base produces to much ressources anyway.

Not to derail the thread, but I'm in a similar situation as you Spacedorf, and my mountain base is starting to run quite poorly. I've though about deactivating some mods. What do you guys think are the most resource intensive mods, any in particular or specific types?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Enigmatic on December 29, 2017, 05:07:31 PM
I keep getting this error whenever I attempt to use any of the stuffed floors floors

Could not load type 'Verse.MessageSound' from assembly 'Assembly-CSharp, Version=0.17.6362.34601, Culture=neutral, PublicKeyToken=null'.
  at Verse.GizmoGridDrawer.DrawGizmoGrid (IEnumerable`1 gizmos, Single startX, Verse.Gizmo& mouseoverGizmo) [0x00000] in <filename unknown>:0
  at RimWorld.ArchitectCategoryTab.DesignationTabOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_Architect.ExtraOnGUI () [0x00000] in <filename unknown>:0
  at Verse.WindowStack.WindowStackOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

The tile wont let me click no it or anything. Its simply unresponsive. The tiles with a white plus in the upper corner which I assume to be those from stuffed floors all are unresponsive an give that error. I'm using beauty floors and removed T's floors already. Using expanded woodworking as well.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Lost_God on December 30, 2017, 03:42:19 AM
Dear Fluffy, is there a some way to use only 9 priority levels without everything else? It s just too much for me(
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on December 30, 2017, 05:46:26 AM
Quote from: Enigmatic on December 29, 2017, 05:07:31 PM
I keep getting this error whenever I attempt to use any of the stuffed floors floors

Could not load type 'Verse.MessageSound' from assembly 'Assembly-CSharp, Version=0.17.6362.34601, Culture=neutral, PublicKeyToken=null'.
What version of Rimworld do you play, i think this assembly is compiled for A17.
And what mod version did you download? 
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: SpaceDorf on December 30, 2017, 06:41:22 AM
Quote from: Harry_Dicks link=topic=16120.msg388360#msg388360

Not to derail the thread, but I'm in a similar situation as you Spacedorf, and my mountain base is starting to run quite poorly. I've though about deactivating some mods. What do you guys think are the most resource intensive mods, any in particular or specific types?

The type is hard to say.
Depends on the amount of additional calculations.

Pathfinding and pawn decission making is the most expensive.

Followed by GUI updating, lighting calculations and other Weather effects.

Number of Pawns is important as is number of factions and mapsize.

Items and Buildings are the least, though the operations list gets really slow if there are to many options, because it is generated in real time as well. The same goes for raid generation. It can cause slowdown when there are to many equipment options for the raiders.

You can reduce some of that by using RuntimeGC.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: CannibarRechter on December 30, 2017, 07:34:59 AM
The thing that will, bar none, really wreck game performance is repeated suppressed errors going to the log (i.e., numerous errors per second). If you have those, you are done.

To improve the performance for your game the most, play the game ... from the start... with Make War Not Love. Applying it after the game start will also help, but not as much.

RuntimeGC will help also, but not nearly as much as Make War Not Love.

Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: SpaceDorf on December 30, 2017, 07:49:33 AM
Quote from: CannibarRechter on December 30, 2017, 07:34:59 AM
The thing that will, bar none, really wreck game performance is repeated suppressed errors going to the log (i.e., numerous errors per second). If you have those, you are done.

To improve the performance for your game the most, play the game ... from the start... with Make War Not Love. Applying it after the game start will also help, but not as much.

RuntimeGC will help also, but not nearly as much as Make War Not Love.

Good Idea. If you get errors you'll notice.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 30, 2017, 09:02:02 AM
Quote from: Enigmatic on December 29, 2017, 05:07:31 PM
I keep getting this error whenever I attempt to use any of the stuffed floors floors

Could not load type 'Verse.MessageSound' from assembly 'Assembly-CSharp, Version=0.17.6362.34601, Culture=neutral, PublicKeyToken=null'.
  at Verse.GizmoGridDrawer.DrawGizmoGrid (IEnumerable`1 gizmos, Single startX, Verse.Gizmo& mouseoverGizmo) [0x00000] in <filename unknown>:0
  at RimWorld.ArchitectCategoryTab.DesignationTabOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_Architect.ExtraOnGUI () [0x00000] in <filename unknown>:0
  at Verse.WindowStack.WindowStackOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

The tile wont let me click no it or anything. Its simply unresponsive. The tiles with a white plus in the upper corner which I assume to be those from stuffed floors all are unresponsive an give that error. I'm using beauty floors and removed T's floors already. Using expanded woodworking as well.
You're using the B18 version in an A17 game, or vice versa.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on December 30, 2017, 09:07:23 AM
Quote from: Lost_God on December 30, 2017, 03:42:19 AM
Dear Fluffy, is there a some way to use only 9 priority levels without everything else? It s just too much for me(
Yeah, just not use the other options? I hardly ever use detailed or timed priorities myself, except for some special cases. It's really nice having the option to have one pawn butcher before cooking, only do simple med operations, etc., but you really don't want to have to set all the priorities in detailed mode.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on December 30, 2017, 10:35:18 AM
Quote from: Fluffy (l2032) on December 30, 2017, 09:07:23 AM
Quote from: Lost_God on December 30, 2017, 03:42:19 AM
Dear Fluffy, is there a some way to use only 9 priority levels without everything else? It s just too much for me(
Yeah, just not use the other options? I hardly ever use detailed or timed priorities myself, except for some special cases. It's really nice having the option to have one pawn butcher before cooking, only do simple med operations, etc., but you really don't want to have to set all the priorities in detailed mode.

Also I'm still building my own personal version of RimWorld with mods, up to over 230 now. As I keep adding mods, the WorkTab mod makes it easy to see what new work types get added by mods. I still have so much to get around to checking out, like Colony Manager. All of Fluffy's mods are seriously on a whole'nother level. I'm not a programmer or anything, but I can only imagine that someone such as him must be very talented and dedicated to their craft, as is evidenced by the superb quality and professional look of his work.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: SpaceDorf on December 30, 2017, 10:53:00 AM
I use worktab to designate a deconstructor and floor remover.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: neltnerb on December 30, 2017, 11:30:39 AM
Is there a way to change the keybinding used to open the detailed priorities in the work tab? This used to work great for me, but I upgraded to the latest RimWorld as well as upgrading my OS to Ubuntu 17.10. Since then, control seems to work poorly and doesn't get captured properly by the window with focus.

Now when I control click the headers it just acts as if I did a normal click.

I suspect my setup is not common (maybe?) and do not mind editing the mod files manually if it is hardcoded. Just not sure where to look. Or if anyone else on Ubuntu has this issue maybe someone else has a workaround? Right now I'm expanding all work tabs and that's just too hard to read.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Enigmatic on December 30, 2017, 02:36:52 PM
The stuffed floors I downloaded was the latest version saying its Target Version is 18.1722 which is the same version of Rimworld I'm using actually. :/
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on December 30, 2017, 03:02:22 PM
Quote from: SpaceDorf on December 30, 2017, 07:49:33 AM
Quote from: CannibarRechter on December 30, 2017, 07:34:59 AM
The thing that will, bar none, really wreck game performance is repeated suppressed errors going to the log (i.e., numerous errors per second). If you have those, you are done.

To improve the performance for your game the most, play the game ... from the start... with Make War Not Love. Applying it after the game start will also help, but not as much.

RuntimeGC will help also, but not nearly as much as Make War Not Love.

Good Idea. If you get errors you'll notice.

Yes I am using RunTimeGC already, and I've culled my animals by about 70%. However I am highly considering using MakeWarNotLove. I should also disable Psychology with that as well I would assume? What about Hospitality, how would that work with no social system?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: KocLobster on December 31, 2017, 01:07:30 AM
Your mods are just so fantastic, I can't imagine playing RW without them.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: crusader2010 on January 01, 2018, 06:33:09 AM
Hi. One question: is it an intended behavior for Blueprints to disappear after reloading a saved game?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Arex on January 01, 2018, 06:51:22 AM
MedicalTab: Russian translation added (https://github.com/FluffierThanThou/MedicalTab/pull/21).
WorkTab: Russian translation updated (https://github.com/FluffierThanThou/WorkTab/pull/81).

Fluffy, merge these please.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: props on January 01, 2018, 11:28:43 AM
I need some help. How do I make it so my pawns don't use the manager bench 500 times a day? I've set the update interval to daily and I'm at a loss.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: wwWraith on January 01, 2018, 01:34:32 PM
Quote from: props on January 01, 2018, 11:28:43 AM
I need some help. How do I make it so my pawns don't use the manager bench 500 times a day? I've set the update interval to daily and I'm at a loss.
Probably you have to set not only the default interval (in mod settings) but the intervals for each existing managing order in managing list (click on "1h" or what was there to change it).
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: props on January 01, 2018, 01:49:46 PM
Tyty!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: NomAnor on January 01, 2018, 07:47:43 PM
Quote from: neltnerb on December 30, 2017, 11:30:39 AM
Is there a way to change the keybinding used to open the detailed priorities in the work tab? This used to work great for me, but I upgraded to the latest RimWorld as well as upgrading my OS to Ubuntu 17.10. Since then, control seems to work poorly and doesn't get captured properly by the window with focus.

Now when I control click the headers it just acts as if I did a normal click.

I suspect my setup is not common (maybe?) and do not mind editing the mod files manually if it is hardcoded. Just not sure where to look. Or if anyone else on Ubuntu has this issue maybe someone else has a workaround? Right now I'm expanding all work tabs and that's just too hard to read.

I have the same problem. I'm using Arch Linux and tested it with only Work Tab and Hugs Lib installed.
Ctrl click on the headers just sorts the list and does not expand to the subjobs.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: NomAnor on January 02, 2018, 08:47:52 AM
After a bit of testing I can get it to work if I first hold down the Ctrl key and then the Alt key. It has to be in that order.
I suspect a bug in Unity because it's not well tested on Linux. Can someone with a MAC test if the same problem exists?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 03, 2018, 07:43:50 AM
@HarryDicks, CokLobster; thanks :).
@Enigmatic; Have you checked your version of Architect Sense?

@Neltnerb, NomAnor; I've had some similar reports on the workshop. I agree it's probably a unity bug. Not sure why it's only now surfacing though, as I don't think Tynan updated the version of Unity bundled with the game, and for the bug to simultaneously occur on several different Linux distributions seems odd as well. 

@crusader2010: yes. If you want to keep them around, you'll have to manually export/import them. I agree that you probably shouldn't have to do this when reloading the same save game, it's already an issue on my to-do list.

@Arex; thanks, will do as soon as I have access to my build environment. I'm currently away for the holidays.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on January 03, 2018, 09:22:33 AM
Fluffy,
just a question about WorkTab priorities.
I got a cook who should take care about plants too. So i set growing to "1".
And it is working nice that he grow/plant new plants and then go back cooking.
But when i switch back the on/off view it don't work anymore.
If that a bug or work as intend ?
When it is no bug, you should put this behavior into the description.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Enigmatic on January 04, 2018, 02:54:42 AM
@Fluffy; Firstly thank you for the continued assistance with trying to solve this issue I'm having. Secondly I didn't check Architect Sense's version but after a quick check Its actually the same version aswell :/
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 04, 2018, 05:24:22 AM
@Enigmatic; I don't know what to tell you. That error message indicates you're using the B18 version of the mod (Verse.MessageSound is a class introduced with B18, and referenced in my mod) with the A17 version of the game (the version number of 'Assembly-CSharp', the main game code). If you're absolutely sure you have all the correct versions, perhaps a reinstall of RimWorld will do the trick.

Also, because I have been lazy, the version numbers on the front page of my mod list are incorrect, so be careful that the mods you have installed are indeed the correct versions. E.g. if you're trying to install A17 versions of my mods, you'll have to go through GitHub releases (the box icon) - the direct links all point to the latest B18 versions.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 04, 2018, 05:44:04 AM
@Canute; I had to look this up, but yeah, it's working as intended.

The main problem is that in toggled mode jobs are either on or off, and a left-right order of priorities is the standard. If detailed priorities 'lingered' that would have to be made obvious in the UI, to distinguish between jobs that are truly just 'on' (priority 3), and jobs that still have a different priority. However, without using numbers to represent priorities I don't really see a clean way of representing that information. Of course, using numbers in what is supposed to be the 'simple' toggled mode is pretty much a non-starter.

Because this is also what happens in the vanilla work tab (any non-zero priority gets interpreted as a 3 in toggled mode), I don't particularly see a reason to highlight this in the description. I am curious though, what made you think it would behave differently? I might alter the description in some other way.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on January 04, 2018, 06:20:43 AM
I just didn't expected that the priorities switch back to "3" just from toggle it back to on/off view, because i thought it is just a view mode.
The time setting are still used even when i don't have the timed /scheduled view one.

You don't need to change anything, just write somewhere that the priorities are only work when the proper mode is used.
Just add at the tooltip behind "Click to switch to on/off priorietes" "At on/off priorieties the numberic priorietes don't work"
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Umbreon117 on January 05, 2018, 07:45:49 PM
Blueprint = Fluffy
Fluffy = God

That is all.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Crow_T on January 06, 2018, 04:17:37 PM
Hey Fluffy, using the worktabs mod on Linux and am having a minor issue, ctrl-click doesn't expand a work type. B18 had some Linux + Unity issues in some UI areas so this may be a temporary issue... For now I expand the whole thing which is better than nothing, just wondering if any other 'nix people are experiencing the same or if it's an easy fix.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on January 06, 2018, 05:13:36 PM
Crow_T,
just scroll a bit up and/or read the last page , someone wrote to use ctrl + shift/alt to expand the column.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Enigmatic on January 08, 2018, 02:14:29 PM
@Fluffy: The reinstall actually worked surprisingly enough :D Though now the issue is the number of floors is outrageously huge to the point that the floor panel can't display all of the types of floors. Is there a work around or a means to reducing the display for each or something?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 08, 2018, 02:18:26 PM
Quote from: Enigmatic on January 08, 2018, 02:14:29 PM
@Fluffy: The reinstall actually worked surprisingly enough :D Though now the issue is the number of floors is outrageously huge to the point that the floor panel can't display all of the types of floors. Is there a work around or a means to reducing the display for each or something?

Architect Sense. It is a god send.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Enigmatic on January 09, 2018, 04:00:18 AM
I already have architect sense. It was recommended with the mod so I have it above it near the top of my mod order
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 09, 2018, 06:59:31 AM
@Enigmatic; there are some mods that conflict with architect sense. Try putting it and stuffed floors in the last two positions. If that fails, I'd like to see your output_log and modsconfig.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: TyRamos on January 10, 2018, 04:19:43 AM
Is Medical Tab, Stack Merger and Work Tab A17 only? I just downloaded all 3 from this modlist using the direct link and it gave me A17 versions.

Edit: The github link has the B18 versions, but the direct link is A17. Nice to know
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 10, 2018, 01:27:40 PM
Quote from: TyRamos on January 10, 2018, 04:19:43 AM
Is Medical Tab, Stack Merger and Work Tab A17 only? I just downloaded all 3 from this modlist using the direct link and it gave me A17 versions.

Edit: The github link has the B18 versions, but the direct link is A17. Nice to know

When will these kids learn to start looking at link addresses before clicking on them? I've been doing that shit for probably 20 years. You don't have any idea how many fake download buttons I used to out-sleuth, man!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on January 11, 2018, 03:58:09 AM
Harry, the bad thing is to drive on the internet you don't need a licence or diplom like for driving a car.
Basic stuff for you are a myth with 100 seals for them, i bet most of them didn't even notice that a link appear when they hover the mouse over it.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 11, 2018, 04:49:54 AM
I'm conflicted. I really should fix those links. But on the other hand that's such a boring task, and I have to do it so often =/. We need a proper mod portal!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on January 11, 2018, 08:28:58 AM
Just set a link to the github project release tab and no direct download anymore.
Then you just need to update the version number.
And i am not sure if you realy need the workshop link, didn't got the workshop a own good search function.
And if you like to keep a direct download link, do it like Kiame, just upload the new release with the same name to keep the link.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on January 11, 2018, 08:43:50 AM
I also say remove the direct link, a link to the github release area is fine.

Then perhaps just a link to your steam workshop in general rather than independent. Or keep those, suppose they don't change.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: wwWraith on January 11, 2018, 08:44:34 AM
Quote from: Canute on January 11, 2018, 08:28:58 AM
Just set a link to the github project release tab and no direct download anymore.
Then you just need to update the version number.
And i am not sure if you realy need the workshop link, didn't got the workshop a own good search function.
And if you like to keep a direct download link, do it like Kiame, just upload the new release with the same name to keep the link.
I'd not recommend Kiame's way, it already led to several confusions, too, so it won't make things much better. Imho the first suggestion is more reliable.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 11, 2018, 11:14:12 AM
Quote from: wwWraith on January 11, 2018, 08:44:34 AM
Quote from: Canute on January 11, 2018, 08:28:58 AM
Just set a link to the github project release tab and no direct download anymore.
Then you just need to update the version number.
And i am not sure if you realy need the workshop link, didn't got the workshop a own good search function.
And if you like to keep a direct download link, do it like Kiame, just upload the new release with the same name to keep the link.
I'd not recommend Kiame's way, it already led to several confusions, too, so it won't make things much better. Imho the first suggestion is more reliable.

I already had a confusion with Kiame's way, as per the discussion me and Canute had on the Change Dresser thread. I think you should only have a link to the github release page. However I think you should just leave a "note" or whatever it is, saying the version number or last update. Look at this for Change Dresser, for example: https://github.com/KiameV/rimworld-changedresser/releases/ It says it was uploaded on October 25th, but I knew that he had made updates to the mod since then. So I figure that release is old, and I download from the master branch, but it wasn't setup that way for people like me (still missing some files). It would be nice if in you little "info" part you could put your mod's version number, or when you last updated. Because on the release page for Change Dresser, even though it says uploaded on October 25th, it had been updated since then, but it had no information there to display that to you, which is why I like when in the description box modders will put the date of upload, version number, and a small changelog.

EDIT: Also Fluffy, do you ever make a post saying when you do updates? Like your Colony Manager for example says it was updated 2 days ago, but I have mine downloaded from January 3rd. I don't remember seeing anything about the updates, or do you just do them silently and not post about it?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: neltnerb on January 11, 2018, 11:52:14 PM
Hi Fluffy!

I have a thought about work tabs from a realization today.

I was previously unaware that crafting skill doesn't increase work speed for smithing, tailoring, or smelting. So, my speed at those tasks is far more dependent on the colonist than their skill. I use the expanded prosthetics, and even with tons of upgrades I have a crafting level 20 character who smiths at 127% speed because they happen to be lazy.

It would be super useful, now that I realize this, if each colonist's work speed at a task was displayed when you hover over the box on the work tab. The path to getting to the information is pretty messy, you have to click the "i" on the colonist and scroll down (pausing the game) in order to see this information otherwise.

Or even better, a visual cue on the skill box showing relative speeds.

Thanks for the great mod!

Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: wwWraith on January 12, 2018, 12:37:52 AM
Quote from: neltnerb on January 11, 2018, 11:52:14 PM
Hi Fluffy!

I have a thought about work tabs from a realization today.

I was previously unaware that crafting skill doesn't increase work speed for smithing, tailoring, or smelting. So, my speed at those tasks is far more dependent on the colonist than their skill. I use the expanded prosthetics, and even with tons of upgrades I have a crafting level 20 character who smiths at 127% speed because they happen to be lazy.

It would be super useful, now that I realize this, if each colonist's work speed at a task was displayed when you hover over the box on the work tab. The path to getting to the information is pretty messy, you have to click the "i" on the colonist and scroll down (pausing the game) in order to see this information otherwise.

Or even better, a visual cue on the skill box showing relative speeds.

Thanks for the great mod!

I don't think it's a good idea because there are other things that depend on skill levels and often they are more important than just speed. E.g. the quality of resulting items. You should rather try Numbers (http://steamcommunity.com/sharedfiles/filedetails/?id=1194336198) mod, it will show you the sortable list of your colonists (or even other pawns) with pretty much any stats you want.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: neltnerb on January 12, 2018, 01:08:51 AM
I'm not suggesting removing the crafting skill level from the display, of course it remains important.

I'm suggesting adding the work speed as additional information in the hover text, because the other way to find that information is very tedious and a matrix of tasks by colonists is a fairly sensible place for it to be found.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: SpaceDorf on January 12, 2018, 02:52:02 AM
Quote from: neltnerb on January 12, 2018, 01:08:51 AM
I'm not suggesting removing the crafting skill level from the display, of course it remains important.

I'm suggesting adding the work speed as additional information in the hover text

Thats sound pretty convincing not only for crafters but for other Traits that add or remove percentage values from worktypes as well.
Considering that there are some clothes and Trait mods.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on January 12, 2018, 09:32:40 AM
This is a great suggestion, but I have to add; I believe the problem lies with the way the (i)nformation window works entirely. It is frustrating when I want to find 'the best pawn' at anything on there. Most commonly for me this has been movement speed when I want to hunt a dangerous creature, chase down a fleeing raider for reasons, etc. Had I known about the crafting speed thing before, it may have been that though.

So really, in a perfect world, the fix should be that skill levels affect crafting speed (because it's just silly that it doesn't), the (i)nformation functionality needs reworking instead of band-aiding and I need to be handsome and filthy rich.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 12, 2018, 09:54:38 AM
@all; Thanks for the suggestions! I think I will stick to linking the github releases page, as well as the latest release (github.com/fluffy/mod/releases/latest auto-links to the latest release). I'm not sure why some of these appear to have broken, I'll look at the main page's blob of bbcode soonish. As for "Kiame's way", it's not for me to judge, but if he really is replacing releases 'in-place', that seems like a horrible practice. Not to mention pointless, since hosting with GitHub is free anyway.

@neltnerb; that's a great suggestion, I'll look into how feasible it is to implement. The main problem I can foresee is that workspeeds for specific jobs are defined in code, not in defs. That would mean I would have to manually find and copy/reference all the applicable formulas, and it would be hell to update for even vanilla jobs, not to mention jobs added by mods. If that is indeed the case, I'm not going to do it.

@Harry_Dicks; for incremental updates and bug fixes, usually not. I'll post here if the update was in response to something mentioned here, or if it's an update large enough that I want to get some specific feedback. I've got updating the mods on steam and github automated in a nice little build script, but sadly I haven't yet been able to automate creating a post or updating the main post on the forums.

Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 12, 2018, 09:57:35 AM
NEW (OLD) MOD!

I've spent a week and over 300 compilations in order to bring the Research Tree back*. It's still not perfect, but it's much better than it used to be.

Get it from steam; http://steamcommunity.com/sharedfiles/filedetails/?id=1266570759
Or from GitHub; https://github.com/FluffierThanThou/ResearchTree/releases/latest

Please let me know what you think!

======================================================
A better research tree.

# Features
- automatically generated to maximize readability*.
- shows research projects, buildings, plants and recipes unlocked by each research project.
- projects can be queued, and colonists will automatically start the next project when the current research project completes.
- search functionality to quickly find research projects.

# FAQ
*Can I add/remove this from an existing save?*
You can add it to existing saves without problems. Removing this mod will lead to some errors when loading, but these should not affect gameplay - and will go away after saving.

*Why is research X in position Y?*
Honestly, I have no idea. The placement of projects (nodes) is automated to minimize the number of crossings between dependancies (edges), and reduce the total length of these edges. There are many possible scenarios in which this can lead to placements that may appear non-optimal. Sometimes they really are non-optimal, sometimes they just appear to be so. See also the *technical* section below for more information.

*Can I use this with mod X*
Most likely, yes. Added researches and their requirements are automatically parsed and the tree layout will be updated accordingly. ResearchPal implements a lot of the same functionality as this mod, and the research queue will likely not work correctly if both mods are loaded.

*This looks very similar to ResearchPal*
Yep. ResearchPal is based on a legacy version of this mod that was kept up-to-date by SkyArkAngel in the HCSK modpack. I haven't worked on this mod in a long time, but I recently had some spare time and decided to give it another go. Feel free to use whichever you like better (ResearchPal has an entirely different layout algorithm). You can run both mods side by side to check out the different tree layouts, but be aware that the research queue will not work correctly if both mods are loaded.

# Known Issues
- The vertical labels for tech levels are drawn in the wrong location when UI scale is not 1. This is a known problem for me, the same issue appears in my Work Tab mod. As soon as I have a working solution, I'll go and fix it.
- Layouts are not perfect, if you have experience with graph layouts - please do feel free to look at the source code, and/or implement a Sugiyama layout algorithm for me that runs in C# .NET 3.5 (Mono 2.0).

# Technical
So how does this all work?

Creating an optimal layout is a known problem in the area of *Graph Theory*. There's serious mathematicians who've spent years of their live trying to figure out this problem, and numerous solutions exist. The group of solutions most relevant to our research tree (a *directed acyclic graph*, or *DAG*) is that derived from Sugiyama's work. Generally speaking, these algorithms have four steps;
- layering (set the *x* coordinates of nodes, enforcing that follow-up research is always at a higher x position than any of its prerequisites, this is a fairly straightforward heuristic)
- crossing reduction (set the *y* coordinates of nodes such that there is a minimal amount of intersections of connections between nodes)
- edge length reduction (set the *y* coordinates of nodes such that the length of connections between nodes is minimal)
- horizontal alignment (set the *y* coordinates of nodes such that the connections between nodes are straight as much as possible)

The final step is the hardest, but also the most important to create a visually pleasing tree. Sadly, I've been unable to implement two of the most well known algorithms for this purpose;
- Brandes, U., & Köpf, B. (2001, September). Fast and simple horizontal coordinate assignment.
- Eiglsperger M., Siebenhaller M., Kaufmann M. (2005) An Efficient Implementation of Sugiyama's Algorithm for Layered Graph Drawing.
Luckily, the crossing reduction and edge length reduction steps partially achieve the goals of the final step. The final graph is not as pretty as it could be, but it's still pretty good - in most scenarios.


Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on January 12, 2018, 10:00:04 AM
OOOH, new version of research tree! Exciting, I am in right now!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on January 12, 2018, 10:51:49 AM
Dayhum Fluffy, I literally just got my research tree to work with a lot of help now you do dis?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on January 12, 2018, 11:15:37 AM
Quote from: BlackSmokeDMax on January 12, 2018, 10:00:04 AM
OOOH, new version of research tree! Exciting, I am in right now!

And....

It is beautiful!! With a search option!!! (that works wonderfully!)

Thanks Fluffy!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on January 12, 2018, 11:45:41 AM
It seems to slow my PC down to a near standstill but only while I'm in the research window. Severe lag when trying to scroll in any direction.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 12, 2018, 11:55:49 AM
@Sarge; how many mods are you playing with? How many research projects are there? Do you get any errors in the output_log? If so, please upload it for me.

I saw that you also used ResearchPal, does that give similar slowdowns? There should be very little difference in the rendering times, if anything, Research Tree should actually be slightly faster.

Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: wwWraith on January 12, 2018, 12:02:54 PM
Quote from: Fluffy (l2032) on January 12, 2018, 09:57:35 AM
It's still not perfect, but it's much better than it used to be.

I have to totally agree :)
It's usability is much better, a search bar and visible queue were often requested in ResearchPal's thread, and looks like there are no superpositions. Also I like the easily distinguishable techlevels. But here is some things I'd mention after a first glance:

1. The tree in ResearchPal was generated more compact. I'd suggest to add an ability to scroll this screen with middle mouse button as we scroll the map to make navigation easier.
2. Techs from Misc. Robots ++ (https://ludeon.com/forums/index.php?topic=26151) mod named like "Simple\nHauler", "Simple\nCleaner", etc. show only the first line so there are several techs with just "Simple" in their headers. I'd suggest to include full tech's names in tooltips, it also will be useful with trimmed long names.
3. Also I'd suggest to show info about currently researching tech in the tooltip of the very "Research" button in main game mode, if it's possible to be changed dynamically.
4. I'd like to see the path to the tech highlighted when the mouse is over it even if it's currently unavailable (e.g. missing micro-analyzer).
5. HelpTab correctly detects tech status (locked / in progress / finished) but using "Research" button in HelpTab doesn't add that tech in ResearchTree's queue. I hope improving their integration is not a very hard task.
6. Probably a dev ability that hid in release: right-clicking on the tech researches it instantly ;)
7. How it will handle a (hypothetical) situation when e.g. some industrial-level tech will lead to some medieval?

Anyway, thanks a lot :)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on January 12, 2018, 12:08:36 PM
RIP ResearchPal, long life ResearchTree.

Another masterpiece fluffy.

But one thing i notice like at some other mods from you the strange text.
Btw. i use the default engl. language no translation.



[attachment deleted by admin: too old]
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 12, 2018, 12:10:15 PM
Fluffy! Oh my God, I think you are my savior! I can't wait to try out Research Tree. BTW, some screenshots would be cool, but I think you are the kinda guy that prefers having your own custom "preview" graphic. Either way, I'm really excited for this. ResearchPal is great, but is sucks that I always have maybe 15-25 researches stacked/hidden on top of one another. So I would have to try to guess what the research is based upon the tooltip, then try to find the research with HelpTab. Ooooh boy, this is going to be great. I can't believe we didn't have a built in search functionality for research before this. Vanilla, sure you don't need it. But when you have maybe 400-500 research things, you definitely need it! You really are the God of modders for command, control, qol, and conveying game information to the player.

I haven't even tried it out yet, but I know for a fact if it comes from you, then it will honestly be a 10/10, instant must have mod for me! ;D ;D ;D

EDIT: Like Canute, I sometimes have that strange text in weird places. Does anyone know where it's from, what causes it, or what I can do to fix it? It is only in a couple places that I can remember, and it isn't too bothersome, but it is something I would like to fix if I could. One place I can remember it is, besides sometimes on the loading text like Canute posted, is when I use RealFoW. When an area hasn't been explored/discovered yet and you can't even see what's there at all, if I mouseover this unknown area, at the bottom left of screen (where it normally displays information about the cell), it says "Undiscovered Area" or something like that, but it has all of the crazy fonts like Canute had. Any help on this would be appreciated, but like I said, it isn't game ruining... just something I want to fix!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 12, 2018, 12:14:00 PM
@wwWraith; thanks for the feedback!
1: yeah, there is a lot of vertical space used for 'dummy' nodes, each connection that spans more than 1 column creates a series of dummies that are not rendered, but do take up space. That's how I avoid connections going underneath nodes, but it does create a bit too much space. Having dummy nodes be smaller than regular nodes is something I want to look at, but slightly tricky to implement.
2: geez, trust some modders to break everything. Why would you put a line break in a label? I'll have to pre-parse labels to remove those.
3: Sure, I can do that.
4: Sure. I'm still on the fence about wether you should be able to queue up research that you cannot do (as per ResearchPal), but either way I can show the path.
5: Yeah, there's no integration as of yet. It'd be easier if Charlotte/NotFood (HelpTab, ResearchPal) would do this, but it'd be some work on their end as well.
6: Huh, odd. I might have to do an additonal check. (currently checking for godMode, may have to check for devMode as well).
7: Well, it'll throw a warning - and then try and fail to position nodes, possibly throwing an error, or using an insane amount of columns. I haven't tested for that, I probably should. Note that I can think of no good reason why a low techlevel research should require a high techlevel prerequisite.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 12, 2018, 12:19:47 PM
@Canute; thanks :).

@Canute, Harry_Dicks; Whenever you see strange text (with loads of accents and special characters) it means there's a missing translation key. I try to support translations in all of my mods, which means all of the text is linked to a translation key, and I distribute the English 'translations' with my mods. The translations themselves live in different files, and I have a nasty habit to forget to update them. It's usually a quick fix, so whenever you see text like that please let me know where, so I can go and add the proper translations.

@Harry Dicks; so you've loaded the mod then? Are you experiencing the same lag problems some of the others have? I hope it lives up to your expectations, although that might be hard ;).
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: wwWraith on January 12, 2018, 12:43:00 PM
Quote from: Fluffy (l2032) on January 12, 2018, 12:14:00 PM
@wwWraith; thanks for the feedback!
1: yeah, there is a lot of vertical space used for 'dummy' nodes, each connection that spans more than 1 column creates a series of dummies that are not rendered, but do take up space. That's how I avoid connections going underneath nodes, but it does create a bit too much space. Having dummy nodes be smaller than regular nodes is something I want to look at, but slightly tricky to implement.
2: geez, trust some modders to break everything. Why would you put a line break in a label? I'll have to pre-parse labels to remove those.
3: Sure, I can do that.
4: Sure. I'm still on the fence about wether you should be able to queue up research that you cannot do (as per ResearchPal), but either way I can show the path.
5: Yeah, there's no integration as of yet. It'd be easier if Charlotte/NotFood (HelpTab, ResearchPal) would do this, but it'd be some work on their end as well.
6: Huh, odd. I might have to do an additonal check. (currently checking for godMode, may have to check for devMode as well).
7: Well, it'll throw a warning - and then try and fail to position nodes, possibly throwing an error, or using an insane amount of columns. I haven't tested for that, I probably should. Note that I can think of no good reason why a low techlevel research should require a high techlevel prerequisite.

1. Actually I think that vertical space is not a big problem, mouse wheel helps with it. But a way to scroll horizontally more comfortable than using a tiny scrollbar would be nice.
6. I'm experiencing it with no godmode or devmode on.
7. There are many mods and modders so someone might have some reason ;) As a decently realistic scenario I can think about one mod adding some lowlevel tech while other mod patches its prerequisite tech to make its level higher.

Also
8. Looks like the queue is not loaded (or saved) with the game. I mean, if I set the queue and then load some savefile, then the queue remains what I just set, not what should be in that file.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on January 12, 2018, 12:49:06 PM
Quote from: Fluffy (l2032) on January 12, 2018, 11:55:49 AM
@Sarge; how many mods are you playing with? How many research projects are there? Do you get any errors in the output_log? If so, please upload it for me.

Attached.

Quote from: Fluffy (l2032) on January 12, 2018, 11:55:49 AM
I saw that you also used ResearchPal, does that give similar slowdowns? There should be very little difference in the rendering times, if anything, Research Tree should actually be slightly faster.

I didn't experience slowdowns in the ResearchPal window.

What I've tried so far:
- Rebooted
- Created a new colony
- Created a new colony with 30% map size (existing colony is 100%)

Just to be clear, the lag occurs only while in the research screen.

[attachment deleted by admin: too old]
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 12, 2018, 01:22:15 PM
Sarge, is there any method to that mod list order? Shouldn't EPOE be near the very end, and don't you need AlienRaceFramework for Rim of Madness?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on January 12, 2018, 01:37:38 PM
Quote from: Harry_Dicks on January 12, 2018, 01:22:15 PM
Sarge, is there any method to that mod list order? Shouldn't EPOE be near the very end, and don't you need AlienRaceFramework for Rim of Madness?

If you mean which way are you to read the list, it's from left to right.

I don;t know much about where what mods should go. I try do what it says in each mod's OP.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 12, 2018, 02:25:02 PM
Quote from: Sarge on January 12, 2018, 01:37:38 PM
Quote from: Harry_Dicks on January 12, 2018, 01:22:15 PM
Sarge, is there any method to that mod list order? Shouldn't EPOE be near the very end, and don't you need AlienRaceFramework for Rim of Madness?

If you mean which way are you to read the list, it's from left to right.

I don;t know much about where what mods should go. I try do what it says in each mod's OP.

No, I meant as you are building the mod list, was curious. Because besides a handful, it looks like it is mostly just added in alphabetical order.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on January 12, 2018, 03:00:59 PM
Quote8. Looks like the queue is not loaded (or saved) with the game. I mean, if I set the queue and then load some savefile, then the queue remains what I just set, not what should be in that file.
Yep, i can confirm this.
The queue isn't cleared by a normal safegame, i tryed with serveral safegames and all queues are working.
BUT it is cleared when you restart Rimworld and then load  game, queue is empty.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 12, 2018, 04:24:28 PM
So this is quite strange. When using ResearchPal, I have 0 red errors, and only a couple of yellows when loading. A handful of things there is no help entry for, 3x constructor fail on startup or w/e it is, a handful of redundant research requirements, and that's it. Now if I only remove ResearchPal, I got a damn 100 red and 100 yellow errors. What the hell? I wanted to try and remove it to replace it with ResearchTree, but somehow ResearchPal is holding my fragile modlist together by the last string? I have logs for before and after ResearchPal, without even having started using ResearchTree. I suppose this is more made for the other thread for those mods, but was wondering if maybe someone has an idea of why this could be. Really all I need is just a search function built into ResearchPal so I can select the stacked icons. It is possible with HelpTab but you have to figure out the name of the research based on the tooltip popup information. Also sometimes there are so many stacked on one tile, that the stack of different tooltips popping up goes from the top to the bottom of the screen, making me wonder if there are even more that I cannot see. Someone posted this on Steam comments for Fluffy's ResearchTree, "Hm, it's seems that Research Pal have also a seach bar functionality. I didn't notice :P" but I've never seen this search bar, would anyone please tell me where it's at?

(The following I left ResearchPal where it was originally, so I don't have any red errors) When I try adding ResearchTree to the very near top of my modlist, everything seems like it is okay. I load into game though, and when I press the research button, I don't see anything different from RPal. I didn't see any screenshots of RTree either though so I don't know what to expect. However, when I put RTree after RPal (last 4 mods in my list are RPal, HelpTab, RTree, EPOE) then I think the game recognizes it. But when I press the research button, it pops up with that weird looking letters with all of the accents and stuff (what was mentioned earlier), saying Fluffy.ResearchTree.PreparingTree.CrossingReduction, and it stays there forever. Well, I've been letting it load for 10 minutes now, and still nothing. Mind you I have about 300 mods and my game takes about 10 minutes to launch into the main menu, so I figured it might be awhile, but it seems like I'm not having any luck.

I can post any of the logs if anyone wants to look. Only RPal (how I originally had it with no reds), RPal removed, RTree then RPal, RPal then RTree. Also remember, I don't know why in the hell RPal is somehow saving me from all of these red errors I get. Any help I can get in anyway will be greatly appreciated! :-\
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 12, 2018, 04:43:42 PM
I seem to have fixed the insane slowdown, turns out that wwWraith was right; techs that have a lower techlevel then one of their prerequisites would screw up the tab. They do also exist; there are a handful of them in HCSK alone. I'm currently setting their techlevel to the maximum of their prerequisites, raising it to where it no longer causes problems. I was right too in what would happen; the tab creates an insane number of columns. That was the cause of most of the other issues; that amount of columns means a ton of 'dummy' nodes are created, and all those significantly slow down building the tree as well as rendering it.

I've got the initial opening of the tab down to about ~12 seconds with the HCSK modpack (pretty brutal stress test), and the tab itself is now pretty smooth and snappy as well. I'll post the update in a minute after another test. Loading the game with HCSK takes like 5 minutes though =/.

Other issues;
devMode insta research should no longer always be available.
horizontal scrolling is a bit of a pain indeed, adding click-and-drag scrolling is fairly high on my to-do list.
queue not loading/saving correctly, still have to look at that.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 12, 2018, 04:59:13 PM
ok I've pushed an update, please let me know if it's still laggy for you guys.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Sarge on January 12, 2018, 05:41:40 PM
Smooth as a baby's bottom. Good job!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 12, 2018, 08:08:58 PM
So I put the updated ResearchTree just above ResearchPal, and everything seems to be working. I guess I'm just stuck having to keep RPal in my mod list, this is my life now :P Is there anyway we could have a sort of zoom out feature? I ask because my research screen is so freaking huge, and I have sooo much blank space in there (because of misc robots++ pushing out the industrial tech so far to the side is one of the culprits) that my scroll bars are very small, and it's hard to see what is connected to what research, to see what prerequisites are needed for the more advanced things. I've attached a screenshot so you can see just how small the scroll bars are, and believe me, I have a ridiculous amount of empty space in there. But so far, it seems like I am going to be sticking with these two things, especially since there is a search function in there now, and I don't have stacked icons anymore. Honestly though, I do miss the default RPal how there wasn't barely any wasted space.

(https://i.imgur.com/Y1lkKOH.png)

(https://i.imgur.com/AFVqMNq.png)


EDIT: Upon further viewing, I really have in total maybe 70-80% wasted space, maybe more, I think. It's maybe 20 pages worth of blank space, like in the 2nd screenshot, and you can see how tiny my scroll bar is. Are there any possible different algorithms that you could use for sorting? Is that a silly question? Sorry I don't know how to make the screenshots smaller.

This was really strange, but, removing ResearchPal revealed a lot of red errors I was having. It allowed me to go in and fix a lot of stuff. I have no understanding of how or why it was either allowing them to not show, or somehow fixing them? I know no idea anymore!

EDIT2: Fluffy I was also curious if you could ever do something with WorkTab. Do you think it would ever be possible to move work types from one category to another? Or possible to insert one/many new custom "categories" into the work tab? I was thinking about how some mods always add their own new work type. You might have 60 different things under your crafting. And it makes it tough if you want to specify just a few things out of there. For example, say I want to have all of my regular crafters do all crafting except medicine production. I save that for just my doctors & researchers. So I make a new category called Drug Production, and I can organize the internal order of work types that are within this category (make drugs at drug lab, make wort at brewing station, etc.) This would also prevent people from ever having to make new mods with new custom categories, and people could just fix up everything exactly how they want it. Is that something that's beyond the scope of what you want to do with WorkTab?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: wwWraith on January 15, 2018, 11:47:19 AM
Another suggestions for ResearchTree: ability to reorder the techs in the queue by dragging and highlighting the path from the selected tech to others that have it in prerequisites.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: docssy on January 16, 2018, 11:19:23 PM
B18 Bug with Colony Manager

Quote<snip see post couple below>


Edit - hmm. my version of CM is 0.18.1722. I'll update first.
Edit2 - Nope. I'm current at 0.18.3.2. Perhaps the about.xml is out of sync with the release version stated on github
Edit3 - Also noticed some random non-fatal Tick errors

Quote<snip see post couple below>

Edit4 - Seemed to be non-fatal errors as well
Quote<snip see post couple below>

Imcompatability with Holy Washer?
Quote<snip see post couple below>

Probably fatal
Quote<snip see post couple below>
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 17, 2018, 04:37:49 AM
@docssy; thanks for the reports, but please upload a full output_log somewhere, then post a link - especially when there are many stacktraces.

The first quote does look like a potential bug, I'll try and have a look.
The targetVersion in about.xml refers to the version of RimWorld, the mod version is given at the bottom of the description. The version of the assembly file itself will also have a build number, so may deviate slightly.
as for your edits;
edit3;
That could be any job, do you have any particular reason to assume it was caused by the Managing job?
edit4;
- under what conditions does this occur? What mods, what building are you trying to allow?
- idem
- hollywasher - I think this is completely unrelated, a hauling job is failing on HollyWashers (whatever that is), CM does nothing whatsoever to hauling (or any other job - there are zero detours are harmony patches in colony manager).
- probably fatal? - what makes you think this is caused by CM?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 17, 2018, 06:37:45 AM
https://gist.github.com/f4f6d3e20934dc07483c31cde28fdfdf

Fluffy, I'm getting a lot of these errors when loading a save game. I included the log link. Do you know if they are important, or I could ignore them? Any help is greatly appreciated, thanks!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 17, 2018, 07:33:11 AM
Sweet Jezus, you have 800+ methods with one or more Harmony patches...

Anyway, if your job priorities are still there after load, then I'd say don't worry about it. I've seen a similar error after creating a new game with Prepare Carefully, but as I understand it this happens every time after loading?

Probably, something is making pawns (or androids in your case), getting or setting job priorities, then deleting them without marking them as 'destroyed'. Normally that'd be fine, since job priorities are saved with the pawn, but my mod overrides that, which means the job priorities and the pawn are kept around, but not saved.

When saving, I check for pawns marked as destroyed and remove them from the list, but if the pawns are never marked as destroyed, there's no quick way for me to find if the pawns are 'real', or 'ghost' pawns. Upon loading, the priorities contain a reference to the pawn, but ghost pawns were never saved, so now the reference is invalid, and it throws an error and discards the priorities for the non-existent pawn(s).

I need to figure out a good way to get rid of priorities for pawns that no longer exist in the game without throwing an error, but since the bug doesn't actually break anything it's been fairly low on my to-do list.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: docssy on January 17, 2018, 07:41:20 AM
https://pastebin.com/zQ4Y8YVf

It's only half the log, but I think the second half of the log is just a reiteration of the first failure because it's the same entries.




To answer your questions, crashes happens due to a random reason, but specific to drafting and undrafting any colonist. I also had a game that crashed just trading so it could be a UI bug as well (but it was also doing it undrafting). I am lead to believe it's always due to assigning jobs to undrafted folks. I recovered from the mining deconstruction error by simply removing the checkmarks to deconstruct steel from old barriers and lights.

Mods


Loading game from file Autosave-5 with mods Core, HugsLib, Miscellaneous 'CORE', Misc. Objects, Misc. Robots, Expanded Prosthetics and Organ Engineering, A Dog Said..., Rimfire, Apparello 2, FashionRIMsta, Project Armory 20th Century, Animal Feed Trough V1.1, ARMORY ENHANCED, Avoid Friendly Fire, Barbed Wire, Barn Stall V1.0, Crash Landing, SS Damage Indicators, Death Rattle, ED-Embrasures, Fences And Floors, Fireplace Mod V1.9B B18, HelpTab, High Tech Laboratory Facilities, HolyWasher, Hospitality, Better Workbench Management, Infused, Just Ignore Me Passing, Lush Meadow 1.1, MiningCo. SpotlightTurret, More vanilla factions, Set-Up Camp, Real Fog of War, ResearchPal, [RF] Archipelagos [b18], [RF] Basic Bridges [b18], [RF] Configurable Maps [b18], [RF] Basic Bridges - Fishing Add-On [b18], [RF] More Trait Slots [b18], [RF] Scenarios [b18], Industrial Rollers, Misc. Robots++, RunAndGun, Wall Insulation Tweak, SeedsPlease, Show Me Where, Simple sidearms, Tech Advancing, Temperature Tolerant, Vanilla-Friendly Weapon Expansion, VGP Vegetable Garden, VGP_CoffeeTeaDrugs, VGP Garden Fabrics, VGP Garden Drinks, VGP Garden Gourmet, VGP Garden Medicine, VGP More Veggies, VGP Garden Resources, VGP Garden Tools, VGP Xtra Trees and Flowers, [W] Boots and Gloves, Autoclose Event Notifications, Colony Manager, Cooks Can Refuel, Hand Me That Brick, and Harvest Everything!




That could be any job, do you have any particular reason to assume it was caused by the Managing job?



edit4;
- under what conditions does this occur? What mods, what building are you trying to allow?
- idem
- hollywasher - I think this is completely unrelated, a hauling job is failing on HollyWashers (whatever that is), CM does nothing whatsoever to hauling (or any other job - there are zero detours are harmony patches in colony manager).
- probably fatal? - what makes you think this is caused by CM?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 17, 2018, 02:31:36 PM
Just out of curiosity, do you think Rim of Madness has anything to do with it's Vampire blood lines? As per a description:

Quote
First Vampire & The Children of Caine are composed of Caine, brother to Abel, the first mythic vampire, and his first vampiric children. When the game is generated, these vampires are spawned in hidden lists and create a "generation tree history" with previous vampires throughout centuries. They are not meant to be played or seen, since their raw power would destroy the world itself.

Or do you think RuntimeGC clearing out the lists of "World Pawns" might be affecting it? I don't think it is RuntimeGC though, because this will happen when I start a brand new game, save right after drop pods, and then go to reload it, without ever having messed with RuntimeGC.

EDIT: Going to try turning off RoM and leaving on Androids, will see if it helps.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 17, 2018, 05:21:39 PM
@Docssy; could you try and see if you get the same kind of errors when (un)drafting pawns with the manager job disabled? You can probably isolate the job (or at least the worktype) causing the problem by enabling/disabling jobs one by one until it starts/stops happening. Considering I have never seen anything like this before, I am sceptical that it's related to colony manager.

The log gives errors for hauling jobs (with various items, not just the holly washer thing), RimWorld.PawnUtility.GetPosture() and RimWorld.RestUtility.CurrentBed(), none of which I'm doing anything with. The first could be related to mods that alter hauling logic, my best guess for the second would be a race mod, but you don't appear to be using any. The third one has me baffled.

If I understand you correctly, you're also experiencing crashes to desktop. That's a sign that something is pretty badly wrong on a fundamental level. It could be a memory leak, stack overflow, or a screwed up Harmony patch. The game should generate a different crash report log on a 'hard' crash, which should say if it's a memory leak or stack overflow. Bad Harmony patches could just be modder's error, conflicting transpiler patches, or using mods meant for a different version.

If I were you I'd remove all my mods, re-install RimWorld (just to be sure), then add mods back one by one. Make sure you only use mods meant for B18. None of the mods you're currently using stand out to me, and I haven't played with most of them - let alone spent time looking at their code, so I can't really point you to any one mod that might be causing your issues.

@Harry_Dicks; Yeah, could be any of those. It's probably not RoM alone, as there's also errors about the androids. Bottom line is that I need better 'clean up' handling. Unless I misunderstood something, these errors aren't actually causing any gameplay problems, are they? You could just try to ignore them ;).
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 17, 2018, 05:47:18 PM
Quote from: Fluffy (l2032) on January 17, 2018, 05:21:39 PM
@Harry_Dicks; Yeah, could be any of those. It's probably not RoM alone, as there's also errors about the androids. Bottom line is that I need better 'clean up' handling. Unless I misunderstood something, these errors aren't actually causing any gameplay problems, are they? You could just try to ignore them ;).

Not so far as I can tell, but I have just been doing little test runs to try compatibility. Didn't want to get going deep into a game and run into something fatal, if at all possible.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: docssy on January 18, 2018, 01:41:51 AM
Oh boy here we go. So I made sure I have a save that is repeatedly crashable. All pastebin logs are truncated to the first 512kb because not pro user.

Perfect.

#1. Remove ALL work jobs (priorities) from all pawns. Undraft. Boom no more UI
https://pastebin.com/erBBGJR4

#2. Remove ALL manager jobs only. Undraft. Boom.
https://pastebin.com/JMNW92x0

#3. Remove ALL jobs and ALL manager jobs. Undraft. Boom.
https://pastebin.com/7CXZdJzy

#4. Remove ALL workstations - keeping all jobs. Undraft. Took a few undrafts, but Boom.
https://pastebin.com/saYD9J7j

#5. Dev Mode remove fog and cancel all tasked jobs (mining, cutting, etc). Undraft a couple times. Boom.
https://pastebin.com/ut9W0FnK

#6. Dev Mode remove.... the base. No crash! Interesting.... working backwards now....
But I deleted a raider so I gotta check that first

#7. Above, but keeping the dead raider. Still good. Must be an object....

#8. Remove HALF the base (south half=cooking). Boom.
https://pastebin.com/SnZVx44B

#9. Try the other half. Boom.
https://pastebin.com/7Wfi5taT

#10. Try to destroy all workstations and blueprints. Boom.
https://pastebin.com/QevcbZmm

#11. Destroy only the ITEMS lying around in base.  Boom.
https://pastebin.com/ErxbtLMU

Well this is getting frustrating.

#12. Let's try something radical. Removed all stockpiles. Boom.
https://pastebin.com/BTEVnf25

....
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 18, 2018, 05:40:01 AM
@Docssy; thanks for all that!

Unfortunately, the first 512kb of the logs don't appear to contain anything terribly interesting, except for the aforementioned GetCurrentBed and GetPosture functions erroring over and over. I can categorically say that this is not related to any of my mods. You also mention that removing all priorities doesn't prevent a crash. That means it's not related to any work-related job in particular, and rather to non-work jobs (e.g. stand around and wander, skygazing, go to sleep, etc.). My mods do not contain any of these behaviors, so again I can basically rule my mods out as a cause.

I would suggest you look around on the bug/mod bug forums for similar reports, or make a new report there, as I'm kind of out of options here.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: docssy on January 18, 2018, 06:53:51 PM
Hi Fluffy,

Thank you for being so responsive, even though you couldn't take anything away to fix...

I'll toss it up wherever modded bug reports go I guess, (Edit https://ludeon.com/forums/index.php?topic=38296.0) and I'll take a hard look at perhaps any mod on the list that just might check the box of idle jobs.

Cheers!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: docssy on January 18, 2018, 11:10:02 PM
Actually Fluffy, I've moved on (kinda) from the previous issue, but a new one popped up that is easily confirmable. Not sure if it is your Work Tab Mod or the Fishing mod - but when unassigning fishing to all of the colonists (blank) I noticed at least one pawn stop doing anything, didn't idle, just... frozen I guess. Reassigned fishing and started moving again.

Edit - Well... maybe it is the same issue. Noticed another pawn was bugging out after reassigning fishing - wouldn't do anything. Drafted him and undrafted a couple times, and crash. This game hurts my head!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 18, 2018, 11:56:11 PM
Quote from: docssy on January 18, 2018, 11:10:02 PM
Actually Fluffy, I've moved on (kinda) from the previous issue, but a new one popped up that is easily confirmable. Not sure if it is your Work Tab Mod or the Fishing mod - but when unassigning fishing to all of the colonists (blank) I noticed at least one pawn stop doing anything, didn't idle, just... frozen I guess. Reassigned fishing and started moving again.

Edit - Well... maybe it is the same issue. Noticed another pawn was bugging out after reassigning fishing - wouldn't do anything. Drafted him and undrafted a couple times, and crash. This game hurts my head!

Does WorkTab even really modify job givers? I assumed it was kinda just expanding upon the vanilla work tab, without really doing too much under the hood, unless you start messing around with timed jobs and such (which I haven't.)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 19, 2018, 06:36:33 AM
Quote from: Harry_Dicks on January 18, 2018, 11:56:11 PM
Does WorkTab even really modify job givers? I assumed it was kinda just expanding upon the vanilla work tab, without really doing too much under the hood, unless you start messing around with timed jobs and such (which I haven't.)
No, it does not. The game keeps an internal list of workgivers (jobs) for each pawn, sorted by priority. All Work Tab does is change how that list is sorted, not what the actual elements in the list look like.

@docssy; honestly, I'd start from scratch - reinstall RW, and reinstall mods one by one, starting with the ones that you trust most/are most popular (I'm still under the assumption that if it's popular, it must be well coded. Unfortunately, that isn't always true.)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: ridjack on January 21, 2018, 06:12:51 PM
The Research Tree as it stands is damn near perfect aside from the wasted space. From reading your previous posts, it seems like that's a side effect of your workaround to avoid overlapping; I'm curious, would removing the visual era delineations (neolithic, medieval etc) help compact it at all? It's a nice organizational move and I prefer it over not having it, but you could also indicate the era in other ways (e.g. color coding). I think if it could cut down that wasted space, it's probably for the better.

@Harry_Dicks: I know you said you've moved on from that issue, but (EDIT: Wrong person, oops) I wanted to ask if you actually removed the ResearchPal file from your mods? I've seen it said that even having the mod unselected in your folder could cause issues.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 21, 2018, 07:08:11 PM
Quote from: ridjack on January 21, 2018, 06:12:51 PM
The Research Tree as it stands is damn near perfect aside from the wasted space. From reading your previous posts, it seems like that's a side effect of your workaround to avoid overlapping; I'm curious, would removing the visual era delineations (neolithic, medieval etc) help compact it at all? It's a nice organizational move and I prefer it over not having it, but you could also indicate the era in other ways (e.g. color coding). I think if it could cut down that wasted space, it's probably for the better.

@Harry_Dicks: I know you said you've moved on from that issue, but (EDIT: Wrong person, oops) I wanted to ask if you actually removed the ResearchPal file from your mods? I've seen it said that even having the mod unselected in your folder could cause issues.

ResearchPal got updated on Steam/github maybe a week ago. It fixed all of the stacking issues and has a search bar. So I'm using it for the time being. Fluffy I still love everything else you do! ;D
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 22, 2018, 03:35:42 AM
@Harry_Dicks; no worries! :)
@Ridjack; the main problem for me is wasted _vertical space_ e.g. try to figure out how far up I can move logical bits of the tree so that there is a minimum of white space, and the tree itself doesn't get distorted. It's basically Tetris, but with one or more giant, shifting, and extendible building blocks. Even without moving stuff left-right it's rather tricky to find out how far up a block can go, and which parts (if any) within a block it might be a good idea to move independently.

So yeah, currently all I'm doing is removing completely empty rows. At least that's easy :P.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on January 22, 2018, 03:44:52 AM
Fluffy, maybe you can add a zoom in/out feature, then people wouldn't moan about so much about wasted space.

And special these seperation by research tier is something i like.
And even when you remove empty rows, there should be a little extra space between them.
ResearchPal is too compact at this way.
Sure extra colour wouldn't hurt either.

Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: ridjack on January 22, 2018, 06:59:47 PM
I'm absolutely horrible at Tetris, so I probably shouldn't even be *trying* to wrap my head around these logistics, but oh well.

Quote from: Fluffy (l2032) on January 22, 2018, 03:35:42 AM
the main problem for me is wasted _vertical space_

That's interesting, because it certainly isn't the problem I see. I'm seeing huge regions of blank horizontal space:

(https://i.imgur.com/SdFWHwM.png)

That red region is actually the only completely empty row I was able to find in the entire tree, with ~145 mods.

But I see lots of areas like this (the two in red are the only two in that entire column):

(https://i.imgur.com/1DxPRvs.png)

Which causes the rest of that era to look like this (red is same column as previous pic):

(https://i.imgur.com/ZqrBvKU.png)

All that being said, my vertical scrollbar is noticeably smaller than my horizontal one, so I can see what you're saying. Not attempting to disagree; just wanting to help and offering what's going in my head!

As Canute said, I think the ability to zoom in and out would at least mitigate the issue a considerable amount. No idea if that's any easier than outright solving the layout problem (or indeed if it's even possible), but I do think it's a solid idea.

(EDIT: Good grief, those images made the post tall. Is there any way to mitigate that?)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 24, 2018, 03:48:28 AM
@ridjack; you're describing and showing pretty much what I meant. By vertical space I meant nodes should be moved vertically to reduce wasted space, the horizontal placement is already fairly optimal. You show some good examples of non-optimal placement, and to a degree they might be fixed if I could get the proper sugiyama layout to work (but I've failed to do that so far).

The first example though is technically not an empty row, since each connection creates dummy nodes to make sure connections never pass under other nodes, and there are two such dummy nodes on that row.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Blue9 on January 24, 2018, 03:52:16 PM
Hello!, First of all, i love your mods, they are great, i use almost every one of them, so before anything, thank you for all the effort and time you give to the community.

I know it's really silly, but i have a request if possible. In the work tab mod, would it be possible to make it so it colours the numbers like vanilla does, you know, depending on priority, green then yellow, then brown. I know the mod does something like that, but if you reduce the ammount of priority levels they are all just white. I know it's a silly request, but it really helps when you overlook the work tab, to have a clear idea where the priority of each worker is.

Again thanks for all the mods!, and sorry for grammar and bad english, obviously not my first lenguage :D.

Cheers!
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 24, 2018, 04:52:08 PM
Quote from: Blue9 on January 24, 2018, 03:52:16 PM
Hello!, First of all, i love your mods, they are great, i use almost every one of them, so before anything, thank you for all the effort and time you give to the community.

I know it's really silly, but i have a request if possible. In the work tab mod, would it be possible to make it so it colours the numbers like vanilla does, you know, depending on priority, green then yellow, then brown. I know the mod does something like that, but if you reduce the ammount of priority levels they are all just white. I know it's a silly request, but it really helps when you overlook the work tab, to have a clear idea where the priority of each worker is.

Again thanks for all the mods!, and sorry for grammar and bad english, obviously not my first lenguage :D.

Cheers!

I think that would be nice, if we had an arching color range for the numbers. However, the number of work levels you can set in WorkTab is arbitrary. So what would you do if someone has 20 levels? Keep the same color range but with less definition in the gradient from one number to the next? Or do you just have random colors for every number? Or do we assign colors from a mod options to whatever we want?

So many possibilities ::)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Blue9 on January 24, 2018, 09:33:47 PM
yeah, i don't really know how it would be coded, but maybe considering percentages, like 4 tiers, and if you add a lot of levels just the same colour but a bit more transparent or darker, something like that. But yeah, idk if that is possible to code haha.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on January 29, 2018, 09:57:57 AM
Actually, that's already a thing...

        private static Color ColorOfPriority(int priority)
        {
            // first 1/3rd of priority levels lerp from green to white, then lerp to grey
            if (priority == 0)
                return Color.grey;

            // define sizes of colour ranges
            int firstThird = Settings.maxPriority / 3;
            int rest = Settings.maxPriority - firstThird;

            // from green to white
            if ( priority <= firstThird )
                return Color.Lerp( Color.green, Color.white, ((float) priority) / firstThird );

            // white to grey
            return Color.Lerp( Color.white, Color.grey, ( (float) ( priority - firstThird ) ) / rest );
        }


That code is called for the colors of labels. The comments describe what it does, 'lerp' basically means 'fade' (technically it's a weighted average between two colors, where the weight is set based on a 'distance' from each color). As you can see, it already takes 'Settings.maxPriority' into account.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: wwWraith on January 29, 2018, 01:25:36 PM
I can confirm this issue. It may be related with the other thing: that max priority setting in the mods options displays as 9 every time after restarting, though actually in game it uses the correct value that was set and saved before. In other words, the displayed setting is not synchronized with the saved one.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: bomberchibbi on January 29, 2018, 06:55:31 PM
Hi Fluffy, first of all thanks a lot for all the great mods, I couldn't imagine playing rimworld without some of those :). I have a request that I'd love to see added and maybe if you get around to it you could consider it. Could you add prisoners to you manager mod? I like to harvest their organs and train medical skills on them and its somewhat tedious to set all of that up after a big raid, so maybe you could integrate that in the manager.

If it helps I could make a complete mockup for that window (including food restriction and some other small stuff).
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on January 30, 2018, 05:16:36 AM
Hi fluffy,
you secretly update ResearchTree without posting.
But v0.18.0.5 still cryptic text (engl.) and don't safe the research queue.
The queue works if you just load a safegame, but the queue is empty when you restart Rimworld.

And since you are using Github, what do you think about ModSync support ?
I hope i didn't asked this before.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on January 30, 2018, 06:26:07 AM
Quote from: Canute on January 30, 2018, 05:16:36 AM
I hope i didn't asked this before.

You've actually been asking this once a day, everyday, for the past few years. Unfortunately, we tell you this same thing everyday, but you forget again my tomorrow. Just look at all the times you've asked:

Quote from: Canute on May 28, 1970, 07:46:53 PM
I hope i didn't asked this before.

Quote from: Canute on December 28, 1974, 04:54:35 AM
I hope i didn't asked this before.

Quote from: Canute on August 14, 2114, 07:02:25 PM
I hope i didn't asked this before.

You ask it so much, you are already asking it in the future!

I really need to go to sleep in the bed. I've slept in my chair the past three nights now :(
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Blue9 on January 30, 2018, 12:49:25 PM
@fluffy i kinda figured how to edit the colours as i wanted to (green---kinda brownish----gray) as the priority goes lower, the problem is that the mod doesn't recognize the "current max priority" and always take max priority as 9
so if you set max priority 4, it just colours all brown to gray...or white to gray in the unedited mod.
I don't know much about this things, i just do trial and error, but i don't know how to make the mod to recognize the "current max priority".
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Blue9 on February 01, 2018, 08:03:56 AM
So, i edited the "ColorOfPriority" part of the worktab to better reflect the colors of vanilla. Also now if you change your max priority it respects the colors (with the actual mod, if you put less than 9 max priorities, priority 1 will be already white).

What i could not do cuz i don't know how, is no matter what max priority you set, when you open the mod settings it will be set as "9" (but you keep the priority that you had set before).

i'll put the edit here if anyone want's to use it, with some images to see what is the difference.

   
private static Color ColorOfPriority(int priority)
        {
            // first 1/3rd of priority levels lerp from green to brown, then lerp to grey (vanilla style)
            if (priority == 0)
                return Color.grey;
            if (priority == 1)
                return Color.green;
            // define sizes of colour ranges
            int firstThird = Settings.maxPriority /3;
            int secondThird = firstThird * 2;
            int thirdThird = firstThird * 3;
            if (priority == Settings.maxPriority)
                return new Color(0.74f, 0.74f, 0.74f);
       

            // from green to brown
            if ( priority <= firstThird )
                return Color.Lerp( Color.green, new Color(1f, 0.9f, 0.5f),((float) (priority-1)) / (firstThird  ));

            // brown to darker brown
            if (priority <= secondThird)
            return Color.Lerp(new Color(1f, 0.9f, 0.5f), new Color(0.8f, 0.7f, 0.5f), ( (float) (priority - (firstThird+1) ) ) / (firstThird ));

            //brown to gray
            return Color.Lerp(new Color(0.8f, 0.7f, 0.5f), new Color(0.74f, 0.74f, 0.74f), ((float)(priority - (secondThird+1) )) / (firstThird ));

        }


I know it's a minor change but whatever xD.

[attachment deleted by admin: too old]
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Blue9 on February 01, 2018, 10:05:41 AM
actually, i'm having a little problem here. The only thing i changed from the original worktab was those lines i posted, but i'm making something wrong cuz now it gives me a log of every work priority change every hour and such. i'll leave the output log if you care to take a look, it's just the part of the work tab showing in the dev log ingame.

I don't know what did i do but now the mod is loggin every change in priorities and loading of the work images, etc. i only changed the colorOfPriority part but i've must fkd up somewhere xD


EDIT: it appears that the problem is in how i am re building the source project. I tried to open the project and rebuild it, without changing anything, and the problem with the extensive logging still happens. I'm using microsoft visual studio and when i open the project i don't change anything but the yellow triangle references that are missing (assembly-CSharp and unityengine) that i get from the rimworld "managed" folder.

Any idea what i'm doing wrong?

[attachment deleted by admin: too old]
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on February 01, 2018, 11:27:22 AM
Fluffy, I was thinking about this the other day, and was curious if it would be viable without too much work.

Could there be a way we can save our WorkTab settings as a "profile" or something, either for the whole colony or individual pawns, and save/load profiles from a list that we create, whenever we choose? I ask because there might be a temporary situation where I need to significantly change a lot of work priorities for a decent amount of pawns. Then when this situation is resolved, I'm SOL trying to remember what priorities were what number for whichever pawns. The only solution I have at the moment, is I would have to either write down what the original setup was, write down just the changes, reload a save from before the changes to see what they originally were, or have to take screenshots and toggle back and forth trying to rectify my WorkTab page. I know there is the copy/paste settings, but that would only work for my situation if I had to change only one pawns' priorities, and then paste the settings back in later. That is, assuming that when priorities are saved to be pasted later, that this save happens when you press the button, and won't paste whatever the current pawns' priorities are that you are pasting elsewhere.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on February 01, 2018, 12:52:14 PM
Quote from: Blue9 on February 01, 2018, 10:05:41 AM
actually, i'm having a little problem here. The only thing i changed from the original worktab was those lines i posted, but i'm making something wrong cuz now it gives me a log of every work priority change every hour and such. i'll leave the output log if you care to take a look, it's just the part of the work tab showing in the dev log ingame.
Did you try to move WorkTab at the end of the modlist ?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Blue9 on February 01, 2018, 01:07:15 PM
yes. The problem is (i think) that the source files have a lot of "logging" that the "ready to use" mod doesn't have. but i don't know why tho.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on February 01, 2018, 01:10:58 PM
Quote from: Blue9 on February 01, 2018, 01:07:15 PM
yes. The problem is (i think) that the source files have a lot of "logging" that the "ready to use" mod doesn't have. but i don't know why tho.

I'm an idiot, but maybe you could find a difference between the release versions and the master branch downloads?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Blue9 on February 01, 2018, 02:25:35 PM
yeah, i kinda did, the source stuff have logging lines that the other doesn't, i guess it is just for testing purposes but idk.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Kori on February 05, 2018, 05:22:26 AM
I've been playing with ResearchTree for a while now and it works wonderfully! :)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: minakurafto on February 06, 2018, 09:30:48 PM
how to make stuffed floor inside architect sense subcategory? ie. stuffed floor mod give some stone floor, so i want to make 1 icon that contained all kind of floor and have stuff selection in it. is it possible? example please
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Saberwulfy on February 07, 2018, 04:12:26 PM
While fluffy do not add the production tab.

Do you know a similar mod for substitute the production tab?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Ruisuki on February 13, 2018, 02:24:15 AM
Wondering what determines who the faction leader is of your colony when viewing under the colony section of the relation tab?? Can it be changed?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on February 13, 2018, 07:32:18 AM
Quote from: Ruisuki on February 13, 2018, 02:24:15 AM
Wondering what determines who the faction leader is of your colony when viewing under the colony section of the relation tab?? Can it be changed?

Maybe we could just have a small flavor ability to choose who our representative is for this?

Thinking back to my silly "Colony Council" mod idea, it would be really fun to have an ambassador as a role/title to assign one of your colonists. Their social skills and/or traits and/or personal relations with other leaders could affect all sorts of interesting relation mechanics with other factions. One step further: have all of Psychology's traits thrown into the mix of colony leader relationships as well.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Kori on February 13, 2018, 07:45:05 AM
When playing with the psychology mod there will be elections for a mayor, who will be your faction leader.
You can't influence the outcome though.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on February 13, 2018, 08:07:24 AM
Right, but the mayor wouldn't necessarily have to be your "leader", or at least the one who talks to other factions. Or maybe it could be if there was integration with Psychology :P
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Ruisuki on February 13, 2018, 02:47:14 PM
i just started and have yet to have an election though
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on February 13, 2018, 03:00:31 PM
Quote from: Ruisuki on February 13, 2018, 02:47:14 PM
i just started and have yet to have an election though

I think it happens in fall after your first year? I could be mistaken. Probably best to find this on the Psychology thread :)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Ruisuki on February 13, 2018, 03:07:46 PM
So the leader message is part of that mod not fluffys? Ok cool
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on February 13, 2018, 03:45:28 PM
You have a "leader" that represents your colony in the Factions/Relations tab (if you have RelationsTab). This is in everyone's game.

This is different from an elected "leader" which would be from only two mods that I know of: a mayor from the mod Psychology, or a democratically elected leader from the mod Colony Leadership. There may be other mods that have elections but I don't know of them.

I do remember reading about an old mod that had elections I think, because I think the author of Psychology posted on the same thread, saying how he would have something similar at one point - which is what we have now in Psychology. But I can't think of it, and I don't know if the mod is available on B18.

Either way, none of Fluffy's mods have any elections as far as I can tell :)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: sai05 on February 19, 2018, 03:41:42 AM
Helo fluufy YOur mod Awsome :)

just report from your mod about Stackmanager
Why not working on my game ?

My Mod Log : Link (https://gist.github.com/HugsLibRecordKeeper/75b9bc27ef5e5598fc1be84867310041)
Game SS : Link (https://prnt.sc/igqa30)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Kori on February 19, 2018, 11:28:33 AM
Quote from: sai05 on February 19, 2018, 03:41:42 AM
just report from your mod about Stackmanager
Why not working on my game ?

My Mod Log : Link (https://gist.github.com/HugsLibRecordKeeper/75b9bc27ef5e5598fc1be84867310041)
Game SS : Link (https://prnt.sc/igqa30)

Merging stacks has the lowest priority of all hauling jobs, that's why they only do it when there isn't anything else left to haul.
When playing with Fluffy's Work Tab, you can hold Ctrl and click on Haul to expand the list of all priorities. Now you can give merge stacks a higher priority than everything else in this list.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on February 21, 2018, 08:49:12 AM
Mister Fluffy, I think I'm having these errors keep popping every time my game autosaves, every 24 hours. I get a bunch of the yellow errors like I showed you earlier, about having an issue "deep saving" some stuff. However, I now have a new red error that pops at the very end of all of the yellow ones. I'm not sure if it was related to your mods as well, because of all the other yellow I had, and I don't really know too much about this stuff, so I figured I would at least post the error with the trace, as well as the report in case you wanted to take a look. I know it says something about Facial Stuff in there, so I reported it to KillFace as well.

Thanks again for all of your great work :)

I'm curious if you could leak us any hints of anything that you might be working on next? ;D

https://gist.github.com/3dbb102f5dd9751916302784983ee68c

Exception drawing Draven: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at Verse.VerbUtility.GetDamageDef (Verse.Verb) <0x0000a>
at FacialStuff.Harmony.HarmonyPatchesFS.DoAttackAnimationOffsetsWeapons (Verse.Pawn,single&,UnityEngine.Vector3&,bool,FacialStuff.CompBodyAnimator,bool&) <0x000d5>
at FacialStuff.Harmony.HarmonyPatchesFS.DoWeaponOffsets (Verse.Pawn,Verse.Thing,UnityEngine.Vector3&,single&,UnityEngine.Mesh&) <0x001f6>
at (wrapper dynamic-method) Verse.PawnRenderer.DrawEquipmentAiming_Patch6 (object,Verse.Thing,UnityEngine.Vector3,single) <0x00299>
at (wrapper dynamic-method) Verse.PawnRenderer.DrawEquipment_Patch2 (object,UnityEngine.Vector3) <0x0083d>
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke (object,object[],System.Exception&) <0x00004>
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x0012d>

  --- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x00182>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x00025>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3&,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x01ae4>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch6 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x003af>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00222>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at (wrapper dynamic-method) Verse.Pawn_DrawTracker.DrawAt_Patch1 (object,UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: MusicManiac on February 21, 2018, 05:58:17 PM
Umm, I don't get it, does it work with b18? 'Cuz title says a12-18, does it mean latest versions are a18 mods?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Harry_Dicks on February 21, 2018, 10:58:40 PM
Quote from: MusicManiac on February 21, 2018, 05:58:17 PM
Umm, I don't get it, does it work with b18? 'Cuz title says a12-18, does it mean latest versions are a18 mods?

A18/B18 probably comes from the original naming confusion between the versions.

But yes, these all work on B18 fantastically.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on February 22, 2018, 05:22:17 AM
Quote from: Harry_Dicks on February 13, 2018, 08:07:24 AM
Right, but the mayor wouldn't necessarily have to be your "leader", or at least the one who talks to other factions. Or maybe it could be if there was integration with Psychology :P

The Relations tab does check for the elected major from the psychology mod, and will use that as your leader if applicable. Otherwise, it's the oldest member of your largest colony. I plan to add a little 'choose leader' widget. Either way, the leader has no influence on gameplay (at least not as part of my mods, psychology does add stuff for it's major), it's just a flavour setting for who shows up to represent your colony on the faction relations view.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Angelix on March 07, 2018, 08:02:12 AM
How about to add zoom ability for Research Tree? It's so big and take so much space and need much scrolling to find specific researches
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: KiotheCloud on March 14, 2018, 11:37:03 AM
Just gonna ask is this a normal thing or do i have too many medicine mods :/

(https://i.imgur.com/QHOYf9d.png)
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on March 14, 2018, 02:48:07 PM
nooo, that ain't normal.

Could you post an output_log, and a shortlist of the medicine related mods you use?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: KiotheCloud on March 15, 2018, 10:38:44 AM
Im kinda new to this modded stuff i dont know where to find the out_log but i can give you the list of all the medicine mods related to this

Mods are :
Vegetable Garden - Garden Medicine
Pluckers Modlist - Rimmu-nation Basic (and if i add camping it adds 4 more medicine types that made it impossible to use medicaltab)
Last would be Cybernetic Storm

Thats all the Medicine related mods I have for this and maybe EPOE but i dont think they have their own medicine 
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Canute on March 15, 2018, 10:43:37 AM
Quote from: KiotheCloud on March 15, 2018, 10:38:44 AM
Im kinda new to this modded stuff i dont know where to find the out_log but i can give you the list of all the medicine mods related to this
Point 4. at
https://ludeon.com/forums/index.php?topic=38291.0
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: KiotheCloud on March 15, 2018, 10:57:26 AM
Ah k I think I got it here you go thx Canute

[attachment deleted due to age]
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: coldcell on March 28, 2018, 06:03:57 PM
Hi all,

Anyone else has the error (red text) log that says 10 jobs in 10 ticks? I'm using Stack Merger from this thread as well. Other hauling mods I use are While You're Up and Pick Up & Haul.

Disabling Work Tab solves the issue, but I'm not sure what other mods are conflicting with the WT.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on March 31, 2018, 06:48:28 PM
I highly doubt Work Tab has anything to do with this, as it doesn't actually alter any of the jobs. Stack Merger is pretty stable too. An output_log of when this bug occurred would be helpful, as it might give some hints about which mod the malfunctioning mod is from.

Note that 10 jobs in ticks is a fairly common bug, and occasionally even occurs with vanilla jobs. As long as it doesn't happen often, it's not something you should be overly worried about.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: firestrock on April 02, 2018, 05:37:57 AM
Hey Fluffy, love your mods! They are essential for me to play the game!
If it's okay, I'd like to make a feature request.

I like to set work priorities in my colony gender based. Females tend to patients and animals, males to the hauling, constructing, etc. Since colonists come and go (get recruited/shot to death ;D) it's always a hassle to check if a colonist is male/female and then copy/paste a set of work priorities.
Would it be possible to make the work tab sortable by gender to make that easier?
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on April 02, 2018, 04:13:01 PM
Wow, it seems that even though societies have collapsed, gender biases still persist on the Rim....

Anyway, once scrollbars are in, I might add a few columns that can be toggled. As it is, the tab is too cluttered, and I don't particularly want to add more columns.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Vlad0mi3r on April 03, 2018, 03:58:39 AM
Quote from: firestrock on April 02, 2018, 05:37:57 AM
Hey Fluffy, love your mods! They are essential for me to play the game!
If it's okay, I'd like to make a feature request.

I like to set work priorities in my colony gender based. Females tend to patients and animals, males to the hauling, constructing, etc. Since colonists come and go (get recruited/shot to death ;D) it's always a hassle to check if a colonist is male/female and then copy/paste a set of work priorities.
Would it be possible to make the work tab sortable by gender to make that easier?

You were a day late for April fools old mate.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: firestrock on April 03, 2018, 01:24:21 PM
Quote from: Fluffy (l2032) on April 02, 2018, 04:13:01 PM
Wow, it seems that even though societies have collapsed, gender biases still persist on the Rim....

Anyway, once scrollbars are in, I might add a few columns that can be toggled. As it is, the tab is too cluttered, and I don't particularly want to add more columns.

That's why I'm trying to rebuild it ;D
Don't see that many female construction workers where I'm from and I want to keep my colony as close to the real world as possible.

Brb, centipedes are invading my neighbourhood.
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: KeenKrozzy on April 12, 2018, 12:07:52 AM
I am getting an interesting error with only WorkTab loaded. I'm wondering if my Unity Editor update has broken something...

aught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> UnityEngine.UnityException: GetFontInternal can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
  at (wrapper managed-to-native) UnityEngine.GUIStyle:GetFontInternal ()
  at UnityEngine.GUIStyle.get_font () [0x00002] in C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUIStyle.cs:323
  at WorkTab.Settings.ApplyFontFix (Boolean state) [0x00000] in <filename unknown>:0
  at WorkTab.Settings..ctor () [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
Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: Fluffy (l2032) on April 19, 2018, 01:51:36 PM
New mod; Pharmacist.
steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1365242717
direct download: https://github.com/FluffierThanThou/Pharmacist/releases/latest

Not all injuries are equal; pharmacist prescribes the right medicine for the job.

Features
Pharmacist allows you to set the maximum level of medicine that may be used for certain treatments. Doctors will use the best medicine that is available, and that is at most the level of the targets' medical care setting and the pharmacists' advice. Four levels of injuries are distinguished;

- Minor (bruises, non-lethal diseases, small cuts)
- Major (larger cuts, potentially lethal diseases)
- Life-Threatening (extreme bleeding, heart attacks, etc.)
- Operations (all implants, harvesting, etc.)

The Pharmacists' advice for each of these can be set for Colonists, Guests, Prisoners, and Animals separately with the 'Pharmacist' button on the main bar.

Title: Re: [A12-18][MODLIST] Fluffy's Mods
Post by: BlackSmokeDMax on April 19, 2018, 02:55:59 PM
Quote from: Fluffy (l2032) on April 19, 2018, 01:51:36 PM
New mod; Pharmacist.
steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1365242717
direct download: https://github.com/FluffierThanThou/Pharmacist/releases/latest

Not all injuries are equal; pharmacist prescribes the right medicine for the job.

Features
Pharmacist allows you to set the maximum level of medicine that may be used for certain treatments. Doctors will use the best medicine that is available, and that is at most the level of the targets' medical care setting and the pharmacists' advice. Four levels of injuries are distinguished;

- Minor (bruises, non-lethal diseases, small cuts)
- Major (larger cuts, potentially lethal diseases)
- Life-Threatening (extreme bleeding, heart attacks, etc.)
- Operations (all implants, harvesting, etc.)

The Pharmacists' advice for each of these can be set for Colonists, Guests, Prisoners, and Animals separately with the 'Pharmacist' button on the main bar.

YAY!! This will really free up some micro management, especially early game. Thanks so much Fluffy!
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: XeoNovaDan on April 19, 2018, 04:08:53 PM
Another great-looking mod Fluffy, thanks!
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Dingo on April 20, 2018, 12:26:33 AM
Quote from: Fluffy (l2032) on April 19, 2018, 01:51:36 PM
New mod; Pharmacist....

He's actually done it. The madman! (https://ludeon.com/forums/index.php?topic=25582)
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: ptx on April 20, 2018, 02:34:49 AM
Congratulation on releasing the new mod.
Does this new mod solves the problem of doctor randomly patching up wounds instead of tending the biggest holes first?
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Mehni on April 20, 2018, 04:26:14 AM
How well does this work with Smart Medicine (https://steamcommunity.com/sharedfiles/filedetails/?id=1309994319)? I'd be surprised if these mods don't cross paths somewhere.
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Antaios on April 20, 2018, 06:15:20 AM
Quote from: Fluffy GithubAs far as I know, the mod should be compatible with everything. Mods that directly alter the available number of medical care options may cause issues, and I think I've seen such a mod at one point, but I've been unable to find it again. If you find any incompatibilities, please let me know!

Hello!
For the moment it looks like they'll run fine together if players stick to vanilla options. Otherwise, if mod options are selected on the pharmacist or pawn, but vanilla medicines are selected for the opposite, the vanilla would be preferred every time, instead of the lower of the two.

This is because MMP doesn't order the medicines from lowest to highest for MedicalCareCategory, since I tried to keep the default enum values intact. Might just scrap that and order things in order on my end - the only thing I can see it messing with is default values, unless some other mod out there uses the enums for anything else...

Edit, err nope, this is gonna be more complicated, custom widget and all.
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: r0xx0r01 on April 20, 2018, 07:05:18 AM
Another great addition Fluffy!  Pleased as always here!
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Fluffy (l2032) on April 20, 2018, 08:02:56 AM
@Mehni; I'm not sure, there shouldn't be any major issues with them coexisting, but there may be some timing issues.

@Antaios;
Ah, that's the mod I was looking for! :D. I've just had a quick look at your code, it's quite elegant. I would never have realised an Enum can take values other than those that are defined, and that you can use that to circumvent needing a custom save/load plugin.

I agree that a custom widget will probably be needed, although I might try to make it work within the same mod. Both our mods are small enough in scope that there shouldn't be any major issues.
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: sidfu on April 20, 2018, 09:01:40 PM
love the pharmancy mod just wish it would be more specific so ifu have more than base game meds.
for example if u had bandages u can set bandages or worse by the list. right now the way it is unless u use the mod mod medicine to see the order of how strong your meds are u dont know where the meds are in order of how good they are for any modded ones
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Antaios on April 20, 2018, 10:04:34 PM
Quote from: Fluffy (l2032) on April 20, 2018, 08:02:56 AM
I agree that a custom widget will probably be needed, although I might try to make it work within the same mod. Both our mods are small enough in scope that there shouldn't be any major issues.

Sounds good, Let me know if there's anything specific you need on my end - I was thinking exposing the medicine list might be useful, but then I've no idea how you might access it without creating a dependency, I'm not familiar enough with some parts of c#.
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Elrol_Arrowsend on April 26, 2018, 04:08:37 AM
I may be wrong about this, But when using Architect Sense to make a few groups for my mod, I cant see the option to duplicate a block, other blocks from my mod, that dont use the grouping however do have the option for duplicating the block, here is my def for the groups:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
      <ArchitectSense.DesignationSubCategoryDef>
    <defName>SubCategory_MetalWalls</defName>
    <label>metal walls</label>
    <description>Advanced Metal Walls</description>
        <graphicData>
            <texPath>Things/Building/Linked/MetalWall/MB_Wall_Icon_Red_MetalWall</texPath>
            <graphicClass>Graphic_Single</graphicClass>
        </graphicData>
    <defNames>
            <li>RedMetalWall</li>
            <li>OrangeMetalWall</li>
            <li>YellowMetalWall</li>
            <li>GreenMetalWall</li>
            <li>BlueMetalWall</li>
            <li>PurpleMetalWall</li>
            <li>BlackMetalWall</li>
            <li>WhiteMetalWall</li>
    </defNames>
    <designationCategory>MoreBlocks</designationCategory>
    <!-- Debug flag prints some extra information after map is loaded (while subcategories are being created) -->
    <debug>true</debug>
    </ArchitectSense.DesignationSubCategoryDef>
   
    <ArchitectSense.DesignationSubCategoryDef>
    <defName>SubCategory_ColoredWalls</defName>
    <label>colored walls</label>
    <description>Basic Colored Walls</description>
        <graphicData>
            <texPath>Things/Building/Linked/BasicWall/MB_Wall_Icon_RedWall</texPath>
            <graphicClass>Graphic_Single</graphicClass>
        </graphicData>
    <defNames>
            <li>RedColoredWall</li>
            <li>OrangeColoredWall</li>
            <li>YellowColoredWall</li>
            <li>GreenColoredWall</li>
            <li>BlueColoredWall</li>
            <li>PurpleColoredWall</li>
            <li>BlackColoredWall</li>
            <li>WhiteColoredWall</li>
    </defNames>
    <designationCategory>MoreBlocks</designationCategory>
    <!-- Debug flag prints some extra information after map is loaded (while subcategories are being created) -->
    <debug>true</debug>
    </ArchitectSense.DesignationSubCategoryDef>
   
    <ArchitectSense.DesignationSubCategoryDef>
    <defName>SubCategory_LightWalls</defName>
    <label>light walls</label>
    <description>Light Colored Walls</description>
        <graphicData>
            <texPath>Things/Building/Linked/LightWall/MB_Wall_Icon_Red_LightWall</texPath>
            <graphicClass>Graphic_Single</graphicClass>
        </graphicData>
    <defNames>
            <li>RedLightWall</li>
            <li>OrangeLightWall</li>
            <li>YellowLightWall</li>
            <li>GreenLightWall</li>
            <li>BlueLightWall</li>
            <li>PurpleLightWall</li>
            <li>BlackLightWall</li>
            <li>WhiteLightWall</li>
    </defNames>
    <designationCategory>MoreBlocks</designationCategory>
    <!-- Debug flag prints some extra information after map is loaded (while subcategories are being created) -->
    <debug>true</debug>
    </ArchitectSense.DesignationSubCategoryDef>
   
    <ArchitectSense.DesignationSubCategoryDef>
    <defName>SubCategory_FancyWalls</defName>
    <label>fancy walls</label>
    <description>Fancy Colored Walls</description>
        <graphicData>
            <texPath>Things/Building/Linked/FancyWall/MB_Wall_Icon_Fancy_RedWall</texPath>
            <graphicClass>Graphic_Single</graphicClass>
        </graphicData>
    <defNames>
            <li>RedFancyWall</li>
            <li>OrangeFancyWall</li>
            <li>YellowFancyWall</li>
            <li>GreenFancyWall</li>
            <li>BlueFancyWall</li>
            <li>PurpleFancyWall</li>
            <li>BlackFancyWall</li>
            <li>WhiteFancyWall</li>
    </defNames>
    <designationCategory>MoreBlocks</designationCategory>
    <!-- Debug flag prints some extra information after map is loaded (while subcategories are being created) -->
    <debug>true</debug>
    </ArchitectSense.DesignationSubCategoryDef>
   
</Defs>


Is it something I am doing wrong, or something I have missed?
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Lethe on May 02, 2018, 06:48:27 PM
It doesn't seem that your new Pharmacist is on the main post...
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Canute on May 03, 2018, 02:22:57 AM
Just check the Repositories of his github portfolio.
Get any link that lead to a github project, click on the username, then on the Repositories.
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Lethe on May 03, 2018, 03:10:06 PM
Thanks. I figured that much out myself, but for everyone who doesn't read through all comments wouldn't notice a new mod's been added if it's not on the main page. It might be useful so that Fluffy fans can see, yes in fact there is a new mod you can check out. Yes, it was mentioned in the title, but not seeing it on the main page could make one think perhaps the mod was removed for bugs or still in beta testing.

Cheers, hope that ^ didn't come across bitchy. It wasn't intended to. :x
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: zizard on May 06, 2018, 04:28:31 AM
Could you please move the "delete" button to a different position than the "manage" button in colony manager? Really easy to delete bills when updating them.
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Antaios on May 22, 2018, 11:09:41 PM
I've added a tiny patch mod (https://github.com/Antaios/Mod-Medicine-Patch_PharmPatch/releases) to my mods page that gets Mod Medicine Patch and Pharmacist to work together nicely.
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: Kori on May 23, 2018, 12:18:56 AM
Hello Fluffy,

after the latest Research Tree update it does the reduce crossings procedure every time I restart the game and load the save. Is that normal? That wasn't the case before the update.
Title: Re: [A12-18][MODLIST] Fluffy's Mods [NEW MOD] Pharmacist
Post by: The Real Soviet on May 28, 2018, 11:48:34 AM
What a lovely cat you have  ;D
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on June 18, 2018, 03:50:24 AM
Hey guys!

With 1.0 in private testing for a while, I've had the opportunity to update most of my mods. Now that it's in public testing, I'd like to give you the opportunity to be my guinea pigs enjoy them too!

Remember: You cannot report bugs to RimWorld when playing with mods. Tynan has shown to be an awesome developer, so help him out by playing a at least a game or two on 1.0 without mods, and reporting your findings, experiences, etc.

Below is a list of my mods, with their most recent status (or at least since I last uppdated this post). I won't post direct links as these may change rapidly, you will find the latest versions on the GitHub releases pages. All the 1.0 versions will be labelled pre-release.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
Animal Tabupdated, although vanilla keeps copying from here, so the difference is mostly in icon stylereleases (https://github.com/FluffierThanThou/AnimalTab/releases)
Area Unlockerupdated, added scrollbar to area creation windowreleases (https://github.com/FluffierThanThou/AreaUnlocker/releases)
The Birds and the Beesupdated, needs testingreleases (https://github.com/FluffierThanThou/BirdsAndBees/releases)
Blueprintsupdatedreleases (https://github.com/FluffierThanThou/Blueprints/releases)
Colony Managerupdated, needs testingreleases (https://github.com/FluffierThanThou/ColonyManager/releases)
Fluffy Breakdownsupdatedreleases (https://github.com/FluffierThanThou/FluffyBreakdowns/releases)
Follow Meupdatedreleases (https://github.com/FluffierThanThou/FollowMe/releases)
Medical Tabupdated, needs testingreleases (https://github.com/FluffierThanThou/MedicalTab/releases)
Relations Tabupdatedreleases (https://github.com/FluffierThanThou/RelationsTab/releases)
Research Treeupdatedreleases (https://github.com/FluffierThanThou/ResearchTree/releases)
Architect Sensepending - the main functionality (dropdowns on designators) is now vanilla. May continue to exist in another form.-
StackMergerobsolete - got incorporated into vanilla-
Stuffed Floorspending - got partially incorporated, will likely continue to exist in similar form-
Work Tabupdatedreleases (https://github.com/FluffierThanThou/WorkTab/releases)

Note that all of these are early versions, and have seen very little playtesting. Some mods in particular may have new bugs because changes were made in the systems they interact with (e.g. MedicalTab).
StackMerger got merged into the vanilla game, as did the main use case of Architect Sense.
The vanilla implementation of architect sense only seems to allow for fake stuff selection and other dropdowns, so ArchitectSense may continue to provide graphical dropdowns, but likely with a completely changed backend. The vanilla stone floors now use dropdowns for their stuff selection, but this does not automatically expand to other mod added stuffs, nor does it provide a simple way to create a bunch of floors from one def, so StuffedFloors will likely continue to exist in a modified form.

As usual, as soon as 1.0 hits live, I will update all of my mods on steam.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on June 18, 2018, 03:55:15 AM
I've also changed my versioning scheme, my mods will no longer directly refer to the RimWorld version (e.g. 0.18.x.x, 0.RW_Alpha.major.minor), but have their own version (e.g. 2.1.0, major.minor.build). I will refer to the target version of RimWorld in places where it makes sense to do so, mainly on the GitHub release page and in the mod description.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: eleniatari on June 19, 2018, 09:45:17 AM
Most of your mods for v1 are working great for me. The work mod on the other hand. This is only with the work mod enabled too.



[attachment deleted due to age]
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on June 20, 2018, 03:24:05 AM
rotated and scaled UI strikes again. I assume that is with a UI scaling larger than 1.0? It's an old issue that I've not been able to fix yet.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Mistrornge on June 22, 2018, 10:46:45 AM
Errors on attempted load:

RimWorld 1.0.1942 rev1129
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Mods config data is from build 1941 while we are at build 1942. Resetting.
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
Verse.ModsConfig:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:49)
Verse.LoadedModManager:InitializeMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:83)
Verse.LoadedModManager:InitializeMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:64)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:35)
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)

Mod Area.Unlocker has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>1.0.1942</targetVersion>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
Verse.ModMetaData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:115)
Verse.ModMetaData:.ctor(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:87)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:44)
Verse.ModLister:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:29)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:37)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:31)
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1:.ctor(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:64)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:35)
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)

Mod A_Dog_Said_1.0 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>1.0.1942</targetVersion>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
Verse.ModMetaData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:115)
Verse.ModMetaData:.ctor(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:87)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:44)
Verse.ModLister:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:29)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:37)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:31)
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1:.ctor(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:64)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:35)
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)

Mod Colony.Manager has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>1.0.1942</targetVersion>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
Verse.ModMetaData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:115)
Verse.ModMetaData:.ctor(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:87)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:44)
Verse.ModLister:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:29)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:37)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:31)
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1:.ctor(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:64)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:35)
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)

Mod Fluffy.Breakdowns has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>1.0.1942</targetVersion>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
Verse.ModMetaData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:115)
Verse.ModMetaData:.ctor(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:87)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:44)
Verse.ModLister:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:29)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:37)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:31)
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1:.ctor(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:64)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:35)
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)

Mod Follow.Me has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>1.0.1942</targetVersion>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
Verse.ModMetaData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:115)
Verse.ModMetaData:.ctor(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:87)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:44)
Verse.ModLister:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:29)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:37)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:31)
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1:.ctor(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:64)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:35)
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)

Mod Medical.Tab has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>1.0.1942</targetVersion>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
Verse.ModMetaData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:115)
Verse.ModMetaData:.ctor(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:87)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:44)
Verse.ModLister:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:29)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:37)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:31)
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1:.ctor(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:64)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:35)
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)

Attempt to use string targetversion to refer to field targetVersion in type Verse.ModMetaData+ModMetaDataInternal; xml tags are now case-sensitive. XML: <ModMetaData><name>Fermenting Cooks</name><author>Angelpichu</author><targetversion>0.16.0</targetversion><description>Changes filling and emptying fermenting barrels to cooking worktype.</description><url>http://steamcommunity.com/sharedfiles/filedetails/?id=831053627</url></ModMetaData>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:GetFieldInfoForType(Type, String, XmlNode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:480)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:217)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:85)
Verse.ModMetaData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:101)
Verse.ModMetaData:.ctor(WorkshopItem) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:95)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:54)
Verse.Steam.WorkshopItems:RebuildItemsList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Steam\WorkshopItems\WorkshopItems.cs:66)
Verse.Steam.WorkshopItems:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Steam\WorkshopItems\WorkshopItems.cs:35)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:83)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:52)
Verse.ModLister:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:29)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:37)
Verse.<>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:31)
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1:.ctor(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:64)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:35)
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: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: DariusWolfe on June 23, 2018, 02:53:17 AM
Hello,

So Medical Tab is mostly functional, but pops up a bunch of errors and refuses to change tabs when you try to switch between Colonists, Prisoners, Animals, etc. If you then close the tab and re-open it, it will change the tab successfully. I have tested this with just the mod (and current build of HugsLib) so I'm reasonably sure that it's not a mod conflict.

No other errors noticed with other mods.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on June 25, 2018, 06:38:06 AM
@Mistrornge; I'm fairly certain you made a mistake when copying the mods. Make sure that the mods are in [rimworld]/mods/, you should be able to find the about file at [rimworld]/mods/[mod_name]/about/about.xml. If there is an additional nested folder, you'll get errors like the ones you're seeing.

@DariusWolfe; I haven't noticed this one myself, an output log would help immensely! Thanks for the feedback :)
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: CraigDeVonne on June 25, 2018, 01:30:30 PM
I just want to say you're one of my favorite modders!
I got a pretty harmless error when using medical and switching to prisoners list.
I tried it on a brand new colony with developer mode enabled, to make sure it wasn't just a save game issue.
Here is a full log for you. I also wanted to point out the game seems to have updated yet again today.
Thank you for your continued work on these mods, the game wouldn't be the same without them.

RimWorld 1.0.1945 rev849
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Tried to use an uninitialized DefOf of type StatDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead)
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.DefOfHelper:EnsureInitializedInCtor(Type) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\DefOf.cs:79)
RimWorld.StatDefOf:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\DefOf.cs:1481)
System.RuntimeMethodHandle:GetFunctionPointer(IntPtr)
System.RuntimeMethodHandle:GetFunctionPointer() (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/RuntimeMethodHandle.cs:96)
Harmony.ILCopying.Memory:GetMethodStart(MethodBase, Exception&)
Harmony.ILCopying.Memory:DetourMethod(MethodBase, MethodBase)
Harmony.PatchFunctions:UpdateWrapper(MethodBase, PatchInfo, String)
Harmony.PatchProcessor:Patch()
Harmony.HarmonyInstance:<PatchAll>b__7_0(Type)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
Harmony.HarmonyInstance:PatchAll(Assembly)
SmartMedicine.Mod:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:513)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:338)
System.Activator:CreateInstance(Type, Object[], Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:268)
System.Activator:CreateInstance(Type, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:263)
Verse.LoadedModManager:CreateModClasses() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:108)
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)

SS Damage Indicators initialized.
Patched infix non-destructive: Verse.Thing.TakeDamage
Patched Postfix non-destructive: RimWorld.ShieldBelt.CheckPreAbsorbDamage
Patched infix non-destructive: RimWorld.Verb_MeleeAttack.TryCastShot
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
DamageMotes.DamageMotes_Patch:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101)
Verse.StaticConstructorOnStartupUtility:CallAll() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:26)
Verse.PlayDataLoader:<DoPlayLoad>m__2() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:278)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)

Path Avoid: Adding Harmony Postfix to PawnUtility.GetAvoidGrid()
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
PathAvoid.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101)
Verse.StaticConstructorOnStartupUtility:CallAll() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:26)
Verse.PlayDataLoader:<DoPlayLoad>m__2() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:278)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)

SaveStorageSettings: Adding Harmony Postfix to Zone_Stockpile.GetGizmos(IEnumerable<Gizmo>)
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
ReColorStockpile.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101)
Verse.StaticConstructorOnStartupUtility:CallAll() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:26)
Verse.PlayDataLoader:<DoPlayLoad>m__2() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:278)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)

SaveStorageSettings: Adding Harmony Postfix to Zone_Growing.GetGizmos(IEnumerable<Gizmo>)
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
ReColorStockpile.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101)
Verse.StaticConstructorOnStartupUtility:CallAll() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:26)
Verse.PlayDataLoader:<DoPlayLoad>m__2() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:278)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)

SaveStorageSettings: Adding Harmony Postfix to Zone_Stockpile.GetGizmos(IEnumerable<Gizmo>)
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
SaveStorageSettings.Main:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101)
Verse.StaticConstructorOnStartupUtility:CallAll() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:26)
Verse.PlayDataLoader:<DoPlayLoad>m__2() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:278)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)

SaveStorageSettings: Adding Harmony Postfix to Dialog_ManageOutfits.DoWindowContents(Rect)
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
SaveStorageSettings.Main:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101)
Verse.StaticConstructorOnStartupUtility:CallAll() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:26)
Verse.PlayDataLoader:<DoPlayLoad>m__2() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:278)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)

[HugsLib] v5.0.0 initialized RunAndGun
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:LoadReloadInitialize()
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)

QualityBuilder added property to '75' things
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
QualityBuilder.ModInitializerComponent:FixedUpdate()

Initializing new game with mods Core, 1417078111, AnimalTab, AreaUnlocker, A_Dog_Said_1.0, Blueprints, ColonyManager, DamageIndicators-master, DontStopTheMusic, FollowMe, Harvest Everything!, ModSyncRW, MedicalTab, PathAvoid, ReColorStockpile, QualityBuilder, RelationsTab, ResearchTree, Rimworld_IndustrialRoller, SaveStorageSettings, 1414339439, WorkTab, 1414302321, TechAdvancing, SmartMedicine - Release, RunAndGun-1.0.0
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
Verse.Game:InitNewGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:279)
Verse.Root_Play:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:60)
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)

QualityBuilder added to orders category.
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
QualityBuilder.ModInitializerComponent:injectDesignators()
QualityBuilder.ModInitializerComponent:FixedUpdate()

ResearchTree :: redundant prerequisites for Microelectronics: Electricity
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
FluffyResearchTree.Log:Warning(String, Object[])
FluffyResearchTree.Tree:CheckPrerequisites()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:419)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:259)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)

Failed to find DynamicPawnTable.DynamicPawnTableDef named Example. There are 1 defs of this type loaded.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:GetNamed(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:164)
Fluffy.MainTabWindow_Medical:RebuildTable()
Fluffy.MainTabWindow_Medical:set_Source(SourceType)
Fluffy.<>c__DisplayClass22_0:<DoSourceSelectionButton>b__0()
Verse.FloatMenuOption:Chosen(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:168)
Verse.FloatMenuOption:DoGUI(Rect, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:255)
Verse.FloatMenu:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenu.cs:310)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)

Exception filling window for Verse.FloatMenu: System.NullReferenceException: Object reference not set to an instance of an object
  at Fluffy.MainTabWindow_Medical.RebuildTable () [0x00000] in <filename unknown>:0
  at Fluffy.MainTabWindow_Medical.set_Source (SourceType value) [0x00000] in <filename unknown>:0
  at Fluffy.MainTabWindow_Medical+<>c__DisplayClass22_0.<DoSourceSelectionButton>b__0 () [0x00000] in <filename unknown>:0
  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering) [0x00030] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:168
  at Verse.FloatMenuOption.DoGUI (Rect rect, Boolean colonistOrdering) [0x00291] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:255
  at Verse.FloatMenu.DoWindowContents (Rect rect) [0x00140] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenu.cs:310
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:206)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Semo on June 29, 2018, 12:42:29 PM
Can't delete blueprints in the 1.0 unstable version. This got to be a problem fast when i had some modded items it didn't like either. Not really game breaking but it would be nice to be able to delete the 10 useless blueprints.

The left click popup menu just doesn't work. Not showing up at all
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: CrazyMalk on June 29, 2018, 11:13:42 PM
Is there any way to save my research queue? Every time I load my save I have to select my researches again :/
If not, is it safe to uninstall mid-save? I think I'll try ResearchPal to see if the queue there works.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Lesgalapagos on July 08, 2018, 12:48:34 PM
C'est étonnant, je n'ai aucun problème de ce type de mon côté.

C'est peut-être un conflit avec un autre mod ? As-tu essayé une partie de test avec uniquement ce mod ?
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: EgotisticalElf on July 08, 2018, 09:07:15 PM
I had to recompile Pharmacist from source with the most recent Rimworld builds. Previously I was getting a type conversion error when clicking the Pharmacist button.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Lesgalapagos on July 13, 2018, 05:01:04 AM
Quote from: Lesgalapagos on July 08, 2018, 12:48:34 PM
C'est étonnant, je n'ai aucun problème de ce type de mon côté.

C'est peut-être un conflit avec un autre mod ? As-tu essayé une partie de test avec uniquement ce mod ?

I'm sory, not the good forum.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on July 17, 2018, 05:39:19 PM
Fluffy The latest update broke work tab
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Proxyer on July 18, 2018, 03:43:28 AM
Hello, author. Error reporting in Work Tab - 2.2.136.

Line 87 in Job_Extensions.cs
"job == JobDefOf.PrisonerFriendlyChat || "

It is no longer needed since the work of "PrisonerFriendlyChat" has been deleted in the update of Build 'RimWorld 1.0.1967 rev 980'.

If you have time, please correct it. Thank you.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Syrchalis on July 18, 2018, 07:20:59 AM
https://www.dropbox.com/s/ghmehf0123lnjrz/WorkTab.dll?dl=0

This is the worktab.dll without PrisonerFriendlyChat - just add it into WorkTab -> Assemblies (overwrite existing WorkTab.dll) and it should work again without problems. All I did was remove the line and compile it.

I think it's likely that Friendly Chat will come back, as the community is telling Tynan they are using the option, so this is just a temporary update. If it comes back just use the old WorkTab version.

This is still fluffy's mod I just provided a bugfix until friendlychat comes back and my dll stops working anyway.

Also thanks to Erdelf for helping me with C#.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: qurffe on July 18, 2018, 09:00:11 AM
Quote from: Syrchalis on July 18, 2018, 07:20:59 AM

This is the worktab.dll without PrisonerFriendlyChat - just add it into WorkTab -> Assemblies (overwrite existing WorkTab.dll) and it should work again without problems. All I did was remove the line and compile it.

...

You are my saviour, and shall be forever remebered as one. At least until the mod gets broken again  ;)
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Proxyer on July 18, 2018, 12:50:57 PM
Thank you, Syrchalis.
I confirmed that it works normally with the dll of WorkTab you created.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: WraithCadmus on July 20, 2018, 02:30:09 PM
Thanks Syrchalis!

I guess there's no point PRing it in until we see if Tynan re-adds friendly interaction.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on July 20, 2018, 05:38:37 PM
Thanks for the feedback folks, unfortunately the 1.0 experimental builds are a bit of a moving target, and I don't necessarily have the time to keep everything up to date.

Anyway, I've just done a quick pass recompiling all of my mods against the latest 1.0 build, and fixing the most glaring errors. Enjoy, and keep those bug reports coming! :D
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Lesgalapagos on July 22, 2018, 12:53:41 PM
Hi,

Thanks for your work. Every thing is good with the 1972.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on July 22, 2018, 01:49:21 PM
Would it be too much to ask for a translation on this error?

Exception filling window for FluffyResearchTree.MainTabWindow_ResearchTree: System.Exception: TechLevelBounds called before they are set.
  at FluffyResearchTree.Tree.get_TechLevelBounds () [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.DrawTechLevel (TechLevel techlevel, Rect visibleRect) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.Draw (Rect visibleRect) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.MainTabWindow_ResearchTree.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:206)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Syrchalis on July 23, 2018, 09:37:39 AM
https://www.dropbox.com/s/rvdg647jqgez4kf/WorkTab.dll?dl=0

New .dll for 1.0.1973 - "rearm trap" was removed, so same thing really as previously with the prisoner friendly chat.

Quote from: Syrchalis on July 18, 2018, 07:20:59 AM
This is the worktab.dll without PrisonerFriendlyChat - just add it into WorkTab -> Assemblies (overwrite existing WorkTab.dll) and it should work again without problems. All I did was remove the line and compile it.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: biship on July 23, 2018, 07:26:43 PM
Nice, thanks
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Awe on July 23, 2018, 08:26:54 PM
Tyvm.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: TheEisbaer on July 24, 2018, 09:14:14 AM
Hey there looks like todays update completely broke Colony Manager:


Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.WindowStack.Add (Verse.Window window) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:334
  at RimWorld.MainTabsRoot.ToggleTab (RimWorld.MainButtonDef newTab, Boolean playSound) [0x00086] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabsRoot.cs:94
  at RimWorld.MainButtonWorker_ToggleTab.Activate () [0x0000d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainButtonWorkers\MainButtonWorker_ToggleTab.cs:12
  at RimWorld.MainButtonWorker.InterfaceTryActivate () [0x00060] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\MainButton\MainButtonWorker.cs:33
  at RimWorld.MainButtonWorker.DoButton (Rect rect) [0x0011e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\MainButton\MainButtonWorker.cs:69
  at RimWorld.MainButtonsRoot.DoButtons () [0x000ab] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainButtonsRoot.cs:101
  at RimWorld.MainButtonsRoot.MainButtonsOnGUI () [0x00017] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainButtonsRoot.cs:49
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000a6] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:59
  at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)

Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on July 24, 2018, 10:01:45 AM
It broke every mod that adds custom jobs. 
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: biship on July 26, 2018, 07:30:28 PM
Who's going to manage my farm without Colony Manager??
I've going to have to hire farm hands, which no doubt will turn out t be unstable pyromanics.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: InstantAli3n on July 27, 2018, 05:28:55 PM
Medical tab is actually bugged, if you try changing categories in it, it can freeze up the UI until you click out of it.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on July 27, 2018, 08:43:55 PM
Fluffy if you have a free minute can you see if there is any issues between your mods and the ED Excalibur?

I noticed that I cant save or load blueprints anymore.  Is that intentional or did I do something that broke your mod.
I can make em and place em so the main function is still working fine but no right click menu shows when I click a BP
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: xion1088 on July 29, 2018, 01:31:38 PM
I'm playing 1.0.1978 and I'm getting errors like this every few second with my actual save, this one has something to do with The Birds and Bees.

QuoteException while recalculating Neutered thought state for pawn Marty: System.MissingMethodException: Method not found: 'Verse.PawnCapacityUtility.CalculateTagEfficiency'.
  at Verse.PawnCapacityUtility.CalculateCapacityLevel (Verse.HediffSet diffSet, Verse.PawnCapacityDef capacity, System.Collections.Generic.List`1 impactors) [0x0005a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\PawnCapacityUtility.cs:104
  at Verse.PawnCapacitiesHandler.GetLevel (Verse.PawnCapacityDef capacity) [0x0008f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\PawnCapacitiesHandler.cs:64
  at Verse.PawnCapacitiesHandler.CapableOf (Verse.PawnCapacityDef capacity) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\PawnCapacitiesHandler.cs:77
  at Fluffy_BirdsAndBees.ThoughtWorker_Neutered.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThoughtWorkers\ThoughtWorker.cs:112
  at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x00028] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:192
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.SituationalThoughtHandler:TryCreateThought(ThoughtDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:201)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:112)
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:57)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\ThoughtHandler.cs:59)
RimWorld.<AffectedPawns>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\Alerts\Alerts_Thoughts.cs:28)
System.Linq.<CreateSelectIterator>c__Iterator10`2:MoveNext()
RimWorld.AlertReport:get_AnyCulpritValid() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertReport.cs:26)
RimWorld.AlertReport:CulpritsAre(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertReport.cs:51)
RimWorld.AlertReport:CulpritsAre(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertReport.cs:63)
RimWorld.Alert_Thought:GetReport() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\Alerts\Alerts_Thoughts.cs:52)
RimWorld.Alert:get_Active() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\Alert.cs:38)
RimWorld.AlertsReadout:AlertsReadoutUpdate() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertsReadout.cs:71)
RimWorld.UIRoot_Play:UIRootUpdate() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:165)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)

Here's a different one that doesn't have anything to do with The Birds and Bees but still pops up every few seconds:

QuoteException while recalculating LowExpectations thought state for pawn Shogo: System.MissingMethodException: Method not found: 'Verse.PawnCapacityUtility.CalculateTagEfficiency'.
  at Verse.PawnCapacityUtility.CalculateCapacityLevel (Verse.HediffSet diffSet, Verse.PawnCapacityDef capacity, System.Collections.Generic.List`1 impactors) [0x0005a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\PawnCapacityUtility.cs:104
  at Verse.PawnCapacitiesHandler.GetLevel (Verse.PawnCapacityDef capacity) [0x0008f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\PawnCapacitiesHandler.cs:64
  at Verse.PawnCapacitiesHandler.CapableOf (Verse.PawnCapacityDef capacity) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\PawnCapacitiesHandler.cs:77
  at RimWorld.PriceUtility.PawnQualityPriceFactor (Verse.Pawn pawn, System.Text.StringBuilder explanation) [0x00049] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\PriceUtility.cs:34
  at RimWorld.StatWorker_MarketValue.GetValueUnfinalized (StatRequest req, Boolean applyPostProcess) [0x00047] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatWorkers\StatWorker_MarketValue.cs:23
  at RimWorld.StatWorker.GetValue (StatRequest req, Boolean applyPostProcess) [0x00058] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatWorker.cs:44
  at RimWorld.StatWorker.GetValue (Verse.Thing thing, Boolean applyPostProcess) [0x00009] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatWorker.cs:24
  at RimWorld.StatExtension.GetStatValue (Verse.Thing thing, RimWorld.StatDef stat, Boolean applyPostProcess) [0x00009] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatExtension.cs:34
  at Verse.Thing.get_MarketValue () [0x00008] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:50
  at RimWorld.WealthWatcher.ForceRecount (Boolean allowDuringInit) [0x0010a] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Map\WealthWatcher.cs:109
  at RimWorld.WealthWatcher.RecountIfNeeded () [0x0001f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Map\WealthWatcher.cs:77
  at RimWorld.WealthWatcher.get_WealthTotal () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Map\WealthWatcher.cs:40
  at RimWorld.ExpectationsUtility.CurrentExpectationFor (Verse.Map m) [0x00007] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\ExpectationsUtility.cs:41
  at RimWorld.ExpectationsUtility.CurrentExpectationFor (Verse.Pawn p) [0x0004a] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\ExpectationsUtility.cs:32
  at RimWorld.ThoughtWorker_Expectations.CurrentStateInternal (Verse.Pawn p) [0x00002] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThoughtWorkers\ThoughtWorkers_Various.cs:17
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThoughtWorkers\ThoughtWorker.cs:112
  at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x00028] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:192
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
RimWorld.SituationalThoughtHandler:TryCreateThought(ThoughtDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:201)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:112)
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\SituationalThoughtHandler.cs:57)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\ThoughtHandler.cs:59)
RimWorld.<AffectedPawns>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\Alerts\Alerts_Thoughts.cs:28)
System.Linq.<CreateSelectIterator>c__Iterator10`2:MoveNext()
RimWorld.AlertReport:get_AnyCulpritValid() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertReport.cs:26)
RimWorld.AlertReport:CulpritsAre(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertReport.cs:51)
RimWorld.AlertReport:CulpritsAre(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertReport.cs:63)
RimWorld.Alert_Thought:GetReport() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\Alerts\Alerts_Thoughts.cs:52)
RimWorld.Alert:get_Active() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\Alert.cs:38)
RimWorld.AlertsReadout:AlertsReadoutUpdate() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Alerts\AlertsReadout.cs:71)
RimWorld.UIRoot_Play:UIRootUpdate() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:165)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on July 29, 2018, 02:19:02 PM
maybe we gotta wait till next week lol
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: fatm3l on July 30, 2018, 02:53:14 AM
Im having problem with installing Fluffy Breakdown. i tried both version 2.1.22 and 2.2.25 but it gives the same error. Here is the logs

Fluffy Breakdowns v2.1.22 (1.0.1937)

QuoteReflectionTypeLoadException getting types in assembly Fluffy_Breakdowns: 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 /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'Fluffy_Breakdowns.JobDriver_Maintenance' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass3_0' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<MakeNewToils>d__3' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.


Fluffy Breakdowns v2.2.25 (1.0.1970)

QuoteReflectionTypeLoadException getting types in assembly Fluffy_Breakdowns: 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 /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'Fluffy_Breakdowns.JobDriver_Maintenance' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass3_0' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<MakeNewToils>d__3' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: yuragyura on July 30, 2018, 06:21:48 AM
Fluffy please make your relationship mod compatible with More Faction Interaction (https://steamcommunity.com/sharedfiles/filedetails/?id=1454024362)
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: tyriaelsoban on July 30, 2018, 11:58:02 PM
Quote from: fatm3l on July 30, 2018, 02:53:14 AM
Im having problem with installing Fluffy Breakdown. i tried both version 2.1.22 and 2.2.25 but it gives the same error. Here is the logs

Fluffy Breakdowns v2.1.22 (1.0.1937)

QuoteReflectionTypeLoadException getting types in assembly Fluffy_Breakdowns: 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 /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'Fluffy_Breakdowns.JobDriver_Maintenance' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass3_0' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<MakeNewToils>d__3' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.


Fluffy Breakdowns v2.2.25 (1.0.1970)

QuoteReflectionTypeLoadException getting types in assembly Fluffy_Breakdowns: 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 /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'Fluffy_Breakdowns.JobDriver_Maintenance' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass3_0' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<MakeNewToils>d__3' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.

this is also happening to me ... the mod fails to load and whacks the splash with a wall of text in yellow or it simply loads normally and does not function, no components are available from the ingame config etc.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Ruisuki on July 31, 2018, 12:09:11 AM
Wheres the pharmacist mod? i dont see it on the front page. The one I downloaded from github is giving me an error saying it wasnt made for this version of rimworld. Is it b18 or 1.0? 1970 is post beta no?

Is it this? https://github.com/FluffierThanThou/Pharmacist/releases/tag/v0.18.0.6

Seems last updated in early june so wondering whether its gotten any updates since then? Ive had trouble finding stuff in github before lol

Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: BlackSmokeDMax on July 31, 2018, 12:32:39 AM
Quote from: Ruisuki on July 31, 2018, 12:09:11 AM
Wheres the pharmacist mod? i dont see it on the front page. The one I downloaded from github is giving me an error saying it wasnt made for this version of rimworld. Is it b18 or 1.0? 1970 is post beta no?

Is it this? https://github.com/FluffierThanThou/Pharmacist/releases/tag/v0.18.0.6

Seems last updated in early june so wondering whether its gotten any updates since then? Ive had trouble finding stuff in github before lol

https://github.com/FluffierThanThou/Pharmacist/releases

First one.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Ruisuki on July 31, 2018, 02:29:05 AM
Oh forgot to mention im still in beta. Just wanted to make sure thats the latest version for b18
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: BlackSmokeDMax on July 31, 2018, 09:49:40 AM
Quote from: Ruisuki on July 31, 2018, 02:29:05 AM
Oh forgot to mention im still in beta. Just wanted to make sure thats the latest version for b18

Then you should download this one: https://github.com/FluffierThanThou/Pharmacist/releases/download/v0.18.0.6/Pharmacist.zip

Still on same page I first linked, just a bit further down.

Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Ruisuki on July 31, 2018, 01:27:59 PM
Excellent this one is it. tyvm
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: IronicGolem on August 01, 2018, 03:39:23 PM
Does the Blueprints mod work correctly right now, on 1.0 with the github release? I seem to be unable to right-click the created blueprints, so can't export, rename, or remove them. I am able to place them, but they all reset when I reload the game. Not sure if it's something wrong with my setup, or just the unstable branch.

Also, is there a way to mod out the selection-cap? EG when making blueprints or zones it doesn't let you select-drag the entire map, if you wanted to. I'd like to blueprint an entire base compound, but I can't select it all at once. Was hoping Area Unlocker would do that, but it doesn't :/

Thanks
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Syrchalis on August 01, 2018, 03:49:28 PM
Research Tree: https://www.dropbox.com/s/cqr4fkrskuzzqpj/ResearchTree.zip?dl=0

Small update from me if you need a working version. This time it's the whole mod, not just the dll, even though that's the only thing that needs an update (also included: newest harmony version with a bugfix).

Quote from: Syrchalis on July 18, 2018, 07:20:59 AM
This is still fluffy's mod I just provided a bugfix.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: modderei53 on August 02, 2018, 11:50:45 AM
Hey guys, hey Fluffy

getting an error using Medical Tab 1.9.38 for 1.0.1972 (1.9.38 is supposed for 1.0.1970)

my log file is

Loading game from file asd with mods Core, HugsLib, WorkTab, Pharmacist-master, AllowTool, AnimalTab-master, AreaUnlocker, EdBPrepareCarefully, FluffyBreakdowns, ColonyManager, GearUpAndGo - Release, HMTBLite, Meals On Wheels - Release, Mining Priority - Release, PickUpAndHaul-0.1.0.1, rimworld-forcedojob-master, Room Food - Release, Share The Load - Release, SmartMedicine - Release, TD Enhancement Pack - Release, TraderDismissal-1.0-alpha, UseBedrolls - Release, What Is My Purpose - Release, AllowDeadMansApparel, DeadMansClothing, FoodAlert-1.0-alpha, FreshStockpileFilter-B18, PriorityClean-Mod-master, QualitySurgeon, MedicalTab
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:19)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
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)

Failed to find DynamicPawnTable.DynamicPawnTableDef named Example. There are 1 defs of this type loaded.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:GetNamed(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:166)
Fluffy.MainTabWindow_Medical:RebuildTable()
Fluffy.MainTabWindow_Medical:set_Source(SourceType)
Fluffy.<>c__DisplayClass22_0:<DoSourceSelectionButton>b__0()
Verse.FloatMenuOption:Chosen(Boolean, FloatMenu) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:171)
Verse.FloatMenuOption:DoGUI(Rect, Boolean, FloatMenu) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:258)
Verse.FloatMenu:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenu.cs:311)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)

Exception filling window for Verse.FloatMenu: System.NullReferenceException: Object reference not set to an instance of an object
  at Fluffy.MainTabWindow_Medical.RebuildTable () [0x00000] in <filename unknown>:0
  at Fluffy.MainTabWindow_Medical.set_Source (SourceType value) [0x00000] in <filename unknown>:0
  at Fluffy.MainTabWindow_Medical+<>c__DisplayClass22_0.<DoSourceSelectionButton>b__0 () [0x00000] in <filename unknown>:0
  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x0003d] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:171
  at Verse.FloatMenuOption.DoGUI (Rect rect, Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x00292] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:258
  at Verse.FloatMenu.DoWindowContents (Rect rect) [0x0013c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenu.cs:311
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:206)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 07, 2018, 11:01:40 AM
When you have some free time could you explain what this means?   Still functions fine far as I can tell.


Exception filling window for WorkTab.MainTabWindow_WorkTab: System.NullReferenceException: Object reference not set to an instance of an object
  at WorkTab.PriorityManager.set_ShowPriorities (Boolean value) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab+<>c.<DoToggleButtons>b__31_1 (Boolean val) [0x00000] in <filename unknown>:0
  at WorkTab.InteractionUtilities.ButtonImageToggle (System.Func`1 getter, System.Action`1 setter, Rect canvas, System.String tipOn, UnityEngine.Texture2D texOn, System.String tipOff, UnityEngine.Texture2D texOff) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab.DoToggleButtons (Rect canvas) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:206)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)


Output log:  https://git.io/fNDzR
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 09, 2018, 04:52:33 PM
Hey guys, thanks for all the bug reports!

It seems like the continuing updates to 1.0 broke quite a few things. I'll be back from a week of summer vacation tomorrow (it's too bloody hot to do anything over here), I'll probably have some time over the weekend to go over all my mods and fix the most glaring errors and look at some of the other odd behaviours you guys have reported.

Thanks for all the reports, and keep em coming!
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 09, 2018, 05:27:34 PM
Am I the only one who has issues with blueprints not having a right click menu anymore?
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: SYDWAD on August 09, 2018, 06:03:49 PM
The "Stack Manager" mod still says it a b18 build not a 1.0 build, is this a bug or is it not updated?
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Canute on August 10, 2018, 02:23:10 AM
Not updated yet.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 10, 2018, 05:20:11 AM
@rawrfisher; nope. something in the 1.0/0.19 updates broke it, I'll look into it this weekend.
@SYDWAD, Canute; Stack *Merger* is no longer needed for 1.0/0.19 as it's now a part of the vanilla game. As such, it won't be updated.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 10, 2018, 06:56:41 AM
Thanks fluffy.  There was some nice bases I made outta ruins that I couldnt transfer
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Sixdd on August 12, 2018, 12:42:43 AM
Hey Syrchalis, I tried your updated ResearchTree and this is what I got when I opened the research tab.
https://git.io/fN5Q0
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: SYDWAD on August 12, 2018, 03:54:54 AM
sorry, stack 'merger' would still be nice because I've found the vanilla game does it terribly compared to how you did it. I still find my storage rooms filled with quarter piles of rice, meals and leather and it bothers me allot. This might be because stack merging is a low haul priority now? but it's still a big problem because i like having my haulers always hauling all my products because it saves manufacturing time not having the crafters do it, so that would mean they never have time to merge.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Canute on August 12, 2018, 05:08:22 AM
Did you try WorkTab mod from fluffy and increase the merging priority for some of your haules ?

I remember at the B18 version the merging priority was below hauling too.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: SYDWAD on August 12, 2018, 05:10:25 AM
Quote from: Canute on August 12, 2018, 05:08:22 AM
Did you try WorkTab mod from fluffy and increase the merging priority for some of your haules ?

I remember at the B18 version the merging priority was below hauling too.
I have worktab but i never noticed anything to do with merging priority, i mainly just use the extra work priorities
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Canute on August 12, 2018, 05:54:10 AM
I can't speak for 1.0/0.19 since i didn't played it yet.
But from the B18 expierence, expand the hauling job row, look if you see the merging job.
Switch to the numberous view, and lower the number of the merging job. 1 is highest and 9 are lowest priority.

Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Syrchalis on August 12, 2018, 07:30:28 AM
Merging should be the lowest priority work job in "hauling". It's always good having one guy with a "1" in there, just so your stockpiles get condensed.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 13, 2018, 05:19:43 PM
@SYDWAD; Merging was always a low (usually the lowest, depending on mods) priority job. I've also had a look at the code of the vanilla stack merger, and it's virtually identical to how I used to do it. I guess someone had a look at my source code as well :P.

As the others have mentioned, you can use my Work Tab to change the priority of merging specifically, but in most normal situations merging is probably best as a low priority job.

@Everyone; some other stuff came up, so I haven't had time to look at the various issues for the 0.19/1.0 experimental versions. I'll try and get to them soon!
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: MegaDeth on August 14, 2018, 05:02:07 PM
Can you please update your mods to 0.19 ? Almost none work now :|

Quote from: Fluffy (l2032) on August 13, 2018, 05:19:43 PM
@Everyone; some other stuff came up, so I haven't had time to look at the various issues for the 0.19/1.0 experimental versions. I'll try and get to them soon!

Oh
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 14, 2018, 05:33:22 PM
Quote from: MegaDeth on August 14, 2018, 05:02:07 PM
Can you please update your mods to 0.19 ? Almost none work now :|

You're in luck! I just updated most of my mods for the latest build, fixing most of the most glaring startup errors. As usual, please report any errors you may encounter! You guys have been a great help so far :). Keep in mind though that the unstable build is rapidly changing, so these mods might already be outdated by tonight, and I don't have the time to always keep them up to date.

In addition, Blueprints' right-click menus work again, and the Birds & the Bees' Fertility capacity should now correctly be picked up by Medical Tab for surgery selection purposes.

@rawrfisher
re: WorkTab; I was not able to reproduce the error, simply toggling the show priorities setting under different circumstances seems to work fine. Could you try to replicate with the new version, and provide replication steps if it still happens?
re: ResearchTree; you should never see that error. I'd love to see the output log.

@TheEisbaer; I could not replicate that issue. If it still occurs with the latest 0.19 build, please provide your full output_log.
@InstantAli3n, moderei53; Oops! It appears I left some code in there I was using as an example to help another modder - it's been removed now. If it still doesn't work, please provide a full output_log.
@xion1088; In my limited tests (don't have time to play a whole colony), I was not able to replicate the issue. However, given that the same issue seems to occur for vanilla content, I am going to hope that it's a vanilla issue that's going to be fixed soon... (although I can't find anyone reporting it besides you...). If it still occurs in the future, a full output_log + the save game it occurs on may be helpful.
@fatmel; I was unable to replicate this. As with all the others, if it still occurs on the update, please provide a full output_log.
@Ruisuki; I've been busy with life, as well as 1.0/0.19 updates, so yeah, the 0.18 versions are pretty old by now. I don't want to be updating two branches at the same time, so any changes I make now are made only for the 1.0/0.19 versions.

Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: MegaDeth on August 14, 2018, 06:25:28 PM
Quote from: Fluffy (l2032) on August 14, 2018, 05:33:22 PM
You're in luck!

PogChamp
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 14, 2018, 07:36:18 PM
Quote from: Fluffy (l2032) on August 14, 2018, 05:33:22 PM
Quote from: MegaDeth on August 14, 2018, 05:02:07 PM
Can you please update your mods to 0.19 ? Almost none work now :|

You're in luck! I just updated most of my mods for the latest build, fixing most of the most glaring startup errors. As usual, please report any errors you may encounter! You guys have been a great help so far :). Keep in mind though that the unstable build is rapidly changing, so these mods might already be outdated by tonight, and I don't have the time to always keep them up to date.

In addition, Blueprints' right-click menus work again, and the Birds & the Bees' Fertility capacity should now correctly be picked up by Medical Tab for surgery selection purposes.

@rawrfisher
re: WorkTab; I was not able to reproduce the error, simply toggling the show priorities setting under different circumstances seems to work fine. Could you try to replicate with the new version, and provide replication steps if it still happens?
re: ResearchTree; you should never see that error. I'd love to see the output log.

@TheEisbaer; I could not replicate that issue. If it still occurs with the latest 0.19 build, please provide your full output_log.
@InstantAli3n, moderei53; Oops! It appears I left some code in there I was using as an example to help another modder - it's been removed now. If it still doesn't work, please provide a full output_log.
@xion1088; In my limited tests (don't have time to play a whole colony), I was not able to replicate the issue. However, given that the same issue seems to occur for vanilla content, I am going to hope that it's a vanilla issue that's going to be fixed soon... (although I can't find anyone reporting it besides you...). If it still occurs in the future, a full output_log + the save game it occurs on may be helpful.
@fatmel; I was unable to replicate this. As with all the others, if it still occurs on the update, please provide a full output_log.
@Ruisuki; I've been busy with life, as well as 1.0/0.19 updates, so yeah, the 0.18 versions are pretty old by now. I don't want to be updating two branches at the same time, so any changes I make now are made only for the 1.0/0.19 versions.

I forgot which errors I mentioned lol.  Will have to download the updated versions I really want to get back blueprints :P

I THINK you nailed the incompatibility with the ED Excalibur mod and research tree.  Doing a bit more testing to see if it works.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 14, 2018, 07:50:16 PM
Quote from: rawrfisher on July 23, 2018, 10:06:48 AM
Fluffys research tree seems to take issue with the research in this mod

Exception filling window for FluffyResearchTree.MainTabWindow_ResearchTree: System.Exception: TechLevelBounds called before they are set.
  at FluffyResearchTree.Tree.get_TechLevelBounds () [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.DrawTechLevel (TechLevel techlevel, Rect visibleRect) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.Draw (Rect visibleRect) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.MainTabWindow_ResearchTree.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:206)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)

Edit:  This error came up with the latest update

System.MissingMethodException: Method not found: 'RimWorld.DropPodUtility.DropThingsNear'.
  at EnhancedDevelopment.Excalibur.Core.GameComponent_BaseClass.TickIfRequired (Int32 currentTick) [0x00000] in <filename unknown>:0
  at EnhancedDevelopment.Excalibur.Core.GameComponent_Excalibur+<>c__DisplayClass7_0.<GameComponentTick>b__0 (EnhancedDevelopment.Excalibur.Core.GameComponent_BaseClass x) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[EnhancedDevelopment.Excalibur.Core.GameComponent_BaseClass].ForEach (System.Action`1 action) [0x00018] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:361
  at EnhancedDevelopment.Excalibur.Core.GameComponent_Excalibur.GameComponentTick () [0x00000] in <filename unknown>:0
  at Verse.GameComponentUtility.GameComponentTick () [0x0001c] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\GameComponent\GameComponentUtility.cs:27
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.GameComponentUtility:GameComponentTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\GameComponent\GameComponentUtility.cs:28)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:363)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


I think this is the issue you were refering to and it seems to be gone in the current version
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: MisterVertigo on August 14, 2018, 09:20:48 PM
Yay I'm so happy! Blueprints work again! You are awesome Fluffy!
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 14, 2018, 09:25:49 PM
Fluffy do you think you could verify somthing for me?

Knowing my luck its a load order issue but when I have work tab enabled I cant activate robots from misc robots since the updates

System.Reflection.TargetException: Non-static field requires a target
at System.Reflection.MonoField.GetValue (object) [0x00072] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoField.cs:119
at WorkTab.VanillaWorkSettings.GetVanillaPriority (Verse.Pawn,Verse.WorkTypeDef) <IL 0x00043, 0x00098>
at WorkTab.WorkPriorityTracker..ctor (Verse.Pawn,RimWorld.WorkGiverDef) <IL 0x00028, 0x00057>
at WorkTab.PawnPriorityTracker..ctor (Verse.Pawn) <IL 0x00083, 0x002bb>
at WorkTab.PriorityManager.get_Item (Verse.Pawn) <IL 0x00011, 0x0007d>
at WorkTab.Pawn_Extensions.GetPriority (Verse.Pawn,RimWorld.WorkGiverDef,int) <IL 0x0001e, 0x00083>
at WorkTab.Pawn_Extensions/<>c__DisplayClass0_0.<GetPriority>b__0 (RimWorld.WorkGiverDef) <IL 0x0000d, 0x0002c>
at System.Linq.Enumerable/<CreateSelectIterator>c__Iterator10`2<RimWorld.WorkGiverDef, int>.MoveNext () <IL 0x00066, 0x00102>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<int>.MoveNext () <IL 0x0008f, 0x0015d>
at System.Linq.Enumerable.Any<int> (System.Collections.Generic.IEnumerable`1<int>) <IL 0x00025, 0x0012c>
at WorkTab.Pawn_Extensions.GetPriority (Verse.Pawn,Verse.WorkTypeDef,int) <IL 0x0006b, 0x0017b>
at WorkTab.Pawn_WorkSettings_GetPriority.Prefix (Verse.WorkTypeDef,RimWorld.Pawn_WorkSettings,int&) <IL 0x00009, 0x0004d>
at (wrapper dynamic-method) RimWorld.Pawn_WorkSettings.GetPriority_Patch1 (object,Verse.WorkTypeDef) <IL 0x0000d, 0x0003f>
at RimWorld.Pawn_WorkSettings.WorkIsActive (Verse.WorkTypeDef) [0x00009] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\Pawn_WorkSettings.cs:167
at AIRobot.X2_AIRobot_Pawn_WorkSettings.SetPriority (Verse.WorkTypeDef,int) <IL 0x0001c, 0x00071>
at AIRobot.X2_AIRobot_Pawn_WorkSettings.EnableAndInitialize () <IL 0x00066, 0x001dd>
at AIRobot.X2_AIRobot_Pawn_WorkSettings..ctor (Verse.Pawn) <IL 0x00011, 0x00038>
at AIRobot.X2_Building_AIRobotCreator.CreateRobot (string,Verse.IntVec3,Verse.Map,RimWorld.Faction) <IL 0x00065, 0x0022e>
at AIRobot.X2_Building_AIRobotRechargeStation.Button_SpawnBot () <IL 0x00063, 0x00138>
at Verse.Command_Action.ProcessInput (UnityEngine.Event) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\Command_Action.cs:18
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) [0x003fe] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\GizmoGridDrawer.cs:162
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <IL 0x00230, 0x007c2>

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:94)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:70)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)

Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Selfea on August 15, 2018, 12:46:54 AM
Quote from: Fluffy (l2032) on August 14, 2018, 05:33:22 PM
You're in luck! I just updated most of my mods for the latest build, fixing most of the most glaring startup errors...

Thank you! I never realise how dependant on your mods I am until they break! You're awesome.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Sixdd on August 16, 2018, 08:46:52 AM
Hey Fluffy, I just downloaded the latest version of Research Tree and I'm getting the same problem I had before. Here is the log: https://git.io/fNpr8

The research tree window is totally empty when I click the tab.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 16, 2018, 11:08:17 AM
On the note of problems There seems to be an issue with worktab and misc robots too.  Log is posted on haplo's thread with an output log.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 16, 2018, 03:43:41 PM
@rawrfisher; I've just pushed a small tweak that should at least suppress the errors (possibly spamming the log instead), but I have no idea what is actually causing the issue. All I can come up with is that Haplo is bypassing the robots' work settings entirely, which might make sense, but is slightly unexpected. I'll update more when I hear back from Haplo.

@Sixdd; there's a bunch of different errors in that log you may want to take a look at. Anyhow, I've made a small tweak that _may_ have resolved your error, and should have resolved another long-overdue issue with large tech trees. Please try the latest pre-release, and if it still doesn't work, please post an output log using the DEBUG version attached to the latest prerelease (the two are identical, but the debug version spews out a lot more info).
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 16, 2018, 04:24:07 PM
I don't know if it was haplo who did the work settings or if that's a remnant from the fork made by a different user that allowed haplo to update faster
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: XeoNovaDan on August 17, 2018, 05:02:33 AM
Quick suggestion for medical tab: When hovering over a disease in the tab, it'd also be pretty nice if it showed the time until new tend is possible, and the time until tend expiry. Also, thanks for making such great mods!

Edit: Also, maybe a way to show progression when hovering over a trainable skill for animals with the animal tab mod since the vanilla animal tab does this. May be useful in some cases with the new decaying mechanic.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 17, 2018, 07:30:13 AM
@XeoNovaDan; Thanks for the suggestions! Animal Tab used to show progression, but I haven't changed any of the code for the new changes in animal taming/training. As for medical tab, to be honest, the way the tend counters (or in fact most of the medical system, hediff modifiers inparticular) are implemented confuses me :P. I'll give it another go though, really shouldn't be that hard.

edit; I've just had a look at my and the vanilla code for the training columns, they don't actually differ that much. I'm showing a progressbar for training, and I'm using the same tooltip as vanilla, so those should be identical. Could you elaborate a bit more on what you're missing?
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: XeoNovaDan on August 17, 2018, 08:40:01 AM
@Fluffy - Turns out I remembered incorrectly about the animal tab regarding training and such, since vanilla doesn't actually show training regarding decaying. In that case, my statement on that could either be disregarded or considered as a suggestion. This is what I meant though:

(https://i.imgur.com/5tE6hq7.png)

My apologies.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 17, 2018, 09:02:59 AM
@XeoNovaDan; interesting. I think that might actually be a bug (or at least an oversight), or I'm misunderstanding how it's supposed to work. The trainable is marked as completed, which is why no progress bar is drawn or tooltip shown. I'll have to implement some custom logic to show decay. But first, I'll have to play with it a bit to see how it's actually supposed to work.

As for the medical tab, I had actually intended to show tend timers, but I screwed something up. After fiddling with it for a bit, I decided I might as well hijack the tooltips from pawns' medical sheets, so I did just that. The disease tooltips should now show all relevant information. A new release has been pushed to GitHub.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Sixdd on August 17, 2018, 10:44:36 AM
Ok, I tried with the debug version and this is the log that I got, same problem exists, blank research window and spamming errors when the blank window is open.
https://git.io/fNj2W

Thank you for the help btw :D
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 17, 2018, 01:14:36 PM
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Misc. Robots: AIRobot(0.18.0.0)
Misc. Robots++: (no assemblies)

Move to top

Aside from that it looks like your using the B18 version of robots ++ on b19.  Theres an b19 version of ++.  I see alot of mismatched version numbers but most b18 mods dont play well with b19 while the 1.0 play just fine mostly

Other people can point out things I missed and I'm quite sure I missed a few important things
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 17, 2018, 04:17:55 PM
Quote from: rawrfisher on August 17, 2018, 01:14:36 PM
Misc. Robots: AIRobot(0.18.0.0)
That also looks like the B18 version of Misc. Robots, which would explain the random assortment of errors.

@Sixdd; thanks for your patience! I've identified another possible issue with very oddly set up research dependencies, which should now hopefully have been fixed. You might see some errors about missing nodes, in which case I was (hopefully) right, and your main problem should be fixed! Anyway, new version coming online in a minute. I'll add another debug version as well in a few more minutes (have to do that manually).

Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 17, 2018, 07:51:33 PM
Any thoughts on the new wave of errors breaking mods that touch backstories?
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Proxyer on August 18, 2018, 01:18:47 AM
Hello. Cheers for good work.
By the way, in "Animal Tab v 2.7.53 (0.19.1987)", "TrainableIntelligence" label on line 61 of "FilterWorker_Intelligence.cs", but in the source it is specified as translatable. However, because there is no corresponding label in defs, it seems to be impossible to translate. If that was my misunderstanding, I'm sorry. Thank you.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Sixdd on August 18, 2018, 02:52:37 AM
Research Tree seems to be working now after a quick test. Thanks a bunch for this Fluffy it really is one of my favorite mods.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 18, 2018, 04:33:42 AM
@rarwfisher; not really, none of my mods touch that code.
@proxyer; without looking at it more closely, I think that might be a vanilla translation key, so it should be in the core mod. You can still provide a translation to override it, although it should be provided by the core translation.
@Sixdd; glad to hear that! Would you mind letting me know if you do get any of the 'missing node' errors, and if possible what mod the related research project is from? I'd like to tune in a little bit more on what exactly is going wrong.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Sixdd on August 18, 2018, 12:43:20 PM
I'm not sure what you mean by 'missing node' but if anything crops up I'll be sure to let you know.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 18, 2018, 12:55:26 PM
The latest update to the game broke my saves lol
New colonies seem to only be affected by the backstory and the framework bugs.
Gonna have to remove quite a few posts after realizing that annoyance
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 18, 2018, 07:44:16 PM
Quote from: Sixdd on August 18, 2018, 12:43:20 PM
I'm not sure what you mean by 'missing node' but if anything crops up I'll be sure to let you know.
If I'm right in what caused the error, you should be seeing one or more "node for research x not found" errors the first time you open the research tab. If you do, please let me know :). Otherwise, I'm glad to hear it's working ok for you now!

@rawrfisher; unstable be unstable :P. Playing an unstable release with mods just adds a few more layers of unstability...
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 18, 2018, 08:20:57 PM
I'm curious if you know anything about this.

The mod buildable terrain causes my colony wealth to shoot through the roof when its enabled.  Do you have any ideas why?  I got my own guess about it.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 19, 2018, 12:07:17 PM
@rawrfisher; not really, never played with it.

If I had to make a guess, I'd say the game is somehow now counting _all_ terrain as owned by the colony (either the game counts all buildables on the map, whether owned by the player or not, or the mod is incorrectly marking all terrain as owned by the player).
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on August 19, 2018, 12:19:07 PM
Quote from: Fluffy (l2032) on August 19, 2018, 12:07:17 PM
@rawrfisher; not really, never played with it.

If I had to make a guess, I'd say the game is somehow now counting _all_ terrain as owned by the colony (either the game counts all buildables on the map, whether owned by the player or not, or the mod is incorrectly marking all terrain as owned by the player).
Its counting all buildables on the map.  It also counts other factions pawns in the colony wealth too
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Sixdd on August 19, 2018, 01:17:39 PM
@Fluffy Nope haven't seen any of those, all I see when I open the research tab (as far as errors) is just people setting up their research projects disorderly and having redundant prerequisites. So as far as I can tell everything is working great.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 19, 2018, 06:31:07 PM
@rawrfisher; ok.
@sixdd; that's odd, but I'm not going to complain when it works :P
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 21, 2018, 07:02:12 PM
I've just made an update for AreaUnlocker, overhauled the manage areas UI a bit, and added a colour picker to change area colours. See github for the release.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 22, 2018, 05:37:07 PM
And an update for Colony Manager; most jobs now have the option of inspecting the assigned designations. As usual, this update is for the pre-release only, so get it on GitHub.

The search icon next to the threshold count now opens a list of assigned designations for the foraging, forestry, hunting and mining jobs. The threshold details can be changed by clicking the threshold label, or the cog icon.

There are a few edge cases with re-building the list of managed designations after loading a game. Sadly, this is not something that is likely ever going to be perfect, as - using the technical term - designations are not LoadReferenceable. Basically, I have no good way to store which designations belong to which jobs (or were assigned manually, so to no job at all). At least now any quirks are visible, which may also make future debugging easier. The list of designations also shows the distance to the target and the expected yield, which may help clear up some confusion about why a particular target was designated.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Chisato on August 23, 2018, 04:53:30 PM
What happened to HelpTab? Will you ever update it for 0.19/1.0?
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: BlackSmokeDMax on August 23, 2018, 05:38:40 PM
Quote from: Chisato on August 23, 2018, 04:53:30 PM
What happened to HelpTab? Will you ever update it for 0.19/1.0?

Isn't "NotFood" the modder working on that these days? Haven't checked into the thread recently so I may be remembering incorrectly.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on August 24, 2018, 04:44:07 AM
Quote from: BlackSmokeDMax on August 23, 2018, 05:38:40 PM
Quote from: Chisato on August 23, 2018, 04:53:30 PM
What happened to HelpTab? Will you ever update it for 0.19/1.0?

Isn't "NotFood" the modder working on that these days? Haven't checked into the thread recently so I may be remembering incorrectly.

You're correct :). I had some intentions of creating a new one with a different approach (I did help create CCL's help tab that NotFood/Charlotte's HelpTab is built on), but that turned out to be something of a massive undertaking, so I've shelved it for now.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: soulkata on August 30, 2018, 07:28:43 PM
Hi, I dowloaded the mod "Colony Manager" from the Steam Workshop (Using the Subscribe link on this Thread).
On the Hunting tab, I check the checkbox "Check if targets are reachable", the mod doesn't assign any hunting job!

And taking the opportunity, I would like to thank you for all the excellent mods!
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: kutch on August 30, 2018, 09:41:32 PM
Hi Fluffy, so cute n fluffy you are..

I always look forward to your mods, they're a huge help and thanks for always keeping them updated!

Just a bunch of thanks!  You rock!
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: soulkata on September 02, 2018, 10:54:43 PM
Hi,
In 0.19 version, if any arguments of "Check if target are reachable" are marked, the game crashes at the method: "WildManShouldReachOutsideNow". After some "ILSpying", I conclude that, the pawn parameter passed to this method is null, since it was created on "TraverseParms.For(TraverseMode mode, Danger maxDanger = Danger.Deadly, bool canBash = false)".... So, this configure more than a Bug in the core game than a Bug in the mod Itself...

I am not sure how to proceed now... I am posting this here, to alert the community that this bug is tracked, and on the Bugs session, so Tynan see as well.

Thanks
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on September 05, 2018, 06:55:27 AM
@soulkata; heh, I came to the same conclusion myself. It's on mantis, let's hope it gets fixed. In the meantime, I've added a small Harmony patch to bypass the offending method if it's called with the specific set of arguments that causes the bug (pawn = null, TraverseMode = PassDoors), the latest version should work fine.
@kutch; thanks! :)
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: soulkata on September 05, 2018, 08:18:20 AM
Quote from: Fluffy (l2032) on September 05, 2018, 06:55:27 AM
@soulkata; heh, I came to the same conclusion myself. It's on mantis, let's hope it gets fixed. In the meantime, I've added a small Harmony patch to bypass the offending method if it's called with the specific set of arguments that causes the bug (pawn = null, TraverseMode = PassDoors), the latest version should work fine.
Well, I reported this on the Bug section, and Tynan said that I should be able to raise this condition on a vanilla game... And ILSpying, I couldn't.... :(

As an alternative, I was thinking if that pass the Pawn that is performing the Management job isn't a good idea. But I didn't study your code to figure out how to do this... :)

Thanks for the attention!
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Smexy_Vampire on September 05, 2018, 10:42:00 AM
eta on some of the mod updates to b19 ?
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: BlackSmokeDMax on September 05, 2018, 11:13:06 AM
Quote from: Smexy_Vampire on September 05, 2018, 10:42:00 AM
eta on some of the mod updates to b19 ?

They've all been ready since June :)  (of course with many changes since then)

Seriously though, yep they are all ready. You can get them on Workshop or get them from the github links on the first post.

Which does bring up one question for Fluffy...

Are you going to put the "Pharmacist" mod in that table in the first post at some point? Right now you have to find the link within this thread or, and more easily, browse to it via github.

edit: May also want to change your first post title from 1.0 to B19.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on September 05, 2018, 02:44:08 PM
Quote from: soulkata on September 05, 2018, 08:18:20 AM
Well, I reported this on the Bug section, and Tynan said that I should be able to raise this condition on a vanilla game... And ILSpying, I couldn't.... :(

As an alternative, I was thinking if that pass the Pawn that is performing the Management job isn't a good idea. But I didn't study your code to figure out how to do this... :)

Thanks for the attention!
I'm hoping he (or one of the other devs) will be more responsive on mantis, but he does have a history of marginalizing modders' concerns sometimes. We'll see.
In that particular combination of arguments, the result should always be `150`, so instead of calling the method and get an exception, I just return 150 and stop execution of the method with Harmony.

@BlackSmokeDMax; Updating the front page is one of my least favourite chores :P.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on September 05, 2018, 03:13:43 PM
On the topic of manger. Can you move the manager worktype above research?  Its an occasion while research is longterm
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: BlackSmokeDMax on September 05, 2018, 03:22:40 PM
Quote from: Fluffy (l2032) on September 05, 2018, 02:44:08 PM
Quote from: soulkata on September 05, 2018, 08:18:20 AM
Well, I reported this on the Bug section, and Tynan said that I should be able to raise this condition on a vanilla game... And ILSpying, I couldn't.... :(

As an alternative, I was thinking if that pass the Pawn that is performing the Management job isn't a good idea. But I didn't study your code to figure out how to do this... :)

Thanks for the attention!
I'm hoping he (or one of the other devs) will be more responsive on mantis, but he does have a history of marginalizing modders' concerns sometimes. We'll see.
In that particular combination of arguments, the result should always be `150`, so instead of calling the method and get an exception, I just return 150 and stop execution of the method with Harmony.

@BlackSmokeDMax; Updating the front page is one of my least favourite chores :P.

LOL, yeah, I think I remember you stating that before much earlier in this thread!
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: po_0l on September 05, 2018, 08:37:44 PM
Hello Fluffy, Really appreciate all your mods.

I have a comment about the pharmacist mod.
I honestly think it would just be better if you separate infection/diseases from other injuries. Say a colonist has infection: even if you set the immunity threshold properly, if that same colonist has a large bleeding wound like a torso concentrated 8x gunshot or a hacked off limb(which would have no problem being treated by lesser med) IN ADDITION to the infection, the priorities would get conflated. I don't really care about the outer wounds that have no percentage progression that need to be kept track of. I just want to prioritize highest quality care to diseases/infections. This mod as it is right now does not provide the capability to distinguish them I think. I kind of have to "guess" which injury will be treated first and flip the setting back and forth in order to reserve higher quality meds for infections.

Just a pleb opinion. If there was a specific design/technical reason or you simply don't want bother I fully understand, but otherwise please consider.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on September 05, 2018, 09:02:53 PM
I noticed that too. Infections and diseases are really the only things I waste meds above herbal on lol
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on September 06, 2018, 06:08:39 AM
@po_0l, rawrfisher; I agree, that would be ideal. The problem is that I also don't know which disease a doctor is going to treat when he is looking for medicine. An additional complication is that doctors pick up enough medicine for all conditions, and then treat them all in bulk.

I could (theoretically) completely rewrite the way that system works, but that will have several big drawbacks;
- it would be less efficient, doctors would have to make multiple trips for multiple classes of conditions.
- it would be complicated, and potentially buggy - especially considering the interactions it might have with other mods.
- it would be a lot of work for me, with mixed benefits/drawbacks.

All in all, I found this to be not worth it. The main argument for me is that completely rewriting the treatment routines is complicated, and very invasive (read; it would not play well with other mods).
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: po_0l on September 06, 2018, 11:18:52 AM
Would cause lots of behind the scenes complications, I see. Thanks for the response.
Saving couple more medicine only a real issue in the early game while the drawbacks you proposed would affect the whole game, so I agree that its the right compromise.

Hopefully Tynan can someday look into changing that, or at least, make it a bit clearer which wounds/diseases are worked on first in terms of treatment order.. Just knowing that would solve the core problem
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on September 06, 2018, 12:14:34 PM
How about moving the manager worktype higher then research?  I dont think that would be as extensive as rewriteing an entier worktype but least it would keep my colonies from starving early game <,<
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on September 06, 2018, 02:46:38 PM
@rawrfisher; yeah, I could do that, and it would actually make some sense. I can't do that in the current release though, as it would best case cause weirdness in work priorities, and worst case corrupt savegames. (vanilla relies on the order of defs for saving).
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on September 06, 2018, 03:24:42 PM
Quote from: Fluffy (l2032) on September 06, 2018, 02:46:38 PM
@rawrfisher; yeah, I could do that, and it would actually make some sense. I can't do that in the current release though, as it would best case cause weirdness in work priorities, and worst case corrupt savegames. (vanilla relies on the order of defs for saving).

Makes sense
How about for next big release?


Medical Tab :: Capacity CoolantPumping does not have any bodyPartTags associated with it.
Verse.Log:Warning(String, Boolean)
Fluffy.CapacityUtility:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Just a minor footnote reguarding medical tab and android teirs.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: BlackSmokeDMax on September 06, 2018, 03:49:44 PM
If you are considering changing some priorities around in the next big version, I have a suggestion.

In advanced mode, I'd love to see butchering ahead of cooking meals. More likely to have meat ready to go to cook. This is much more important pre-electricity when you don't have coolers and want to make sure meat gets used ASAP.

Right now I get by with setting butchering higher than cooking meals, which of course is the point of advanced mode, but it'd be nice to not need it for cooking. Plus once you start setting that ahead it causes a bit of a cascade of re-setting other priorities.

Now that we no longer need to "butcher forever" (the "do until you have..." now works correctly in vanilla), it makes more sense to have your butchering done before cooking.

Not super important of course, just something for you to consider!
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on September 06, 2018, 04:03:04 PM
Well if waiting till 1.0 maybe get feedback from people on what jobs should be moved around.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Canute on September 06, 2018, 04:06:02 PM
You still can use WorkTab mod, to give managing higher priority then researching.

Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on September 06, 2018, 04:39:55 PM
I know but I always break something lol
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on September 06, 2018, 05:29:36 PM
@rarwfisher, re: CoolantPumping warning. That's more of a warning for the author of that mod. MedicalTab relies on naming standards to associate capacities with 'bodyPartTags'. For example, the capacity BloodPumping will have the associated tag "BloodPumpingSource". If medical tab can't find tags for a capacity, that means it can't give suggestions for implants of bodyparts related to that capacity, because it won't know which body parts are related in the first place.

I'd love to do this in a more intelligent way, but because these are all hard-coded, there's no way to figure out which parts affect which capacities other than naming conventions.

@everyone, re: (natural) work priorities. I understand your concerns, and I also often set butchering ahead of cooking. I am however not keen on changing vanilla priorities. Basically, it's feature creep. Work Tab is supposed to be a UI mod that has no direct effect on game play, and is not opinionated. Everyone can use it, regardless of what other mods you use.

I can see a place for a mod that changes some vanilla priorities (in fact, there are several), but that should be a separate mod.

As for managing, that's a different matter, as it is already a modded worktype. I will probably change it to be ahead of researching for the next patch (you may have to remind me :P).
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: BlackSmokeDMax on September 07, 2018, 12:45:09 AM
Quote from: Fluffy (l2032) on September 06, 2018, 05:29:36 PM
@rarwfisher, re: CoolantPumping warning. That's more of a warning for the author of that mod. MedicalTab relies on naming standards to associate capacities with 'bodyPartTags'. For example, the capacity BloodPumping will have the associated tag "BloodPumpingSource". If medical tab can't find tags for a capacity, that means it can't give suggestions for implants of bodyparts related to that capacity, because it won't know which body parts are related in the first place.

I'd love to do this in a more intelligent way, but because these are all hard-coded, there's no way to figure out which parts affect which capacities other than naming conventions.

@everyone, re: (natural) work priorities. I understand your concerns, and I also often set butchering ahead of cooking. I am however not keen on changing vanilla priorities. Basically, it's feature creep. Work Tab is supposed to be a UI mod that has no direct effect on game play, and is not opinionated. Everyone can use it, regardless of what other mods you use.

I can see a place for a mod that changes some vanilla priorities (in fact, there are several), but that should be a separate mod.

As for managing, that's a different matter, as it is already a modded worktype. I will probably change it to be ahead of researching for the next patch (you may have to remind me :P).

Good point about vanilla. Perhaps I'll make a suggestion for the vanilla game for my butchering ahead of cooking request. I'll likely copy/paste much of my post :)
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Smexy_Vampire on September 07, 2018, 04:12:50 AM
Quote from: BlackSmokeDMax on September 05, 2018, 11:13:06 AM
Quote from: Smexy_Vampire on September 05, 2018, 10:42:00 AM
eta on some of the mod updates to b19 ?

They've all been ready since June :)  (of course with many changes since then)

Seriously though, yep they are all ready. You can get them on Workshop or get them from the github links on the first post.

Which does bring up one question for Fluffy...

Are you going to put the "Pharmacist" mod in that table in the first post at some point? Right now you have to find the link within this thread or, and more easily, browse to it via github.

edit: May also want to change your first post title from 1.0 to B19.
Stack Merger says b 18
Stuffed Floors - b 18
Architect Sense - b 18

or are thease not needed any more ?
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Canute on September 07, 2018, 05:43:44 AM
Stack Merger is vanilla thing now.

The other 2 arn't updated yet (on github).
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Mistrornge on September 07, 2018, 02:46:51 PM
Fluffy,
I am running B19 2017 and have been seeing some weird behavior from some of your mods.  I spent a few hours narrowing the faults down to the following mods:
Medical Tab for v0.19.2009 (the current iteration I believe) will only show up with a single pawn and the pawn type selector cannot be changed.
Colony Manager for v0.19.2009 (again recent update) causes a save load to go directly to the world map and will not allow you to see or select anything on the map (including going to your own colony).  Only workable tabs on the bottom of the world map are History and Menu.  All others are blank.

I love your mods so I find it hard to play without them.  If you need any further info please ask.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: rawrfisher on September 07, 2018, 03:08:09 PM
2017 is the unstable version ment for generateing translations of the game
That version currently is unsupported as we just got a new stable.  Please switch out of betas to get the mods to work again
Tynan said that the mods just need to be recompiled to work tho
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Mistrornge on September 07, 2018, 07:25:26 PM
Oh I didn't realize that.  Thanks for the heads up.
Title: Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
Post by: Fluffy (l2032) on September 08, 2018, 02:10:36 AM
Yeah, the 0.19.2017 versions moved some translation related functions around, which means any mods that show any localized text need to recompile. The problem is that we can't keep multiple versions around, and the two are mutually incompatible, so for now at least, you're stuck on 0.19.2009.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 12-9
Post by: rawrfisher on September 12, 2018, 04:03:43 PM
https://git.io/fAKDq
Fluffy do you notice anything odd in this output log?

Main reason I'm posting it is I managed to break blueprints 8)
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 12-9
Post by: Tsunamy on September 12, 2018, 04:54:27 PM
Last update listed in the topic is today, but I just checked all the mods on github and the closest to last release was 4 days ago?
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 12-9
Post by: Fluffy (l2032) on September 12, 2018, 05:11:13 PM
@EVERYONE:
Rejoice!
I've finally managed to automate updating my main page! Never again will the front page be out-of-date, never again will I have to manually update it! It's celebration time!

@Tsunamy; Sorry, I was testing the auto-update stuff, hence the update timestamp.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 12-9
Post by: rawrfisher on September 12, 2018, 06:20:07 PM
Fluffy I managed to break blueprints again 8)
I posted a log in my last post
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Fluffy (l2032) on September 13, 2018, 03:21:32 PM
@rawrfisher; I've added an extra check that might fix your problem, but to be honest, given the large amount of mods (and errors!) you're having, I'm not sure what the root cause of the problem is. I've never seen this one before, and I'm fairly sure the error you're getting shouldn't be possible under normal circumstances, which would mean a mod is screwing something up, which may have other side-effects down the line.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: rawrfisher on September 13, 2018, 03:24:45 PM
I often joke that I'm the embodiment of murphy's law.
That blueprint error tho is quite common for me and I can replicate it reliably with almost any mod 8)  Albiet not to that extent.
Then again even with all those errors the only thing that was acting up was faction generation which hopfully was fixed today.

There is 2 mods that can cause that error to show in such an extream form.
Sparkling worlds and glittertech have both presented that error in some form or another.   Under normal conditions they work perfectly with it but you combine my method of bug testing with em and you get errors like this and what you saw in my log on a regular basis


Exception filling window for WorkTab.MainTabWindow_WorkTab: System.NullReferenceException: Object reference not set to an instance of an object
  at WorkTab.PriorityManager.set_ShowPriorities (Boolean value) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab+<>c.<DoToggleButtons>b__31_1 (Boolean val) [0x00000] in <filename unknown>:0
  at WorkTab.InteractionUtilities.ButtonImageToggle (System.Func`1 getter, System.Action`1 setter, Rect canvas, System.String tipOn, UnityEngine.Texture2D texOn, System.String tipOff, UnityEngine.Texture2D texOff) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab.DoToggleButtons (Rect canvas) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
 
Likely something harmless but felt like pointing it out.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: hoaxdream on September 13, 2018, 08:50:47 PM
i also have an error, so i disable all mods and enable them one by one, then found that if i enable both edb prepare carefully and worktab i have this error

Exception filling window for WorkTab.MainTabWindow_WorkTab: System.NullReferenceException: Object reference not set to an instance of an object
at WorkTab.PriorityManager.set_ShowPriorities (Boolean value) [0x00000] in <filename unknown>:0
at WorkTab.MainTabWindow_WorkTab+<>c.<DoToggleButtons>b__31_1 (Boolean val) [0x00000] in <filename unknown>:0
at WorkTab.InteractionUtilities.ButtonImageToggle (System.Func`1 getter, System.Action`1 setter, Rect canvas, System.String tipOn, UnityEngine.Texture2D texOn, System.String tipOff, UnityEngine.Texture2D texOff) [0x00000] in <filename unknown>:0
at WorkTab.MainTabWindow_WorkTab.DoToggleButtons (Rect canvas) [0x00000] in <filename unknown>:0
at WorkTab.MainTabWindow_WorkTab.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: rawrfisher on September 13, 2018, 08:56:26 PM
I noticed that the error seems harmless so I'm not too worried.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: hoaxdream on September 13, 2018, 09:03:34 PM
btw i only got that error when i click the icon, see the image. thanks

(http://i68.tinypic.com/168bgaw.jpg)
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: rawrfisher on September 13, 2018, 09:20:01 PM
Same here and it was a recent change sooo
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Fluffy (l2032) on September 14, 2018, 12:58:14 AM
You guys are getting this with WorkTab and Prepare Carefully?! I'm a bit flabbergasted, it doesn't sound like this is something that Prepare Carefully has any reason to be interacting with. I'll have a look tonight!

If this was a recent change, it's probably a PC update - Work Tab's code hasn't seen any changes in a while.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: rawrfisher on September 14, 2018, 01:15:26 AM
I think it could be a symptom of something different. 
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Fluffy (l2032) on September 14, 2018, 01:53:15 AM
it's probably the old PC ghost pawns again. I'll have to purge them before doing anything. Should be a simplish fix, will try and get it done tonight. In the meantime, saving the game should purge ghost pawns as well. Just saving, don't need to reload.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: hoaxdream on September 14, 2018, 01:57:40 AM
yes only with edb prepare carefuly

(http://i63.tinypic.com/x4g8wp.jpg)

without edb everything good no error
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Canute on September 14, 2018, 02:02:25 AM
Since i got a similar problem awhile ago.
Did you delete the hugslib folder inside the config folder since the version change ?
An error appear with the B19 Vegetable garden mod and the old config's from hugslib, after deleting that folder the error disappear.

So just try out to delete the hugslib config folder.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: onerous1 on September 14, 2018, 05:28:52 AM
The steam version of Animal Tab is the latest version but not the github version.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Fluffy (l2032) on September 14, 2018, 07:11:03 PM
I've been working on a more flexible mod config screen, and I'd like your feedback!

The current version is rough, and not all functionality is implemented. Here's what it does;
- Two side-by-side lists of mods, available and active
- search (filter) both lists (with an option to highlight matches (vanilla way, default for active), or only show matches (more useful for large lists, default for avaiable)).
- drag and drop activate and reorder
- keyboard navigation (tab switches between filters and lists, arrows select mods, enter activates/deactives - there is currently no way to reorder)
- deals with multiple versions of the same mod (click the little icons to switch between versions).
- create local copies of steam mods (icon in bottom right)
- delete local mods

What I plan to implement;
- finetune/expand keyboard navigation
- create/load modlists
- mass create local copies of all steam mods in your mod list
- ModSync integration (either modsync itself, or a similar approach)

Current issues;
Translation strings are not yet set, so you'll see weird (but readable) characters, much shorter tooltips, etc.

[attachment deleted due to age]
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Tsunamy on September 14, 2018, 07:14:33 PM
ModSync is very limited in what it can do, it's nowhere near as robust as its predecessor. It really limits what mod authors can use for file hosting and relies on them to keep an extra xml file up to date for it to function correctly. Hardly anyone has adopted it. Your own system would probably be better.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Dingo on September 14, 2018, 08:23:25 PM
Seems like quite a diss on ModSync considering you've never authored a mod using either it or its predecessor.

@Fluffy Looks cool. Noticed some clipping issues with text but I assume that's a last priority thing.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Tsunamy on September 14, 2018, 09:07:22 PM
Quote from: Dingo on September 14, 2018, 08:23:25 PM
Seems like quite a diss on ModSync considering you've never authored a mod using either it or its predecessor.
I authored a mod on its predecessor. I was very disappointed with how limited the new ModSync is, ad I was really disappointed the creator wasn't interested in making it more robust. There is just not enough incentive to use it, for authors or users.

It's simply my honest opinion.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Fluffy (l2032) on September 15, 2018, 02:59:26 AM
@Tsunamy; Actually, I much prefer the route the new ModSync is going. A centralized system requires authentication (which was a pain), and costs money (which no one wants to pay for). Updating a Version.xml (or ModSync.xml, or etc.) can be automated much easier. In fact, many of us already automate updating the About.xml.

@Dingo; it's not meant as a diss, I just don't like the clunky interfaces of the mod config screens I've seen. Vanilla sucks for anything over 20 mods, and while ModSwitch has many useful features - it still uses mostly the vanilla UI.


Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: rawrfisher on September 15, 2018, 10:19:05 PM

ResearchTree :: MindAlteringTechSW has a lower techlevel than (one of) it's prerequisites
Verse.Log:Warning(String, Boolean)
FluffyResearchTree.Log:Warning(String, Object[])
FluffyResearchTree.Tree:CheckPrerequisites()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


Probly should be bugging somone different about this :P
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Nightinggale on September 15, 2018, 11:03:51 PM
Quote from: Tsunamy on September 14, 2018, 07:14:33 PM
ModSync is very limited in what it can do, it's nowhere near as robust as its predecessor. It really limits what mod authors can use for file hosting and relies on them to keep an extra xml file up to date for it to function correctly. Hardly anyone has adopted it. Your own system would probably be better.
I have a hard time finding anything in that outburst, which would be correct. I can't see any issues with robustness. In fact not using a central server has removed the single point of failure, which could take down everything. The central server only supported GitHub while the new one supports GitHub, GitLab and Direct. The latter means you can provide the links to each file and it allows using any host, even self hosting if you like. The old system relied on an extra xml file as well.

I can't comment on how many mod creators use ModSync, but your attitude creates a "chicken and egg" issue. It's not really an argument.

Quote from: Tsunamy on September 14, 2018, 07:14:33 PMYour own system would probably be better.
This is the worst modding statement I have seen in quite a while and the main reason why I reply. You are basically stating that each mod should implement a unique system from scratch. That would really be a waste of the most valuable resource in any modding community: manhours of skilled people. There is a tool available. It gets the job done. Why should anybody waste time creating something new to do the very same thing? Besides if we end up with multiple versions of ModSync clones, all configured in different ways and possibly incompatible, we would likely end up with a mess, which is hard to handle for mod creators and worst case it will make mods incompatible for no other reason than how they try to check for updates.

Think of it this way: railroads have a certain gauge (distance between rails). It can be changed and historically it has happened a few times. Each time it has happened, it has been an epic task, both in manhours and money and it has always been to match some other railroad to allow transfer of trains. Today we have a world standard (with a few exceptions). There are arguments to why it isn't the best gauge in the modern world, but it's a more than 200 year old standard and it's what we got. Sticking to not spending resources on new standards and maintaining a common standard is far better than the possible benefits of changes.

You are basically saying we should do the opposite. There is one standard with ModSync. It works well (despite what you said). You argue that we should abandon the standard, make multiple unique and incompatible systems which hurts both mod creators and user friendliness and I fail to see any benefits at all to making a ModSync competitor. If you are unhappy with ModSync, contribute with an improvement. ModSync is open source and that way you can get whatever feature you request without fragmenting the modding community.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Tsunamy on September 16, 2018, 12:42:10 AM
Quote from: Nightinggale on September 15, 2018, 11:03:51 PMI have a hard time finding anything in that outburst, which would be correct.

I don't like being put on the defensive by the insinuations that I'm creating an 'outburst' or a 'diss'. Fluffy said they were thinking of using it, and I suggested they make something different, because quite frankly, I don't it. There's a reason everyone uses Workshop despite how shit it is: centralization. Using a forum format for mods is a mess for anything that isn't advertising your work. Instead of looking into ways of making a centralized system cheaper and autonomous, it was scrapped altogether. I think this is a mistake, and is the primary reason for its sub-1% adoption rate.

Just, do whatever you like. I already made myself command line scripts that handle everything I want done with my mod folder, so it's no skin off my back. Getting into a heated forum argument over it isn't something I'm interested in.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 13-9
Post by: Fluffy (l2032) on September 16, 2018, 03:14:03 AM
@Nightingale; I (mostly) agree, I'm just not sure about some of the implementation details of ModSync, and what should or shouldn't be in a manifest file. That's a discussion to be in the ModSync thread though. In any case, I'd keep my solution as interoperable with ModSync as possible.

@Tsunamy; it depends on what you want from ModSync, or a similar mod/app. I don't expect anything more than a version check at this point, and I'm hoping to get dependency and load order hints to be included as well. I don't expect ModSync to be a new Workshop or Nexus - although it could potentially allow the development of such an app in the future.

And yes, the forums _suck_ for mod distribution, especially for users. Steam Workshop is also not a great system, mostly because of its lack of even the most basic version control system.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 17-9
Post by: Fluffy (l2032) on September 17, 2018, 01:50:25 PM
Stuffed Floors has been updated for B19. I've refactored it to use the now vanilla designator dropdowns, so it no longer requires ArchitectSense.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 17-9
Post by: krnja21 on September 17, 2018, 05:20:51 PM
Quote from: Fluffy (l2032) on September 17, 2018, 01:50:25 PM
Stuffed Floors has been updated for B19. I've refactored it to use the now vanilla designator dropdowns, so it no longer requires ArchitectSense.

Great mod, one question tho:

It says it supports T's more floors, but i seem to be missing the other type of carpets from that mod, wooly carpets or something.
Ironwood flooring is missing as well.

Dont know if this is a bug, or an oversight, or something else, thought i'd report it anyway.


Also, i love your mods dude <3
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 17-9
Post by: rawrfisher on September 17, 2018, 05:23:18 PM
If I recall correctly it was only a partial integration.

Been quite a while since I saw anything about it tho.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 17-9
Post by: Fluffy (l2032) on September 17, 2018, 05:37:29 PM
@krnja21; support for other mods' floors has changed a bit, since it's now possible for these authors to 'group' their floors themselves. I've clearly not tested it thoroughly enough, since I do indeed appear to be deleting the More Floors category without moving the designators first. Bugger!
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 17-9
Post by: krnja21 on September 17, 2018, 05:42:56 PM
Here's the thing tho -  T's more floors mod adds a Wool Loom workstation that has only one purpose - to make wooly cloth for this specific type of carpets.

Kinda sucks if that whole production chain is disabled  :-\


It sucks double hard if you've been collecting these pricey wool cloth for a while now to cover 8 bedrooms at once, and once you're almost there you add this mod into your save file just to find the wool carpets are disabled, so all that wool turns out to be wasted  >:(  :D

Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 17-9
Post by: Fluffy (l2032) on September 17, 2018, 06:00:23 PM
They're back now, but in the Floors category. Sorry about that, it wasn't intentional!
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 17-9
Post by: krnja21 on September 17, 2018, 06:05:10 PM
Quote from: Fluffy (l2032) on September 17, 2018, 06:00:23 PM
They're back now, but in the Floors category. Sorry about that, it wasn't intentional!

Already?!

Damn you're fast dude, thanks a lot!


now i LOVE your mods even more <3  :D
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 28-9
Post by: Fluffy (l2032) on September 28, 2018, 07:56:15 AM
New mod: Mod Manager (http://github.com/FluffierThanThou/ModManager/releases/latest)

I'd love some feedback before I release to the masses on steam. Mod Manager is a cleaner, better mod management screen, implementing many of the best features of ModSwitch, ModSync and MOD-E, with a (in my opinion) much better UI.

==================================================

Managing mods should be easy!

# Features
A cleaner, better Mod management screen.
- separate lists for available and active mods
- create and delete local copies of steam mods
- create and load mod list backups
- load mod list from save games
- proper search filtering
- drag and drop activation and reordering
- keyboard navigation

And, if supported by the mod author;
- version checking
- dependency checks
- incompatibility checks
- load order hints

# For Modders
Allows modders to create a Manifest.xml file, enabling a bunch of features that should have been in vanilla;
- version checking
- dependency checking
- incompatibility checking
- load order hints

See [the documentation](https://github.com/FluffierThanThou/ModManager/blob/master/ForModders.md) for details on how to implement this. It's easy!

# Details
**local mod copies** 
You can make a local copy of any steam mods (or all active steam mods at once) by clicking the corresponding button underneat the mod details (or active mods list). Doing this will make sure any updates to the steam version will not break your game in progress. Local mods are created in the RimWorld/Mods folder, and can be manually deleted, or deleted by clicking the corresponding button underneath the mod details.

**mod list backups** 
You can create mod lists by clicking the button underneath your active mods. You will have to choose a unique name, and the mod list will be stored in a folder next to your save games.
To load a modlist, click the corresponding button underneath your active mods, then select the save game or mod list you want to load mods from. Any mods that couldn't be matched to your current list of mods will be greyed out.
To delete a mod list (only the list, not the actual mods), click the corresponding button and select the list to be deleted.

**keyboard navigation** 
Sometimes, it's easier to navigate large lists with the keyboard.
- Tab: cycles focus between search inputs and lists of mods.
- Up/Down: selects the previous/next mod in the list.
- Left/Right: switch focus between active and available lists.

You can also manipulate the lists;
- Enter: activates/deactivates a mod, and selects the next mod in the list.
- Shift+left: deactivates a mod, keeping it selected, and switching focus to the available list.
- Shift+right: activates a mod, keeping it selected, and switching focus to the active list.
- Shift+up/Shift+down: move an active mod up/down in the load order.
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: Mod Manager
Post by: Roolo on September 28, 2018, 08:31:59 AM
Amazing work. I'll check it out when I have time.
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: Mod Manager
Post by: XeoNovaDan on September 28, 2018, 08:53:27 AM
Working on adding support for ModManager to all of my mods, it looks pretty neat :)
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 28-9
Post by: Nightinggale on September 28, 2018, 11:11:13 AM
A few issues.

1: I forgot to remove MOD-E (which apparently isn't a problem, at least not yet). It's loaded first, before Core. Also ModCheck is loaded before Core. This gives Core a red error.

What if a mod needs to be loaded before Core? Also ModCheck doesn't have to be before Core, it just needs to be before any mod containing ModCheck.dll. Any idea on how to set that up?

Granted after adding that requirement, I did make the DLL check for this itself while starting up. However given that there is now a GUI for this, it would have been nice if the check is GUI compatible and not just a log error if somebody did it incorrectly. It's not a critical issue though, particularly because it's only an issue when mixing versions of ModCheck and it's not like I plan to spray out versions frequently.

2: I'm getting spammed with warnings/errors that mods are for the outdated build 0. I used the last number for version of ModCheck meaning it warns that ModCheck is for build 8. While it would be nice to get everybody to use the system correctly, the torrent of warnings hides the red error on Core when I put the mouse on the error list. In other words if it should keep warning about this, at least give it some priority handling, which makes the red error clearly stand out.

Quote from: Fluffy (l2032) on September 28, 2018, 07:56:15 AM# For Modders
Allows modders to create a Manifest.xml file, enabling a bunch of features that should have been in vanilla;
- version checking
- dependency checking
- incompatibility checking
- load order hints
I added precisely the same checks to ModCheck, allowing mods to write an error to the log if the requirements aren't met. I added this for A17 and updated it for each RW release, yet it doesn't look like it has been used much, or at least far less than I had hoped (I know it is in use). I hope a GUI will have better luck. In fact I would prefer people using Mod Manager as it's a better solution. ModCheck will however live on as all checks doubles as checks for conditional patching.

It's kind of weird to see another mod using precisely the same names for the same checks as my own code. I don't think you downright copied me (though I wouldn't mind if you did). It's more like it's the obvious approach like two people inventing the wheel both end up deciding round is the correct shape.

Overall I'm very impressed. Now I'm really looking forward to mods starting to use this. While the download link is useful, the true power is in the mod order/compatibility setup. It looks simple with a few instructions in text, but considering the length of the list you quickly end up with, keeping track of precisely which mod said what and the actual order becomes problematic.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 28-9
Post by: BlackSmokeDMax on September 28, 2018, 01:31:02 PM
Gonna give your new mod manager a try this weekend, very exciting!! Thanks as always Fluffy!
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: Mod Manager
Post by: Fluffy (l2032) on September 28, 2018, 07:16:57 PM
I've fixed a few issues, and implemented some new features - the most notable of which is subscribing to mods from the in-game interface. You can't browse for mods, but if you load a modlist with Steam mods that you don't have installed, you can install them quickly.

https://imgur.com/a/49s7DJl

@Nightinggale; thanks for the detailed comments!
1) I'll have to look into exceptions for Core not loading first, I wasn't aware any mods needed to load before Core. As for custom checks, I'll have to look into some sort of API to set this up. It should be possible to declare a 'ModIssueWorker' in the manifest which would give you complete freedom to define any hints the user gets to see.
2) I've increased the minimum severity of warnings that are shown in the 'overview' lists, so the spam should be slightly less. I don't want to remove these notices all together, because I do think not setting the build in the targetVersion is bad practice.

I was vaguely aware of ModCheck, but I was under the impression it only provided patches - which is very cool, but I never use patches, so I never looked into it. I agree that ModCheck has a place; ModManager is more user-focused, it doesn't have a modder API to check dependencies, and I have no plans to include that (although as mentioned above, allowing modders to define their own issues is something I'm going to look in to.)

Anyway, I'm glad you like it! Load order hints were also one of the main reasons I set out to do this Including ModSync, MOD-E and ModSwitch functionality just seemed like a logical extension.

(disclaimer: while this mod is heavily inspired by the mentioned mods, the code is all written from scratch).
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: Mod Manager
Post by: Fluffy (l2032) on September 28, 2018, 07:26:42 PM
oh, download is in the usual place; https://github.com/FluffierThanThou/ModManager/releases/latest
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: Mod Manager
Post by: Nightinggale on September 28, 2018, 10:22:32 PM
Quote from: Fluffy (l2032) on September 28, 2018, 07:16:57 PMI was vaguely aware of ModCheck, but I was under the impression it only provided patches
I wrote a patch operation, which can have 12 tags like ErrorFail and VerboseMessageSuccess. It writes those strings to the log if the criteria from the name are met (skipping empty ones). The success/fail criteria comes from the other patch operation classes because they all inherit this base class. This means you can get the success/fail from patch operations like IsModLoaded or LoadOrder. There is a total of 13 patch operations, including AND, OR and IfElse, meaning the freedom to configure when to write to the log is really high. In B18 it even had wildcards in the strings, which made it possible to insert mod and file currently being patched when writing the log entry, though vanilla changes killed that feature in B19. Interestingly the log writing code is fairly short and simple. The features mainly comes from hooking into existing code written for conditional patching.

Another feature is with verbose logging, it will profile how long each patch spends patching and write that to the log. This has been used by multiple people to figure out which patches are poorly written and slows down the game startup. This is however less useful in B19 because vanilla code made patching a lot faster, meaning it's no longer possible to write a patch, which takes 1-2 seconds to perform. B18 could spend multiple minutes patching.

The fact that you didn't realize the log writing tells me I did a poor job announcing what I have released  :'(

It likely won't change much for the future though. Mod Manager is a much better solution for telling the user to alter the mod load order and/or which mods to load and will/should take over. The only benefit ModCheck has is it allows adding the DLL like Harmony does, meaning the error messages will not be turned off just because the user didn't load some mod like Mod Manager. This means it's not farfetched to imagine some mod creator using both systems in the same mod and I see no reason why it shouldn't work just fine. In other words Mod Creator will not make me change anything in ModCheck, other than adding Manifest.xml to the next release.

I wonder if I can come up with some interesting ideas for ModCheck and Manifest.xml. I did add the ability to read the ModSync version, but unlike ModSync, Mod Manager kind of already does what ModCheck would do the version from Manifest.xml for meaning it's likely not very useful to add a patch operation to check that version.
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: Mod Manager
Post by: Canute on September 29, 2018, 03:38:19 AM
One little request.
Force Rimworld to do a restart.
I changed the modlist, but needed to refresh the availble modlist since i just copied some mod over, and pressed "later".
So a button/flag "Restart Rimworld after closing Mod Manager" would be nice.
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: ModManager
Post by: Fluffy (l2032) on September 29, 2018, 05:18:23 PM
new version, some minor tweaks and bugfixes.

@Nightinggale; Don't pay too much attention to me (not) knowing about ModCheck, I've been largely absent from the mod scene for a while - just keeping my own stuff up to date. It does sound really cool, I will definitely look into that further next time some weird mod conflict bug props up.

Anyway, I've added an implicit loadAfter for Core to all mods that don't specifically specify a loadBefore for Core, which should solve the issue where some mods need to load before Core. I've also taken some time to look at allowing modders to create their own 'issues' which will get shown to the user. In theory, this is simple - I can just load a custom ModIssueWorker from the Manifest. There is a pretty big practical problem though; this would require the mod to add ModManager as a reference - which is something I'd like to avoid. I looked at splitting off the Issue code so it could be included as a standalone .dll with any mods that want to create custom issues, but at the moment the code is too heavily interwoven for that to be feasible.

@Canute; yeah, I should probably do something to force a restart before starting or loading a game. I'll look into that tomorrow.
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: ModManager
Post by: Tsunamy on September 29, 2018, 06:20:30 PM
MOD-E is traditionally loaded before Core, so I'm surprised a mod that has similar features included doesn't need to be loaded before Core.
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: ModManager
Post by: Exende on September 29, 2018, 09:26:10 PM
omg, you da bes Fluffy!!!  Ever since Rimwold incorporated movable modlists I've been wanting for separate lists for active and available mods that the old OLD modloader used to have. This is so awesome
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: ModManager
Post by: BlackSmokeDMax on September 30, 2018, 12:06:25 PM
Possible (unimportant) problem in your *favorite* place.

In your table in first post, the date for most recent update of Work Tab shows Sept 29 and a version of 2.7. Going to either github or steam shows a most recent update date of Aug 30, while still being version 2.7

Format error of your chart or unreleased version?
Title: Re: [0.19][MODLIST] Fluffy's Mods - new BETA mod: ModManager
Post by: Fluffy (l2032) on September 30, 2018, 01:32:37 PM
@BlackSmokeDMax; build script oversight ;) I made some changes for investigating a bug report in WorkTab, which made my build script think there were changes when I updated the post for ModMananer.
Title: Re: [0.19][MODLIST] Fluffy's Mods - new mod: ModManager (all my mods now support it!).
Post by: rawrfisher on October 02, 2018, 04:35:57 AM
https://git.io/fxTgn

Opened my mod list for this mess lol

I'm sure they are harmless but may as well ask you about the ones related to your mods
Title: Re: [0.19][MODLIST] Fluffy's Mods - new mod: ModManager (all my mods now support it!).
Post by: Fluffy (l2032) on October 02, 2018, 04:43:54 AM
ugh, I was hoping noone would notice :P

I did a batch-update on my manifests, turns out I screwed it up. Three times. Anyway, all my mods are now four versions higher, but at least they should finally work with Mod Manager! :)

(i mislabeled an xml element the first time, the second time I added the correct one but forgot to remove the wrong one, the third time I labelled it correctly only to realize the value was wrong. Fourth time is uploading now :P)
Title: Re: [0.19][MODLIST] Fluffy's Mods - new mod: ModManager (all my mods now support it!).
Post by: rawrfisher on October 02, 2018, 04:51:49 AM
Lol Well I wont know until I reboot in like 36 hours  8)
Title: Re: [0.19][MODLIST] Fluffy's Mods - new mod: Mod Manager (all my mods now support it!).
Post by: Fluffy (l2032) on October 02, 2018, 04:59:34 AM
and on the magic fifth time, I've actually added the files to version control - in a couple of minutes/hours/days/whenever rawgit updates, version checks will work!
Title: Re: [0.19][MODLIST] Fluffy's Mods - new mod: Mod Manager (all my mods now support it!).
Post by: CthulhuTactical on October 03, 2018, 01:08:14 PM
Hi Fluffy, thanks for your awesome mods, is it possible to make vertical tab[meaning a scrollable table from top to the bottom of the screen] in Work Tab mod? I have to either mouse over or angle my head to read the vertical job titles.

And btw i have an error iwth Work Tab when i try to change switch to numeric priorities:

https://pastebin.com/fVmjuc7k

About mod manager. Is there any way to have a link to workshop page of the mod? I dont see it anywhere.
Title: Re: [0.19][MODLIST] Fluffy's Mods - new mod: Mod Manager (all my mods now support it!).
Post by: Amnesiac on October 04, 2018, 04:04:01 AM
Quote from: CthulhuTactical on October 03, 2018, 01:08:14 PM
Hi Fluffy, thanks for your awesome mods, is it possible to make vertical tab[meaning a scrollable table from top to the bottom of the screen] in Work Tab mod? I have to either mouse over or angle my head to read the vertical job titles.

There is an option in the mod settings for horizontal text which makes it much easier to read for me as well.
Title: Re: [0.19][MODLIST] Fluffy's Mods - new mod: Mod Manager (all my mods now support it!).
Post by: Fluffy (l2032) on October 04, 2018, 07:50:40 AM
@Ctulhu; a 'vertical' mode isn't in the cards, as it's actually three different coordinated areas that would need to be flipped, and that is a bit too much work for little benefit.

As Amnesiac mentioned, you can turn off vertical labels in the options, which may help (but that will truncate many of the labels, which is why it's not the default.)

As for the error, are you sure you're on the latest version? I thought I fixed that one.

You can click the mod author + name for links to the homepage (all mods) and author/mod pages on the workshop (workshop mods).
Title: Re: [0.19][MODLIST] Fluffy's Mods - new mod: Mod Manager (all my mods now support it!).
Post by: JustIvory on October 05, 2018, 04:02:02 PM
I must say that the Mod Manager is beautiful! I was using Mod Switch previously and this by far quenches my love of aesthetics. I think that the addition of some sort of category feature, such as color coding or tags would be very useful. Perhaps also a button to disable all mods at once. As for now, I click each of my 230+ mods one by one to disable them and hope that I don't forget to save a mod list with nothing on it.


Great work! :)
Title: Re: [0.19][MODLIST] Fluffy's Mods - new mod: Mod Manager (all my mods now support it!).
Post by: Fluffy (l2032) on October 05, 2018, 06:28:00 PM
Glad you like it! Colours are definitely coming, tags I still have to think on. A reset button is probably a good idea too, thanks for bringing that up :)

In the mean time, you can press enter with an active mod focused, and it will deactivate and select the next active mod - just spamming enter a lot will clear the list too, eventually. Not great, but faster than dragging em all.
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 6-10
Post by: megidoladyne on October 06, 2018, 04:20:00 PM
This is sort of odd and I don't know if it's a bug/conflict or intentional (or tied to something vanilla?)

In b18 using your Animal Tab mod I could use the tick boxes to exclude some animals from using certain learned abilities. I'll have my handler teach them all the skills they can learn just for handlers sake, but... I'm not going to send guinea pigs out to fight mechanoids, lol. But now I'm in b19 with the updated mod and I can't do this, I have to click their names and do it individually instead of all in the one animal tab w the list.


nvm im dumb lol. By the way just want to say thank you for all your hard work, your mods are excellent and I'm excited for Mod Manager when it's ready. <3
Title: Re: [0.19][MODLIST] Fluffy's Mods - last update: 6-10
Post by: Fluffy (l2032) on October 07, 2018, 01:34:40 AM
Mod Manager is ready already ;) It's been out for a couple of days now!
Title: Mod manager issue
Post by: Epson on October 16, 2018, 08:52:56 PM
Hey Fluffy, first thanks for the great mods. They're essentially core for me at this point. Just wanted to open with that because I feel we only contact you with problems.

I'm running into a problem with the mod manager. On creating a mod list the names & preview images of the mods are lost. The only way to resolve this is to delete the mod list.

I've linked images below to explain it a bit better. (too big to attach)
Thanks.

https://i.postimg.cc/WzNGh7Qr/Everything-working.png #normal
https://i.postimg.cc/mgv7Q4vT/lose-names-previews-on-mod-lists.png #after making mod list
https://i.postimg.cc/hjrxWdfG/names-stay-lost-if-they-are-in-a-mod-list.png #making a second mod list
https://i.postimg.cc/4yxcJx9Q/deleting-list-returns-names.png #deleting all mod lists
Title: Re: [1.0][MODLIST] Fluffy's Mods - 1.0 pre-releases
Post by: viperwasp on October 16, 2018, 09:46:56 PM
Thank you Fluffy some of these mods have made it into the "I almost can't play Rimworld without these categories."
Title: Re: [1.0][MODLIST] Fluffy's Mods - 1.0 pre-releases
Post by: Fluffy (l2032) on October 17, 2018, 06:55:42 AM
@Epson; there was a bug in an earlier version of Mod Manager that made lists default to black instead of white, update, then either re-create the list, or change its colour.
@Viperwasp; thanks!
Title: Re: [1.0][MODLIST] Fluffy's Mods - 1.0 versions! || new BETA mod: Spatial Priorities
Post by: Fluffy (l2032) on October 17, 2018, 09:43:23 AM
new BETA mod; Spatial Priorities;
https://github.com/FluffierThanThou/SpatialPriorities

=============================

Some spaces are more important than others

# Features
Adds a designator in the "Zone" menu that allows you to apply priorities to areas. Pawns follow the priorities you set in the Work tab, but will choose to do jobs in high priority areas (e.g. your medicine crops) before jobs in low priority areas (e.g. the hay fields).

In the core game, the priority of jobs is decided by (in order);
  1) Priority of the work type,
  2) Left-right order of the work type,
  3) Left-right order of the task (WorkGivers, normally invisible),
  4) Distance to the target.

This mod changes that to; 
  1) Priority of the work type (Work Tab support for workgiver level priorities is planned)
  2) Left-right order of the work type,
  3) Priority of the target area,
  4) Left-right order of the task,
  5) Distance to the target.

In other words, we evaluate all workgivers in the same worktype, with the same priority, at the same time. Within this 'batch' of potential jobs, we try to find the highest priority job.

# Notes
Adds a MapComponent;
- Can be safely added to existing games.
- Can be safely removed from existing games (although you will get an error when you load the game, the error goes away after saving without this mod active).

# Performance
Performance will vary, depending on how much you use priorities, and how often work is done in high priority areas. I'd love to hear feedback on how it runs in your game.

# Compatibility
This mod completely replaces `JobGiver_Work`, by replacing it in all `ThinkTreeDefs`. Any mods that rely on patching this class will be incompatible, but at the moment, I'm not aware of any mods that do this (I haven't looked very hard though).
Title: Re: [1.0][MODLIST] Fluffy's Mods - 1.0 versions! || new BETA mod: Spatial Priorities
Post by: BlackSmokeDMax on October 17, 2018, 10:11:27 AM
Damn, that is a pretty sweet mod. Can really see people loving this kind of flexibility.

edit: referring to the new Spatial Priorities mod in case it wasn't obvious
Title: Re: [1.0][MODLIST] Fluffy's Mods - 1.0 versions! || new BETA mod: Spatial Priorities
Post by: Tgr on October 18, 2018, 02:45:34 AM
love your mods, but i'm really glad i backed up everything before you ignored tynan's request not to update in place... but i am mostly waiting to switch over because i am subscribed to dozens of big b19 content mods that may not be updated for quite a while, or ever.
Title: Re: [1.0][MODLIST] Fluffy's Mods - 1.0 versions! || new BETA mod: Spatial Priorities
Post by: Fluffy (l2032) on October 18, 2018, 03:06:04 AM
@TREH; thanks!

Regarding the updating in place, I actually had a discussion with Tynan about that, and I honestly think it was a bad suggestion to make. It goes against the expected workflow of Steam (where everything is always auto-updated by default), causes more work for modders, and splits up discussions and feedback across more places. There's also little to no benefit, as either way some part of the player population will need to find their mods again (either those staying on B19, or those sticking to 1.0). I take the view that mods should 'just work' for people who haven't taken any action to go back to a previous version, so I updated in place. People who went back to a previous version already have to select a beta branch, and are more likely to be computer literate enough to make manual installs for the mods they like.

That said, making backups should _always_ be the preferred approach. Whenever you start a new game, make a backup of your mod list, so that nothing any authors do on their steam mods can interfere with your game. You can always switch in a newer steam version manually if needed.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 18-10
Post by: Tgr on October 18, 2018, 05:10:41 AM
understandable, i can see how you'd reach that conclusion. for me personally i was just easier to back it up and continue playing, because i suspect it will take weeks or months for my entire modlist to be updated to 1.0.

FWIW, i reinstalled rimworld on a new hard drive after backing up my mods, and accidentally forgot to sign up for the b19 beta... and started a game on 1.0 using my b19 modlist. (not sure how that happened...) anyhow, no errors, and when i realized i was probably breaking the game, i tried to see whether i could just open the save for that playthrough after i resubscribed to the b19 beta. zero errors, except with the buggy outfitter mod! i'm sure some items have some weird stats, but weirdly looks like the 1.0 changes left most mods without major issues.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 18-10
Post by: viperwasp on October 18, 2018, 11:09:43 PM
Small heads up. You may be fully aware Fluffy but at least Blueprints is still version 0.19. I bet it's 100% compatible. And I know not all mod makers have update that and some may not plan to. But it does appear red in list. And just encase this is something you don't know about or it's not updated I wanted to let you know. Thanks again.

P.S If a mod is 100% compatible but is in red. Can I edit the text file and change the version #? Is that the only change that is needed? Now if the mod really needs other work I know it won't work. But if you were to update your Blueprints is that all you would change right now? I'm just curious as I'm not a modder.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 18-10
Post by: Fluffy (l2032) on October 19, 2018, 03:33:14 AM
@viperwasp; I _have_ updated all my mods, both on GitHub and on steam. Are you sure you're on the latest version?

Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 18-10
Post by: viperwasp on October 20, 2018, 12:20:03 AM
Quote from: Fluffy (l2032) on October 19, 2018, 03:33:14 AM
@viperwasp; I _have_ updated all my mods, both on GitHub and on steam. Are you sure you're on the latest version?

Okay this is what happened. If you click directly on Blueprints the hyperlink built into the word Blueprints. You come to this page.
18 days ago it was updated.
https://github.com/FluffierThanThou/Blueprints/releases/tag/v1.11.33

But if I click on any of the icons next to it yes I do get the current version. So we were both right. lol I'm good now.


Hey Fluffy I'm still putting a mod pack together and running tests. I have a lot of mods. But I keep getting errors "Pawn name" did not get relax job. And I also got this error


LOG (This error appears every time I switch from Manual to Priority in Work Tab. You know form Check marks to Numbers. )
Exception filling window for WorkTab.MainTabWindow_WorkTab: System.NullReferenceException: Object reference not set to an instance of an object
  at WorkTab.PriorityManager.set_ShowPriorities (Boolean value) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab+<>c.<DoToggleButtons>b__31_1 (Boolean val) [0x00000] in <filename unknown>:0
  at WorkTab.InteractionUtilities.ButtonImageToggle (System.Func`1 getter, System.Action`1 setter, Rect canvas, System.String tipOn, UnityEngine.Texture2D texOn, System.String tipOff, UnityEngine.Texture2D texOff) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab.DoToggleButtons (Rect canvas) [0x00000] in <filename unknown>:0
  at WorkTab.MainTabWindow_WorkTab.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
-------------

I suspect it may be related to Worktab and or Hospitality? It could be other things I'm going to run some tests. Probably won't be until tomorrow that I have more info. Your Tab Mod works really well most of the time which is why I don't think is it work tab but I wanted to post this just encase it helps.

Here is a more complex log. Thanks.
https://gist.github.com/HugsLibRecordKeeper/e4075b5a868cea3b544a2629b5178c1c
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 20-10
Post by: Canute on October 20, 2018, 05:27:26 AM
viperwasp,
don't allways look so close the the given links. Look a bit clever.
When you use the link you posted you are geting the B19 version, that indicate the (0.19.2009).
And you don't see other releases since you use the "tag" link.
Use the "Blueprints" hyperlink at the first link at github to switch to the project overview, then select releases, and you can see all releases, even the newest for 1.0 ( v2.0.36 (1.0.2057)).
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 20-10
Post by: Canute on October 20, 2018, 09:39:59 AM
Fluffy,
something strange with the modmanager v1.4.646
I add Mod manager as second mod after Core, restart Rimworld.
Then with the Mod manager UI i add mods like hugslib direct from the left side with double click and geting these errors.
Exception filling window for ModManager.Page_BetterModConfig: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
  at System.Collections.Generic.List`1+Enumerator[ModManager.ModButton].VerifyState () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1+Enumerator[ModManager.ModButton].MoveNext () [0x00000] in <filename unknown>:0
  at ModManager.Page_BetterModConfig.DoAvailableMods (Rect canvas) [0x00000] in <filename unknown>:0
  at ModManager.Page_BetterModConfig.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
Verse.Log:Error(String, Boolean)
Verse.Widgets:EnsureMousePositionStackEmpty()
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

But when i filter the left side, like for hugs for hugslib, and add the mod with doubleclick no error appear.

Draging the mod from left to right don't give an error.

Btw. i think it would be useful to disable the Search mod at the workshop at the github version ! :-) It cause an error at the non-steam version.



[attachment deleted due to age]
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: GrumpyProgrammer on October 22, 2018, 04:05:53 PM
I discovered an odd bug with Spacial Priorities. All grow zones after the first will have the same crop, regardless of what is chosen. This will not change even after deleting and re-establishing a grow zone. The only way to reset what is being grown is to delete all grow zones and then make a new one, which then becomes the only crop that will be grown.

Any crop zone can be set to other crops, but only the original set crop will actually be planted and harvested.

There are no errors in the error log. This happens even with only Core, HugsLib, ModSync, and Mod Manager as the other mods.
Title: Re: [1.0][MODLIST] Fluffy's Mods - 1.0 versions! || new BETA mod: Spatial Priorities
Post by: Morbo513 on October 22, 2018, 04:24:56 PM
Quote from: Fluffy (l2032) on October 17, 2018, 09:43:23 AM
new BETA mod; Spatial Priorities;
https://github.com/FluffierThanThou/SpatialPriorities

=============================

Some spaces are more important than others

# Features
Adds a designator in the "Zone" menu that allows you to apply priorities to areas. Pawns follow the priorities you set in the Work tab, but will choose to do jobs in high priority areas (e.g. your medicine crops) before jobs in low priority areas (e.g. the hay fields).

In the core game, the priority of jobs is decided by (in order);
  1) Priority of the work type,
  2) Left-right order of the work type,
  3) Left-right order of the task (WorkGivers, normally invisible),
  4) Distance to the target.

This mod changes that to; 
  1) Priority of the work type (Work Tab support for workgiver level priorities is planned)
  2) Left-right order of the work type,
  3) Priority of the target area,
  4) Left-right order of the task,
  5) Distance to the target.

In other words, we evaluate all workgivers in the same worktype, with the same priority, at the same time. Within this 'batch' of potential jobs, we try to find the highest priority job.

# Notes
Adds a MapComponent;
- Can be safely added to existing games.
- Can be safely removed from existing games (although you will get an error when you load the game, the error goes away after saving without this mod active).

# Performance
Performance will vary, depending on how much you use priorities, and how often work is done in high priority areas. I'd love to hear feedback on how it runs in your game.

# Compatibility
This mod completely replaces `JobGiver_Work`, by replacing it in all `ThinkTreeDefs`. Any mods that rely on patching this class will be incompatible, but at the moment, I'm not aware of any mods that do this (I haven't looked very hard though).
This is something I've been wanting since I first figured my arse from my head in this game, awesome work man.
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: Sirsim on October 22, 2018, 04:26:05 PM
Quote from: GrumpyProgrammer on October 22, 2018, 04:05:53 PM
I discovered an odd bug with Spacial Priorities. All grow zones after the first will have the same crop, regardless of what is chosen. This will not change even after deleting and re-establishing a grow zone. The only way to reset what is being grown is to delete all grow zones and then make a new one, which then becomes the only crop that will be grown.

Any crop zone can be set to other crops, but only the original set crop will actually be planted and harvested.

There are no errors in the error log. This happens even with only Core, HugsLib, ModSync, and Mod Manager as the other mods.

I confirm the same. Most strange is that if you put a hydroponic basin attached to the grow zone, you can set the crop type not only to the basin but to the grow zone too.
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: Morbo513 on October 24, 2018, 10:15:19 AM
I spend the last day confused as all hell, bugging people in the troubleshooting discord channel, to find I was having the same issue
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: Fluffy (l2032) on October 24, 2018, 12:12:49 PM
Interesting, those were not exactly the kind of bugs I was expecting. Thanks for the feedback!
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: jpinard on October 24, 2018, 01:03:58 PM
Hi Fluffy.  I LOVE your mods.  They are so amazing!  I'm using nearly all of them.  But I'm having an issue with the work one.  I was trying to plant crops and only one person could be assigned to do it.  I was so confused.  Is it too cold?  Did I somehow have don't sow going?  After checking everything I then went to the work tab to see if somehow everyone got unassigned from planting.  And then I see - oh no!  Everyone but 1 person had totally disappeared from the work tab.  Not just they they didn't exist, but the entire work tab was blank.  Nothing there to even click.  Thankfully I reloaded from the last autosave.  But it happened twice more with increasing frequency.

What do you need to try and track this down?
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: Fluffy (l2032) on October 25, 2018, 02:29:10 AM
@jpinard; an output_log, and if possible a save game would be extremely helpful.
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: bigheadzach on October 25, 2018, 08:39:55 AM
Blueprints' latest release is 2.0.36 but commit notes suggest you had intended to release 2.1.37. Just confirming what's out there is the latest stable version.
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: bigheadzach on October 25, 2018, 11:16:40 PM
Also, after updating Mod Manager to 1.8.712 it threw all sorts of errors for me: https://gist.github.com/HugsLibRecordKeeper/b04337774f380d91cc22b3c7bc5c21b7
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: knainoa on October 28, 2018, 03:30:53 AM
I'm having an issue with Pharmacist, it seems that the only value doctors care about is what medicine default is assigned to colonists/prisoners/whatever by the Medicine Tab mod, rather than the priorities set by Pharmacist. I've loaded Pharm after Med Tab but the game still seems to prioritize Med Tab medicine defaults. Is this a choose one or the other scenario or what?
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: lorebot on October 28, 2018, 08:13:10 AM
Quote from: knainoa on October 28, 2018, 03:30:53 AM
I'm having an issue with Pharmacist, it seems that the only value doctors care about is what medicine default is assigned to colonists/prisoners/whatever by the Medicine Tab mod, rather than the priorities set by Pharmacist. I've loaded Pharm after Med Tab but the game still seems to prioritize Med Tab medicine defaults. Is this a choose one or the other scenario or what?

From my experience the Medicine Tab mod will control the upper limit of what Pharmacist will use. So if you have the pawn limited to herbal medicine than the doctors won't ever use better than that regardless of Pharmacist's settings. But if you have the pawn set to glitterworld medicine in Medicine Tab that allows Pharmacist to control what medicines are used for treatments.
Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: Fluffy (l2032) on October 29, 2018, 04:08:18 AM
@bigheadzach; re: blueprints' version; I suspect I just forgot to update the forum page, but I'll have a look.
re: Mod Manager; yeah, I'm trying to use the steam api without checking if it's actually available. I'll get a fix out tonight.
@knainoa, lorebot; What lorebot says is correct, both the vanilla per-pawn medical settings (which is what you're changing in the medical tab) and Pharmacists' per-disease settings provide an upper bound to what can be used. If either of the two specifies Herbal Medicine only, no better medicine will be used.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 1-11
Post by: Codexehow on November 04, 2018, 12:13:02 PM
Very sorry if someone has asked this. Is saving work presents in Work Tab still supported? I remember it was a thing in A17 or A18...not sure.

It was very nice, with lots of icons. But I can't seem to find this functionality anymore. If it is still supported, how does one create said presets?

If it became too complex to support, I totally understand. I love your mods; you make this game a lot better.

Title: Re: [1.0][MODLIST] Fluffy's Mods - NEW BETA MOD: Spatial Priorities, UPDATE: Promotions for Steam Mo
Post by: JT on November 09, 2018, 01:50:59 AM
Quote from: Fluffy (l2032) on October 29, 2018, 04:08:18 AM
re: Mod Manager; yeah, I'm trying to use the steam api without checking if it's actually available. I'll get a fix out tonight.

I just tried every release on Github from October 29 through the November 06 version and I still get the same error with the Ludeon-bought DRM-free version.

QuoteRoot level exception in Update(): System.TypeInitializationException: An exception was thrown by the type initializer for ModManager.CrossPromotionManager ---> System.InvalidOperationException: Steamworks is not initialized.
  at Steamworks.InteropHelp.TestIfAvailableClient () [0x00000] in <filename unknown>:0
  at Steamworks.SteamUtils.GetAppID () [0x00000] in <filename unknown>:0
  at ModManager.CrossPromotionManager..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at ModManager.Page_BetterModConfig.WindowUpdate () [0x00000] in <filename unknown>:0
  at Verse.WindowStack.WindowsUpdate () [0x00000] in <filename unknown>:0
  at Verse.UIRoot.UIRootUpdate () [0x00000] in <filename unknown>:0
  at Verse.UIRoot_Entry.UIRootUpdate () [0x00000] in <filename unknown>:0
  at (wrapper dynamic-method) Verse.Root:Update_Patch1 (object)
Verse.Log:Error(String, Boolean)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

I should note that while I am running the Ludeon DRM-free version, I actually do have Steam running at the moment, if that makes a difference.  (I use the Steam copy of the game only so far as is needed to download files from the Workshop, for those mods that release exclusively there.)

[edit] Nope, just tested with Steam off and no changes -- still get the logspam in debug mode.  No improvement after cleaning out the A17 cruft I still had in my AppData folder, either.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 8-11
Post by: Canute on November 09, 2018, 03:36:08 AM
Same here,
v1.13.743 don't changed any,
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 8-11
Post by: lorebot on November 12, 2018, 04:13:42 AM
@Fluffy I've got a sort of unique situation and i'm wondering if there's a way to use Manager to deal with it, so far I haven't thought of a way to do it.

I like having chickens at my colonies, both for meat and for eggs. So I try to keep 2 separate groups of chickens, one for egg laying and one for breeding. I can't find a way to easily manage that with the Manager tho. I can assign males and females to different areas, but there's no way to specify a certain number of females to be kept in one area away from the males and the rest with the males. I end up having to manage it all manually which is complicated by the fact that the Manager butchers chickens seemingly at random when there are too many, so I can't find a way to designate 10 or so female chickens that won't be butchered. When the limit is reached by juveniles reaching adulthood I often loose some of my unfertilized egg laying stock and then have to manually change what area some of the females are staying in to replace them. It also means that I can't use the Manager to automatically assign areas to chickens because it only has a distinction for adults/juveniles or male/female.

My first thought was to just make 2 different jobs for handling chickens, but there's no way to do that I can find and I'm pretty sure it would create all sorts of conflicts between the two jobs. So I think the best way to do it would be to allow a way to specify numbers of an animal to be assigned to an area before it starts assigning them to another area, maybe with a slider or something. I can't really think of any other animal that this would be required for tho since I think only chickens will lay unfertilized eggs so adding such an option would really be a solution for a very niche/edge case issue that i'm not sure would be really worth the effort to fix to anyone but me :)
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 8-11
Post by: Fluffy (l2032) on November 12, 2018, 05:52:31 AM
@Canute, JT: yeah, I missed something which means the bug still occurs. I know this, and even flagged it for myself, and then completely forgot to actually do something about it. Sorry!
@lorebot; Yep, managing chickens (or other egg-laying livestock) can be a bit of a pain. Personally, I tend to keep male chickens separate, and only farm chickens for eggs (their meat potential is horrid). When the number of chickens starts dropping, I'll let the males do their thing for a while, then seclude them again. Not ideal, but it works.

A better way of managing egg layers has been on my agenda, but I haven't put any serious effort into it.

A few (random) other comments;
re: butchering "at random"; the Manager butchers the youngest juveniles and the oldest adults first. The underlying assumption is that the goal is to have as much breeding age livestock as possible.
re: different jobs; you're right, there's no way to create multiple jobs for one species. You're also right about the reason, doing so would mean I have to track which animals and designations belong to which job, and it just gets to be horribly messy down from there. Note that 'egg management' probably also implies that I have to keep more detailed records, which may mean it's infeasible - or at least not worth the effort. E.g. when doing something like you suggest (assign x animals to area 1, overflow goes to area 2), I need to make sure that the specific animals assigned to each area are the same each time the job is done.
re: (un)fertilized eggs; huh, I'm actually not sure. I assumed all egg-layers share the 'chicken mechanics', but come to think of it that's not how it works in real life, is it?
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 8-11
Post by: lorebot on November 12, 2018, 07:02:17 AM
Quote from: Fluffy (l2032) on November 12, 2018, 05:52:31 AM
@lorebot; Yep, managing chickens (or other egg-laying livestock) can be a bit of a pain. Personally, I tend to keep male chickens separate, and only farm chickens for eggs (their meat potential is horrid). When the number of chickens starts dropping, I'll let the males do their thing for a while, then seclude them again. Not ideal, but it works.

A better way of managing egg layers has been on my agenda, but I haven't put any serious effort into it.

A few (random) other comments;
re: butchering "at random"; the Manager butchers the youngest juveniles and the oldest adults first. The underlying assumption is that the goal is to have as much breeding age livestock as possible.
re: different jobs; you're right, there's no way to create multiple jobs for one species. You're also right about the reason, doing so would mean I have to track which animals and designations belong to which job, and it just gets to be horribly messy down from there. Note that 'egg management' probably also implies that I have to keep more detailed records, which may mean it's infeasible - or at least not worth the effort. E.g. when doing something like you suggest (assign x animals to area 1, overflow goes to area 2), I need to make sure that the specific animals assigned to each area are the same each time the job is done.
re: (un)fertilized eggs; huh, I'm actually not sure. I assumed all egg-layers share the 'chicken mechanics', but come to think of it that's not how it works in real life, is it?

I don't think it would necessitate record keeping, just a simple check would suffice wouldn't it? How many animals are assigned to zone a? If less than specified assign more to the limit. Assign others to zone b. It wouldn't need to keep track of which ones are assigned, just that there are enough there. If they get flagged for butchering they would just get replaced on the next check. You'd end up getting some fertilized eggs out of them sometimes when they get reassigned, but I don't think it'd be a big issue.

As for egg laying mechanics, one of my very first games of rimworld I tried raising turkeys. It led me down a bit of a rabbit hole on the egg laying mechanic at the time, so if that hasn't changed in the past 2 years or so this is how it works: All egg layers in the game, except for chickens, the female will have 'egg progress' up to 50% and then it will stall there until they're fertilized by a male. So if you're raising turkeys, turtles, or whatever and you only have females they will never lay eggs. The females will just walk around at 50% egg progress until you get a male in there to do their thing, then the egg progress will continue to 100% and they will lay the fertilized egg. Chickens are the only animal in the game that can lay unfertilized eggs and if the chicken isn't fertilized by the time the egg progress reaches 50% it will continue to progress to 100% and then lay an unfertilized egg. It confused the crap out of me at first when I was trying to raise those turkeys because I just tamed a handful of females wanting the unfertilized eggs for food and not intending to butcher them for meat. But after a few ingame months I noticed there had been no eggs laid and that all the turkeys were stuck at 50% egg progress...so research happened...then I tamed a male turkey and things got out of hand for my newbie rimworld self...keeping turkeys sucks  :D
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 8-11
Post by: lorebot on November 12, 2018, 07:09:15 AM
Now that I think about it, a while ago I wondered if maybe there was a way to have the Manager send you a notice of excess livestock instead of just butchering them. That way you could manually arrange to butcher the ones you don't want, send them out with a caravan to be sold, or just assigned to a different area (if they're part of some sort of defensive boomrat horde or something :) ).

I like raising boomalopes for the chemfuel, but I don't like butchering them because of the explosions and fire involved...so I just sell them. But it would be nice to get notifications that they're over the limit I set so I'd know when it was time without having to manually check and count them up.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-11
Post by: Fluffy (l2032) on November 12, 2018, 12:35:41 PM
@lorebot, sure, that sounds doable.

@Everyone; Work 'Favourites' are back, and better than ever!

Please check out the latest pre-release (https://github.com/FluffierThanThou/WorkTab/releases). It should work fine with existing games, but I'd like a little bit of feedback before I release it to the masses on steam.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-11 - Work favourites are back!
Post by: Rambus200 on November 13, 2018, 01:52:23 AM
What's the average time for the reducing crossings for the research tree mod? Mine is taking like 10 mins to load?

Keep in mind i have like 90 mods in total. Has anyone found a mod that increases the loading time for the Fluffy's research tree? Or even better a feature that saves the current topography of the research tree so it doesn't have to keep initializing the same tree organizing algorithm?

Thanks if someone can help! 8)
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-11 - Work favourites are back!
Post by: Canute on November 13, 2018, 02:11:41 AM
Only 90 mods  and 10 mins ?
You have either a very old mashine from last century, some mods with real heavy researches or these mod got some strange research that research tree need to calculate that much.


Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-11 - Work favourites are back!
Post by: Kiame on November 13, 2018, 02:46:05 AM
Quote from: Rambus200 on November 13, 2018, 01:52:23 AM
What's the average time for the reducing crossings for the research tree mod? Mine is taking like 10 mins to load?

Keep in mind i have like 90 mods in total. Has anyone found a mod that increases the loading time for the Fluffy's research tree? Or even better a feature that saves the current topography of the research tree so it doesn't have to keep initializing the same tree organizing algorithm?

Thanks if someone can help! 8)

If you want to see what's taking so long to load you can enable Verbose Logging in the game's options then restart the game. In the logs one of the messages will read something like

--THread2---
123 ms LoadAllPlayData

if you select that you can scroll down and see how long each mod takes to load in milliseconds
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 8-11
Post by: JT on November 13, 2018, 06:06:01 AM
Quote from: Fluffy (l2032) on November 12, 2018, 05:52:31 AM
@Canute, JT: yeah, I missed something which means the bug still occurs. I know this, and even flagged it for myself, and then completely forgot to actually do something about it. Sorry!

Just wanted to confirm that the latest release did indeed solve it.  Many thanks!
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-11 - Work favourites are back!
Post by: Rambus200 on November 13, 2018, 08:04:08 PM


Quote from: Kiame on November 13, 2018, 02:46:05 AM
Quote from: Rambus200 on November 13, 2018, 01:52:23 AM
What's the average time for the reducing crossings for the research tree mod? Mine is taking like 10 mins to load?

Keep in mind i have like 90 mods in total. Has anyone found a mod that increases the loading time for the Fluffy's research tree? Or even better a feature that saves the current topography of the research tree so it doesn't have to keep initializing the same tree organizing algorithm?

Thanks if someone can help! 8)

If you want to see what's taking so long to load you can enable Verbose Logging in the game's options then restart the game. In the logs one of the messages will read something like

--THread2---
123 ms LoadAllPlayData

if you select that you can scroll down and see how long each mod takes to load in milliseconds

So i tried looking for the time loading the tech tree, but the only time output i get is for is for loading the save file instead of loading the tech tree layout.

However i do get an error output when i load the techtree which i get here shown below. I don't believe it is that useful, but one of the rimworlders here might have encountered something similar. 

Exception from long event: System.Exception: Can't swap nodes on different layers
  at FluffyResearchTree.Tree.Swap (FluffyResearchTree.Node A, FluffyResearchTree.Node B) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.EdgeLengthSweep_Local_Layer (Int32 l, Boolean in) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.EdgeLengthSweep_Local (Int32 iteration) [0x00000] in <filename unknown>:0
  at FluffyResearchTree.Tree.MinimizeEdgeLength () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 13-11
Post by: Canute on November 14, 2018, 04:00:58 PM
Flufffy,
i just want thank you, latest version of ModManger don't give out any error messages.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 13-11
Post by: Codexehow on November 19, 2018, 01:52:51 AM
You beautiful person! Favorites seem to be working, and they're much faster than before.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 13-11
Post by: Kassidoo on November 19, 2018, 03:00:43 AM
Hi, I'm really missing the workflow manager from the earlier versions.
Now that the game is released, and wont have as many mod breaking updates, is there plans to reintroduce it? It made managing stuff easier :p
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 21-11
Post by: koviack on November 25, 2018, 09:14:40 PM
how difficult would it be to set the floors so they only show what materials u have instead of a list of every material possible. for example workbenches, bridges, walls etc only give you a list of currently buildable materials you possess. the stuffed floors gives you a huge list of woods from NPS/expanded woodworking that u might not ever even come across in your biome

[attachment deleted due to age]
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 21-11
Post by: JT on November 29, 2018, 02:17:58 PM
Quote from: koviack on November 25, 2018, 09:14:40 PM
how difficult would it be to set the floors so they only show what materials u have instead of a list of every material possible. for example workbenches, bridges, walls etc only give you a list of currently buildable materials you possess. the stuffed floors gives you a huge list of woods from NPS/expanded woodworking that u might not ever even come across in your biome

Very difficult.  Currently the way that Stuffed Floors works is by creating a "DesignatorDropdownGroupDef" dynamically at runtime, and assigning into that designation category all of the various dynamically-created stuffed floor types (i.e., they're "individual objects with specific recipes all put into the same group", rather than "a single object with a stuff selector").  This uses base engine behaviour to display the items; to make things behave like actual stuffed items, Fluffy would literally have to rewrite that engine behaviour.

Now, it might theoretically be possible to use the "menuHidden" parameter on defs and dynamically change that at runtime; that part's doable even without any transpiled code whatsoever -- it'd only take a little bit of runtime Reflection.  But that would then produce an awkward circumstance: if you didn't have any of the stuff necessary to build any of the possible items, then the group wouldn't even show up in the Architect menu.  That's unlike the default behaviour which still shows the item but gives you an error when you click on it if you have no possible ingredients (e.g., like trying to build a dynamic relaxation chair without any cloth or leather).   To fix that... Fluffy would literally have to rewrite that engine behaviour.

In other words, no matter which way you look at it, Fluffy would have to detour/transpile the Architect menu.  Assuming that wasn't a Bad Idea™ with the capital letters and trademark symbol when it comes to mod compatibility, it's also work intensive. =)
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-11 - Work favourites are back!
Post by: Rambus200 on December 08, 2018, 04:13:09 PM
Quote from: Kiame on November 13, 2018, 02:46:05 AM
Quote from: Rambus200 on November 13, 2018, 01:52:23 AM
What's the average time for the reducing crossings for the research tree mod? Mine is taking like 10 mins to load?

Keep in mind i have like 90 mods in total. Has anyone found a mod that increases the loading time for the Fluffy's research tree? Or even better a feature that saves the current topography of the research tree so it doesn't have to keep initializing the same tree organizing algorithm?

Thanks if someone can help! 8)

If you want to see what's taking so long to load you can enable Verbose Logging in the game's options then restart the game. In the logs one of the messages will read something like

--THread2---
123 ms LoadAllPlayData

if you select that you can scroll down and see how long each mod takes to load in milliseconds

For those that are afflicted by long loading times when first entering the Fluffies research screen. Apparently Technology Blueprints mod causes this to happen; at least in my case it was the cause.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 21-11
Post by: Merudo on December 09, 2018, 06:04:40 AM
For the mod Work Tab 'v3.8.283, in the Drug Making part of the tab it shows Crafting to be the skills used at a Drug Lab.

However, I've heard Research is the skill actually used instead. Is that the case?
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Jiro on February 07, 2019, 02:28:42 AM
@Fluffy ModManager's latest release creates a harmony.log.txt on the desktop when RimWorld is started. Is this intentional?
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Kyna Tiona on February 25, 2019, 08:42:42 PM
I feel a bit dumb. I decided to get back into RimWorld, so of course the first thing I do is download the current versions of Psychology, Hugslib, and literally everything Fluffy. I went to change Psychology's mod settings, and saw no cog icon on the mod manager. I wasted a quarter hour thinking it was the mod, then another thinking it was the mod manager, before finally discovering that it's just set up differently and only shows up in Options->Mod Settings. >_<

I noticed when I went to the Mod Settings menu that your mods pop up with their own dialog window, rather than other mods just opening a drop-down. I'm assuming that represents two distinctly different ways of handling mod settings' UI, and your mod manager can only see one of them?
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Flimflamshabam on February 28, 2019, 12:02:23 AM
I just hopped back in the deep end, using colony manager and I wanted to have hunters go hunting for Hides moreso than meat, but its only got filters for meat. Love the mods btw!
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: togfox on March 03, 2019, 04:35:22 AM
PSA: Colony manager is not compatible with the multiplayer mod.

That is all. Thanks.  :)
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Lupin III on March 03, 2019, 08:02:17 AM
Fluffy's Mods in use since ... ever.
One feature request for mod manager: would it be possible to add an option to sort mods by author? Half the time I know who made a mode, but I don't remember which name it actually has. There's also those mods from the same author that depend on each other and it would be nice to have them be besides each other in the mod list.

[EDIT] well, don't know why I never tried that, but entering the authors name into the search field does pretty much what's needed.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: henk on March 03, 2019, 05:48:50 PM
hey there :)

Nice work on those mods, appreciating your efforts in this.
Unfortunately the 'FluffyBreakdowns' mod doesn't fit my needs :/.
I'm playing for days with my one and only colonization. My base is huge, to say the least.
Got machinery all over the place and the breaking down is a major waste of time (and of course material, but mostly time). I thought that would change with your mod, but unfortunately it didn't.
In fact, things got worse after applying your mod. Now my vast amount of machinery breaks down even more often, due to the sheer amount. One or even two people with the construction ability are not enough to maintain all the machines.
Furthermore I didn't see a way to adjust the deterioration rate or anything else useful to help me out (guess those values are saved within the .dll-files?)

EDIT: sorry, I was blind but now I can see xD. I didn't look into the mod menu settings duh. Now it works just fine :).
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Flimflamshabam on March 03, 2019, 10:18:50 PM
Quote from: henk on March 03, 2019, 05:48:50 PM
So is it possible to implement a line of code in which oneself could set the deterioration rate for his/her needs? Or is that only possible with those .dll-files that I can't edit in any way?

There are two research items in-game that extend the duration of components meaning less time spent maintaining equipment, don't know if you've tried those/if they make a difference.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: henk on March 03, 2019, 10:28:32 PM
Quote from: Flimflamshabam on March 03, 2019, 10:18:50 PM
There are two research items in-game that extend the duration of components meaning less time spent maintaining equipment, don't know if you've tried those/if they make a difference.
Yes, I've seen those research items. But to be honest, I didn't try them because I wasn't confident that they would make such a big difference. In order to make up for the increased maintenance work. But maybe they change everything (not only 10% decrease or something). I will try that the next days. But frankly a line of code to edit would still be a lot more comfortable ^^'.
Is it this complicated for a game like Rimworld? There should be a file somewhere... xD
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Flimflamshabam on March 05, 2019, 06:40:51 PM
i seem to have encountered an issue with Birds and Bees, I neutered a couple of male muffalo in my colony to prevent them from constantly breeding with female muffalo, well they still try but because their part efficiency is 0% they sit there trying endlessly.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: LiteEmUp on March 28, 2019, 01:09:44 PM
so i asked this in steam workshop and did not got any response.. i'm hoping to get better info here...

so any known mod incompatibilities with Fluffy's Breakdowns??? and where it would be in load order?? i assume load order does not matter as long as below core..
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Riddle78 on March 28, 2019, 02:18:10 PM
Quote from: LiteEmUp on March 28, 2019, 01:09:44 PM
so i asked this in steam workshop and did not got any response.. i'm hoping to get better info here...

so any known mod incompatibilities with Fluffy's Breakdowns??? and where it would be in load order?? i assume load order does not matter as long as below core..

Fluffy Breakdowns,to my knowledge,directly edits the Breakdown event so that it only fires if an object's maintenance needs,which are added by Fluffy Breakdowns,dip below a certain threshold,checked once per... I don't know how often,since I've never had a breakdown since installing the mod. So,with that knowledge,the only incompatibilities would be mods that also directly edit the Breakdown event. Many of my mod-added devices need maintenance with this mod installed,so I'm going to assume that it has baked-in universal compatibility.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: LiteEmUp on April 01, 2019, 05:00:59 AM
is there a way to edit fluffy's breakdown, so it would slow down the degradation rate of all machines.. it feels like they degrade so fast, that i have to pull builders from their normal construction tasks to start repairing machines that are about to breakdown
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Riddle78 on April 01, 2019, 09:10:34 AM
There's a chain of research,starting with Hardened Components,that drastically reduces the rate of degradation once it's all said and done. Further,by default,switched off machines only degrade at one-third the rate. The mod's configurable in the mod settings menu.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: temple_wing on April 12, 2019, 09:48:18 PM
Can I load the game with "only" mod manager? Means without core.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Canute on April 13, 2019, 02:16:20 AM
Yes, at last with 1.0.2059, but i don't see why it shouldn't work with the newer ones too.
Core is just a mod too.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: CrazyMalk on April 14, 2019, 09:02:33 PM
Would it be possible to add a "Activate all mods" toggle to Mod Manager? Would be really useful!
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Canute on April 15, 2019, 03:15:47 AM
CrazyMalk,
you are crazy !!
This is only useful when you pretty sure all mod's works well together.
When you adding mods, you should add them at small batches and watch the log window after if some error's pop up.

Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Namsan on April 20, 2019, 03:11:10 AM
Hello Fluffy, I love your mods.
I made a modded version of your mod, The birds and the bees RBSE edition.
https://steamcommunity.com/sharedfiles/filedetails/?id=1717832369
Of course, I included your name in the credits section.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Tocato on April 25, 2019, 06:33:19 PM
i have 19 tabs at the bottom and notice relations tab isnt showing? Is this a bug? Or is there a limit on how many mods that add to this?
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
Post by: Tocato on April 29, 2019, 02:57:20 PM
know the tabs at the bottom, next to architect menu and history, world etc? I have 19 of them due to a ton of mods. So much so that I am still missing some that should show, such as the relations tab from fluffy, and if i recall correctly Prison Labor as well. Im sure there are others Im missing, but it appears the most the screen can hold is 19. Is there any way to 'cycle' the menus so that the ones that are missing can rotate when I need them by the click of a button? That way I can have 'compare gear' (for example) not show unless I want to actually compare two weapons at the time. Or am I supposed to do without now? If so, any way to prioritize what actually displays?
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-5
Post by: account13123 on May 16, 2019, 10:24:40 AM
Hello, I would like to know if there is somewhere I can share or download blueprints for use with the Blueprints mod?
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-5
Post by: Senio on May 18, 2019, 09:08:09 AM
Quote from: Fluffy (l2032) on September 14, 2015, 06:16:45 AM
(http://i.imgur.com/qcC2kjp.gif)Fluffy's Mods


   
   
   
   
   
   
   
   
   
   
   
   
   
   
[1.0]Animal Tab (http://github.com/FluffierThanThou/AnimalTab/releases/latest) v3.5 (May 11th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=712141500)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/AnimalTab/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/AnimalTab/issues)Adds extra functionality to the Animals tab
[1.0]Area Unlocker (http://github.com/FluffierThanThou/AreaUnlocker/releases/latest) v2.3 (Nov 1st) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=725153576)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/AreaUnlocker/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/AreaUnlocker/issues)Removes the (arbitrary) limit to the number of areas you can create
[1.0]The Birds and the Bees (http://github.com/FluffierThanThou/BirdsAndBees/releases/latest) v2.2 (Nov 6th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=751049133)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/BirdsAndBees/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/BirdsAndBees/issues)Adds reproductive organs to the animals
[1.0]Blueprints (http://github.com/FluffierThanThou/Blueprints/releases/latest) v2.2 (Oct 29th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=708455313)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/Blueprints/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/Blueprints/issues)Blueprints allow the quick construction of repetitive rooms/areas
[1.0]Colony Manager (http://github.com/FluffierThanThou/ColonyManager/releases/latest) v4.8 (May 11th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=715565262)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/ColonyManager/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/ColonyManager/issues)Colony Manager allows you to make colonists do the more tedious parts of managing a colony
[1.0]Fluffy Breakdowns (http://github.com/FluffierThanThou/FluffyBreakdowns/releases/latest) v3.2 (Nov 6th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=726244033)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/FluffyBreakdowns/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/FluffyBreakdowns/issues)Replaces random breakdowns with a maintenance requirement
[1.0]Follow Me (http://github.com/FluffierThanThou/FollowMe/releases/latest) v3.2 (Oct 30th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=715759739)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/FollowMe/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/FollowMe/issues)Gives the camera tracking capabilities
[1.0]Medical Tab (http://github.com/FluffierThanThou/MedicalTab/releases/latest) v2.5 (May 11th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=715565817)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/MedicalTab/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/MedicalTab/issues)Adds a comprehensive medical overview tab
[1.0]Mod Manager (http://github.com/FluffierThanThou/ModManager/releases/latest) v1.19 (May 12th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1507748539)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/ModManager/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/ModManager/issues)Managing mods should be easy!
[1.0]Pharmacist (http://github.com/FluffierThanThou/Pharmacist/releases/latest) v2.4 (Jan 24th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1365242717)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/Pharmacist/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/Pharmacist/issues)Not all injuries are equal
[1.0]Relations Tab (http://github.com/FluffierThanThou/RelationsTab/releases/latest) v2.3 (Nov 6th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=709317151)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/RelationsTab/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/RelationsTab/issues)Replaces the faction tab with a relations tab
[1.0]Research Tree (http://github.com/FluffierThanThou/ResearchTree/releases/latest) v3.4 (Jan 24th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1266570759)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/ResearchTree/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/ResearchTree/issues)A better research tree
[1.0]Stuffed Floors (http://github.com/FluffierThanThou/StuffedFloors/releases/latest) v1.2 (Feb 4th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=853043503)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/StuffedFloors/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/StuffedFloors/issues)Allows building floors out of stuff*
[1.0]Work Tab (http://github.com/FluffierThanThou/WorkTab/releases/latest) v3.9 (Jan 24th) (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=725219116)(http://i.imgur.com/ed8ia5D.png) (https://github.com/FluffierThanThou/WorkTab/releases)(http://i.imgur.com/ymLMNza.png) (https://github.com/FluffierThanThou/WorkTab/issues)Provides a vastly more customizable work tab

Legend:
(http://i.imgur.com/LHkCJRF.png): Steam Workshop page
(http://i.imgur.com/ed8ia5D.png): All old & new versions
(http://i.imgur.com/ymLMNza.png): Bugs & Suggestions

You can find my outdated & obsolete mods, as well as my other projects, on GitHub (https://github.com/FluffierThanThou)

About "Medical Tab"  Doctoring function.
Can you help us support Multiplayer mod?
https://ludeon.com/forums/index.php?topic=69.0
Thanks.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 12-5
Post by: rawrfisher on May 19, 2019, 01:21:55 PM
@Fluffy  Would it be too much to ask if you could see how your mod manager handles the unstable version?  I see a big red X in the picture section but other then that it appears to work fine.  Just not sure if its the unstable branch or if one of the mods I use is messing with it.
Title: Re: [1.0][MODLIST] Fluffy's Mods - blueprint flipping!
Post by: Fluffy (l2032) on May 30, 2019, 04:58:11 AM
I've just updated Blueprints, with some refactoring to the rotation code.

This has several consequences;
- buildings that can't be rotated should now remain positioned correctly when the blueprint is rotated (unless the building has an odd size, in which case this isn't possible).
- blueprints can now be flipped (mirrored, again some buildings that have odd sizes, interaction points and/or are unrotatable might cause issues when flipped).

Finally, existing blueprints might get 'out of sync' when rotated. I'm not sure if this will occur, but if it does simply recreating the blueprint should fix it.

This is still hot code, I need some test results with odd blueprints before I make it public. I'd love it if some of you could give it a whirl; https://github.com/FluffierThanThou/Blueprints/releases/tag/v2.3.80

Flipping is done with the middle button in the blueprint info panel (I still need an icon ;)). All feedback is appreciated, but if you run into issues please provide screenshots and/or the blueprint or savegame with the blueprint built so I can test with it.
Title: Re: [1.0][MODLIST] Fluffy's Mods - blueprint flipping!
Post by: Sonsalt on May 30, 2019, 10:49:25 AM
Ok this is what I found:

Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String, Boolean)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.MaterialPool:MatFrom(String, Shader, Color)
MorePlanning.Common.Resources:.cctor()
MorePlanning.MorePlanningMod:LoadPlanDesDefs()
MorePlanning.MorePlanningMod:LoadPlanDesDefs()
MorePlanning.MorePlanningMod:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [1.0][MODLIST] Fluffy's Mods - blueprint flipping!
Post by: Fluffy (l2032) on May 30, 2019, 12:26:38 PM
Yeah, that's completely unrelated to my mods. Any other issues? :)
Title: Re: [1.0][MODLIST] Fluffy's Mods - blueprints can be flipped and persist in the save
Post by: Fluffy (l2032) on May 30, 2019, 06:24:43 PM
I've put yet another pre-release on GitHub (https://github.com/FluffierThanThou/Blueprints/releases/tag/v2.4.91).

- blueprint flipping now has an icon and keybinding ('F' by default, editable in-game).
- blueprints are now automatically saved/loaded with the save game, you can still import/export between games as per normal.

If no one finds any issues with these pre-releases, I'll make it the official release somewhere this weekend.
Title: Re: [1.0][MODLIST] Fluffy's Mods - blueprints can be flipped and persist in the save
Post by: forumgod on May 31, 2019, 09:36:29 AM
Can you make them work with god-mode? And give the option to increase the maximum size so one could copy paste entire bases?
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 31-5
Post by: Fluffy (l2032) on June 01, 2019, 03:56:00 AM
They do work with god mode? And not really, designators are hardcoded to a maximum size of 50x50.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 31-5
Post by: Kyna Tiona on June 03, 2019, 02:52:01 PM
Sorry to bug you. I have a bug and a request, both for the Work Tab mod. First, the bug. Scrolling left and right moves the labels up and down, and there's a diagonal line past which the text disappears. I don't even know. I dunno if having the logs that HugsLib keeps would be handy, but if so, here. (https://gist.github.com/57b9d74e94bec3035cb6303367ec4d9d)

https://i.imgur.com/s0Xbycn.png (https://i.imgur.com/s0Xbycn.png)
https://i.imgur.com/3IDvy8w.png (https://i.imgur.com/3IDvy8w.png)
https://i.imgur.com/ZuGvFzE.png (https://i.imgur.com/ZuGvFzE.png)

As for the request: for the detailed priority settings, would it be possible to split normal plant cutting (trees, grass, etc.) out from harvesting crops? The former is basically just another unskilled labor job in most of my colonies, but for the latter skill ranks are pretty important, what with botched harvests and all.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 31-5
Post by: Canute on June 03, 2019, 03:57:39 PM
So far i know, the mod don't create or modify any jobs.
It just show detailed all subjobs. So you request would be a new mod to move these job.

And about the text disappear, so far i remember it is an old problem. You shouldn't expand all categories to avoid it.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 3-6
Post by: Fluffy (l2032) on June 04, 2019, 03:02:27 AM
@Caraise Link; huh, interesting. That's a new one to me, I'll have a look to see if I can reproduce it. Just for the record, what UI scale are you using? I'm aware of some weirdness with UI scales other than 1 (but the labels scrolling up/down is a new problem).
As for the labels getting cut off, to a small extent, that's a known problem. Like the UI scale issues, it has to do with the way unity clips and rotates UI canvases. I haven't seen it quite to the extent you're seeing it now though, so I'll have a look.

Finally, as Canute said, Work Tab doesn't actually make any changes to jobs, or to their position in categories. I don't want to start doing that either, because that's where feature creep sets in.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 3-6
Post by: Kyna Tiona on June 04, 2019, 03:25:10 AM
Oh, I hadn't even thought about UI scale influencing it. You're right, it works fine at 1x scale, and weirds out anytime else. I completely forgot that Unity processes 2D sprites as 3D polygons, and now remembering it is making me go cross-eyed looking at the game...

And gotcha. It's surprising that weeding and harvesting are the same job on the backend, but it makes sense nonetheless. Sorry to bug!
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 6-6
Post by: Pangaea on June 29, 2019, 09:18:10 PM
I've downloaded and installed Fluffy's Work Tab mod. Most of it appears to work as intended (I'm only starting a new game now). The text is different, a few new icons, numbers go to 9. However, it doesn't work to expand the tables by Ctrl-clicking them. I can expand everything by the button on the UI, but then some is cut off (from Tailor). When I Ctrl-click on one of the columns (that actually can be expanded, like Doctoring or Construction), it just changes the sorting of that column, as if I click on it normally.

I am playing the game on Linux, so it's possible there is some case sensitivity issues, but I wouldn't know how to solve that here.

Have anybody else come across this issue, and how did you solve it?

Btw, I only have a few mods. This one, More Harvest Designators, and the Search Agency mod. Considering I've seen people talk about 500-600 mods, I should think this is fairly lightweight and shouldn't be an issue :D
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 6-6
Post by: Canute on June 30, 2019, 03:11:17 AM
I only can say, Work Tab work's fine at my side.
I can expand/collapse all job with CTRL-leftclick if this job got subcategories.
The mod's you refer don't do anything with the jobs, but you can try to move WorkTab at the end of the modlist.

QuoteWhen I Ctrl-click on one of the columns (that actually can be expanded, like Doctoring or Construction), it just changes the sorting of that column, as if I click on it normally.
You are sure your CTRL key is working correct ?
Just try out to CTRL-C to copy some text at the clipboard, and paste it with CTRL-V.
Maybe at the linux desktop, then in rimworld itself (rename a pawn).

QuoteI am playing the game on Linux,
Rimworld got alot of linux user, and WorkTab is pretty popular so any issue with linux itself would allready be reported.



Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 6-6
Post by: togfox on June 30, 2019, 07:22:28 AM
Don't forget the work tab can scroll left and right with the horizontal scroll bar.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 6-6
Post by: Pangaea on June 30, 2019, 03:33:56 PM
Thanks togfox, I actually didn't notice that when testing it out earlier  :o
Quote from: Canute on June 30, 2019, 03:11:17 AM
I only can say, Work Tab work's fine at my side.
I can expand/collapse all job with CTRL-leftclick if this job got subcategories.
The mod's you refer don't do anything with the jobs, but you can try to move WorkTab at the end of the modlist.

You are sure your CTRL key is working correct ?
Just try out to CTRL-C to copy some text at the clipboard, and paste it with CTRL-V.
Maybe at the linux desktop, then in rimworld itself (rename a pawn).
Yes, the Ctrl button works, otherwise I might have had some issues when copying text for wiki purposes and suchlike. And just to be sure it's not just a weird game issues with it, I am using the buttons for adding/removing amounts in Bills, and Ctrl works as it should there. Therefore I have no idea why it doesn't work for this particular mod.

Not a big deal though. I mainly just wanted the extra numbers, and haven't had a need to be so detailed about priorities as to go into the sub menus. The warning about it in the mod also has me a little concerned, so I may just leave it alone. But thought I'd pipe up about it since it didn't work as it is supposed to.
Title: Re: [1.0][MODLIST] Fluffy's Mods - last update: 6-6
Post by: BladeOfSharpness on July 04, 2019, 11:10:10 PM
Hey,

Lets all lobby so that the mod is part of vanilla  :) who would be insane enough to not use it?

Sad said, if we could filter the mods by date added, this would help remember what were the mods you just subscribed to!
Title: Re: [1.0][MODLIST] Fluffy's Mods - Animal Tab updated! - restrict handlers
Post by: Fluffy (l2032) on July 20, 2019, 12:18:38 PM
UPDATE:

Added handler restrictions for taming and training to the Animal Tab.
- set pawns to be the designated handler for animals, or
- set skill restrictions on who is allowed to handle animals.

(https://i.imgur.com/kTGf3xg.gif)
(https://i.imgur.com/Fz9VmA7.gif)
Title: Re: [1.0][MODLIST] Fluffy's Mods - Animal Tab updated! - restrict handlers
Post by: Canute on July 20, 2019, 12:54:51 PM
Wau great idea !! :-)
Title: Re: [1.0][MODLIST] Fluffy's Mods - Animal Tab updated! - restrict handlers
Post by: Fluffy (l2032) on July 20, 2019, 01:59:26 PM
I can't take credit for the idea, that'd be Bullwinkle (https://steamcommunity.com/profiles/76561198083624043). I am fully responsible for any mistakes in the execution though ;).
Title: Re: [1.0][MODLIST] Fluffy's Mods - Animal Tab updated! - restrict handlers
Post by: Fluffy (l2032) on July 21, 2019, 04:48:33 AM
I just added area reordering to AreaUnlocker;
(https://i.imgur.com/BWqtX4I.gif)
Title: Re: [1.0][MODLIST] Fluffy's Mods - Follow Me, now with Cinematic Cameras!
Post by: Fluffy (l2032) on July 24, 2019, 08:58:43 AM
I've just added cinematic cameras to FollowMe;
(https://i.imgur.com/hKp1dL9.gif)

They're def-based, and it's (relatively) easy to create your own. All you need is basic xml, and a bit of C#. See the CinematicCameraDefs for the examples.
Title: Re: [1.0][MODLIST] Fluffy's Mods - Follow Me, now with Cinematic Cameras!
Post by: Fluffy (l2032) on July 29, 2019, 05:21:52 AM
anyone feel like testing my new mini-mod?
(https://i.imgur.com/MEUQFNM.gif)
https://github.com/FluffierThanThou/PowerCleaner/releases/tag/v0.1.56

it doesn't have a recipe yet, so you'll have to spawn the Power Cleaner item manually. I'm looking for some feedback on how it works, and maybe some suggestions on how much it should cost to build. Feedback on the water jet sprite would also be appreciated, the sprite for the cleaner itself is a placeholder (the Steam Power Armor from Shinzy's Apparello).
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Canute on July 29, 2019, 06:49:20 AM
Hmmmm, when i see these water jet and thinking at my expierence with housecleaning, i don't have the feeling it will be cleaner afterwards, the dirt is just somewhere else ! :-)

Could you maybe create reverse projectiles, so the animation move from the destination to the pawn ? Then you would have a powerful vacuum cleaner.
Yeah ok, normaly such a cleaner wouldn't remove blood and such things.
So maybe a combination of both, spray water and vacuum it back.

And what's about the AI could a cleaner handle it self or it is a power tool to clear the mess after a raid/infestation and need a drafted pawn ?

And for the cost, i don't think that isn't very important a colony won't have more then a few of these. So i think 50-100 steel + 2-4 componets.
Except you want it as spacer tech, then 1-2 adv. componets.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: onerous1 on July 31, 2019, 02:04:56 PM
Is there a way to save the bills you make in colony manager (or implement the importation/exportation of the bills in future iterations)? I tend to restart frequently and would like to cut back on colony setup time.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Flimflamshabam on August 02, 2019, 10:43:20 AM
Any chance you can take a look at Birds and Bees? I was having problems a while back with neutered animals attempting to mate and doing so until they pass out because they're still capable of the task they just do it at 0% efficiency.
Title: Re: [1.0][MODLIST] Fluffy's Mods - Follow Me, now with Cinematic Cameras!
Post by: Exende on August 03, 2019, 06:45:39 AM
Quote from: Fluffy (l2032) on July 29, 2019, 05:21:52 AM
anyone feel like testing my new mini-mod?
....

omg that is so cool, and you can totally adapt this to a fire extinguisher item if you choose to
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Rulin on September 04, 2019, 02:51:52 PM
Hi, is there an easy way to reduce the cost of flagstone floor with the stuffed floors mod? I planned on using the "Flagstone Cheaper (https://steamcommunity.com/sharedfiles/filedetails/?id=1543215657)" Mod, but it looks like it is not compatible with stuffed floors.
Title: Re: [1.0][MODLIST] Fluffy's Mods - Animal Tab updated! - restrict handlers
Post by: Pangaea on September 05, 2019, 04:27:07 PM
Quote from: Fluffy (l2032) on July 21, 2019, 04:48:33 AM
I just added area reordering to AreaUnlocker;

This looks good, and the animal handler feature is great :)

I wonder (and maybe there are 97 other mods for this): I have a pile of animals, and even with button-hold-drag selection, it's a pain to change zones whenever a raid occurs. Would it be possible to somehow save the selections and then flip between their normal selection and a safe-zone? Or some other solution that would make the whole process a bit faster/easier?

Maybe change zones per animal type instead of individual animal? That way we could instantly change all panthers/dogs/whatever from Zone Example to SAFE, or however people usually name them. Then flip back when danger is over. Would also be useful for toxic fallout and cold/hot events, when you want to take them out briefly to eat, and then back inside.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Ruisuki on September 13, 2019, 03:00:43 AM
glad to see fluffy is still working on the great qol mods. i read a recent comment where he implied he might be reworking researchpal in the future which is dope.

My question is, would there be any reason why the relation tab would disappear? At first I thought its because I had too many mods that added new tabs but I downloaded rimmsqol which should give me the option to turn off tabs that appear at the bottom but I dont see the relations tab on the list.

Oh just read the steam page so certain factions break the tab. That explains it. I'm not using zabrak but I am using Androids, orassians, logann, nihal,, the drow and rimsenals federation and ferals
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Pangaea on October 05, 2019, 05:46:23 AM
Hi Fluffy. I get a red error that I think is connected to the WorkTab mod. I've tried with only HugsLib and WorkTab active, and I still get it, and see something a little wonky in-game.

The most obvious is that there is a white-ish overlay over all numbers for the first character/line in the work tab (see image). Means I can't see anything there while I'm hovering over anything in that first line. It works to change priorities though, I just can't see while doing it for that line.

(http://i.imgur.com/VgK3alXm.png) (https://imgur.com/VgK3alX)

If I try to change priorities by using the mousewheel, this happens for the wrong character. Instead of it occurring for the one under the mouse pointer, it happens for one way down the list. Like there is a wrong array counter or something. Even more strangely, having looked at it more now while writing, if I try this with a character near the top of the list, the number changes for one near the bottom (but not very bottom). If I do it near the middle, the priority number will change for a character near the middle (but not the right one). If I try to change one near the bottom, it's the reverse, and one near the top will have its priorities changed.

For instance, if I try to change the priorities (with the mousewheel) for Camino, it will change for Wolf (on the very top), and the whole overlay will turn white, just like in the image. Despite having the mouse over the Camino line. Thankfully it works to use the left or right mouse button and clicking, otherwise I wouldn't be able to change priorties without going mad.

In one game the first character I recruited ended up first among the character portraits in the top 'bar' as well. But I've only seen it that one time. Otherwise the characters get added to the end of the 'list' (or slightly different when I have several prisoners).

Sometimes the sorting can be wonky as well, for instance if I have used a sorting on a column (e.g. on Construction), and then come back to the worktab screen later without having reset the sorting.

I've uploaded the output.log here (https://gist.github.com/HugsLibRecordKeeper/fcd7a1df2b45b589e30bfd52d6744f02), and the red line is the following:

Null key while loading dictionary of Verse.Pawn and WorkTab.PawnPriorityTracker. label=Priorities
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Some other lines surrounding this one may be relevant as well. This is near the bottom of the linked output file.

Great if you can look at this and figure out what's iffy.

I am on Linux btw (maybe that comes out from the output.log). I use Linux Mint 19.2 (Cinnamon) if that is relevant.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: JaJe on January 21, 2020, 12:59:48 PM
Fluffy,
For the Colony Manager mod, can I suggest adding a hunt job to prevent my pawn hunting the specific animal in pack? My pawn often get attacked by a group of animals as revenge if they start hunting and it's nasty. Allowing pawns to hunt specific animals only if the condition is that animal is alone in the wild would be nice. Also if is possible to make my pawns hunting as same time the same animal by hunting in group would be a huge QoL improvement.

Having herd animal disabled have no effect, my pawn keep hunting groups of animals.
Title: Re: [1.0][MODLIST] Fluffy's Mods - Fluffy Breakdowns 3.3.48
Post by: blopi on January 24, 2020, 07:11:59 PM
Good afternoon,

Just wanted to say thank you for the Fluffy Breakdowns mod, and because I did not find the french translation in the folder I have (version 3.3.48), I put myself to work!

I do like it, because now even in the Work Tab, it is translated :)

I do not know how to send the translation, so I will attach it here, with this post, it is a *.zip file called "French Breakdowns 3.3.48.zip".

Have a good day!
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Fluffy (l2032) on January 25, 2020, 11:18:08 AM
@blopi; thanks, I've added it to the mod :).
Title: Re: [1.0][MODLIST] Fluffy's Mods - WorkTab 3.13.289 & MedicalTab 2.12
Post by: blopi on January 27, 2020, 10:36:29 PM
Hi there!

I translated the "Work Tab" in french! :)
It's a really outstanding mod in my play type. To be only able to assign between 1 to 4 was a pain...

Few things:

-> I can not translate "Favourite" on mouse over the little star.
......... I do not know where it is.
-> I do not see where the information of <WorkTab.ClickToFocus> is displayed.
......... I let it in english (Click to focus).

-> I do not know how to understand properly the scheduled priorities during some hours.
......... I certainly need more practices, so I will work it ;)

Thank you for this very nice mod!
I will attached the translation file with this post. It is named "French Work Tab 3.13.289.zip".

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

-> I reworked the "MedicalTab" french translation.
......... It was a bit outdated and sometimes translated "as it is" in french, making the reading a bit confused.

Everything is working fine on my screen, so no question for MedicalTab translation.

The french translation is attached to this post. It is named "French MedicalTab 2.12.zip"

Nice evening Fluffy! :)
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Hexwall on January 29, 2020, 03:45:23 PM
So today I wanted to play Rimworld again and started updating the mods I use. However when I open the mod tab im greeted with a blank window and this log

https://imgur.com/a/UaRD98m (https://imgur.com/a/UaRD98m)
(https://i.imgur.com/UaRD98m) (https://imgur.com/UaRD98m)

It wouldn't let me copy it to clipboard so this pic will have to do. I can use the version v1.16.756 with no problems but anything above that causes this error. What is happening?
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Canute on January 29, 2020, 04:29:58 PM
Ohhh ahhh that hurt my eyes.
Since Fluffy made serveral mods, what mod do you refer.
And about copy to clipboard, what do you see at your picture at the down left corner ? Try it !
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Fluffy (l2032) on January 29, 2020, 05:02:34 PM
@Hexwall; yeah, please press that button, and post the link. I'm going to need the whole output log to have a chance of finding the problem.

If the button doesn't work, please follow this guide (http://steamcommunity.com/sharedfiles/filedetails/?id=725234314), specifically the sections on where to find the output_log.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Hexwall on January 29, 2020, 10:38:10 PM
The thing is that this problem fucked up the log window too. Like the "real" cursor was somewhere else instead of where the visible cursor was. Thus I couldn't copy it. However here is the output_log.

http://www.mediafire.com/file/3pbmhts9h945j5r/output_log.txt/file (http://www.mediafire.com/file/3pbmhts9h945j5r/output_log.txt/file)

Hopefully you can figure out the problem Fluffy. Thanks for the quick respone!
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Canute on January 30, 2020, 02:52:14 AM
Hexwall
QuoteRimWorld 1.0.2059 rev1005
You use an outdated version of Rimworld.
After Rimworld 2150 the syntax for the About.xml change a bit.
So all mod's updated for that syntax will throw out error's at the older rimworld version.
While older mod, throw out warnings (yellow text) at the newest rimworld version.

Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Hexwall on January 30, 2020, 10:35:47 PM
I had no clue Rimworld had more updates after its release. Thanks! Gonna try it now with the latest version
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Hexwall on February 01, 2020, 01:43:54 PM
Good news! Everything works as intended. Thank you lots!
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: wreckcelsior on February 09, 2020, 09:41:31 AM
Hi Fluffy... firstly, I love ALL of your mods and that's not just brown nosin'...

Just a question regarding Work Tab... is there a config file saved and updated from the game? 
My clumsy fingers sometimes click SHIFT instead of CTRL and mess up my numbers and it would be nice to jump out of the game and overwrite the mess with a saved copy of the numbers I already had saved...

cheers,
Wreck.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Raf's on February 09, 2020, 02:00:26 PM
Hi, first of all, amazing mods most of them are a must for any playtrough of mine, does anyone know if the Research Tree mod has problems with Map Reroll, Preemptive Strike and Technology Blueprints, at first I tough I was having problems with the amount of mods and research to do (since I have 190 something mods) but after shuffling around a bit and removing a mod that was particularly high on research, the tree seems to load infinitely, with out any of those 3 and with the mod that adds a lot of stuff, it's a 5 minute load time, is Research Tree simply not being able to hand it for some reason or is there an incompatibility with those mods? (Keep in mind save loads fine and no red errors)
Title: Medical Tab v2.12
Post by: blopi on February 13, 2020, 03:48:48 PM
Hi there!  8)

In a future Medical tab update, would it be possible to see the age displayed?
For example, just after the name, or before, or...?
Anyway, it's just a suggestion!  :)

Very good day!
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: bradybil85 on February 25, 2020, 11:46:39 PM
Hello! Thanks for the great Mods Fluffy! Can I ask if there's any sort of timetable for a 1.1 update? Thanks again!
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Ki-Tarn on February 29, 2020, 06:13:24 AM
Tried all the updates except birds and bees, all but mod manager works. Can' get log as it borks the game. The mod screen only shows one row of mods and a single mod. No close button and it partly locks the game up. Can exit the game with alt tab but once accessing the mod menu it quits working weither it's the first or last on the list under Hugs.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: KatsPurr on February 29, 2020, 11:11:49 PM
Hey Fluffy,

I'm new to modding and have been desperately trying to figure out (https://ludeon.com/forums/index.php?topic=50574.0) how to mod the pawn heads. That led me to this thread where you mentioned you'd made a mini mod for being able to mod heads:

https://ludeon.com/forums/index.php?topic=17685.msg193621#msg193621

However I was not able to find your "modded heads enabler" mod. It wasn't on github either.

Is this something that doesn't work anymore?

BTW I see so many face mods on the Steam Workshop, I wonder how they were able to mod the faces / heads. I wish I could download them to figure it out.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: tile7 on March 17, 2020, 07:11:25 AM
Hi.
Mod manager keeps reporting (even latest version) that mods needs updating, but version installed = version of the update. Even your mods.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: wwWraith on May 10, 2020, 10:09:28 AM
Is it possible to make Command Palette disappear after second rightclick (or whatever button it was set to appear)?
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Ruisuki on May 13, 2020, 07:07:30 PM
is the power cleaner an actual object now or is it something that you must still use as a godlike as opposed to a pawn action?
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Waras on January 09, 2021, 09:04:26 AM
oh wow...
QuoteWarning: this topic has not been posted in for at least 120 days.
update please, especially research tab to 1.2
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Angelix on January 10, 2021, 09:04:58 AM
"Clear areas" not really worked. It do just as usual "Wood logging" job without threshold.
Tried both versions from github and steam. Same problem.
Upd. its because it checks if growing zone there and skips if it is. But now trees/bushes/etc can grow on growing zones. And if growing zone is dissallowed it will turn into forest.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: viperwasp on March 26, 2021, 09:16:28 PM
Do any of these work on 1.2?
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Canute on March 27, 2021, 03:15:56 AM
Most of them are updates to 1.2
Only the forum entry arn't updated.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: kittypryde on August 07, 2021, 04:59:59 AM
I've just opened my game and ALL of my mods are outdated! Haha. Trying to understand how this forum works. I have Fluffy's ColonyManager - downloaded the latest version which was  updated 11 days ago (I think) and it doesn't support 1.3? Maybe I'm updating it wrong.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: Canute on August 07, 2021, 06:01:08 AM
You prolly did.
Just looked at the github version and it is 1.3 only.
Maybe you should take a look at the 1.link of my signature and get all mods with RimPy from the steam workshop.
Title: Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
Post by: gendalf on October 15, 2021, 09:20:09 AM
slaves (ideology DLC):
 - Some jobs, mainly research/art/hunt/warden, reset to no priority on save reload.
 - There's also a silly thing that a slave can get stuck in a suppressing themselves job. Fixable by just assigning no priority to that subjob, would be nice to make it a not assignable subjob for slaves.

# Work tab:
- Changing a subpriority with the worktab mod updates the global job priority setting icon for the job to the one with the highest priority subpriority. Add an option to show the lowest instead.

# Colony Manager:
- Auto-designation for animals to be tamed isn't working.
- Auto-zoning isn't working.
- I've added tasks for penned animals ducks/alpacas/etc with checked: Tameness, Unassign training.
- A colonist works the bench for in-game hours, but animals still remain assigned to tameness training. Chaning the Tameness checkmark to 'x' in it also isn't working. What am I doing wrong?

# Breakdowns
- Electric smithy doesn't have a 'Maintenance' countdown.

# suggestions for Animal Tab:
 - add disease indication to animals, like plague with different icon for treated/untreated (and maybe to the trader tab).
 - add an option to automaticaly disable training in "tameness" for birthed pen animals, as they don't require it to stay tamed.
- add animal icons and sorting by species (and it should be default, it's annoying when half of the dogs are at the bottom, the other at the top).

# suggestions for Relations Tab:
 - add faction icons to the list of factions on the left under "Relations".
 - make the more permanent things like disfigured its own column or line.
- add a distinct border around non-important/temporary factions (from quests/events) them or a distinct name color, so that it's obvious, that they're independents.

# suggestion for Schedule Tab:
 - add night owl indication.

# suggestion for Work Tab:
- add trap rearming as a separate subpriority.

# suggestion for Breakdowns:
- an option to make things lose durability only when used, rather than constantly.