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RimWorld => Releases => Mods => Outdated => Topic started by: Renzo471 on April 07, 2016, 02:01:17 PM

Title: [A16] HaulPriority (1.0.5) Fix (16.01.2017)
Post by: Renzo471 on April 07, 2016, 02:01:17 PM
HaulPriority


(http://i.imgur.com/iMLjk9D.jpg)

Description:

-This mod adds two designators that allow players to have acute control over the order in which things are hauled.


How Does It Work?

-The increase haul priority designator will unforbid and set the selected items to be hauled before any other undesignated items regardless of distance (say you really want those 15 or so meals positioned at the edges of the map where the grizzly bears like to snooze, if you mark these meals and nothing else, all haulers will go for them before any other items)

-The Override haul priority designator works in a similar manner except it has an even higher priority and can remove and replace the previous designation.

-Both designators work with Chunks, they are also tagged to be hauled for convenience.

-Use the vanilla cancel designator to cancel them. 

-TLDR Want something hauled first? use increase priority designator. Want something hauled NOW? use override priority designator.

-16/01/17 Fixed an error that rendered one of the designations useless... derp.

About this mod

-No CCL needed
-There is an overlap in functionality between this mod and AllowTool, with both mods installed there will be two unforbid designations (AllowTool version is more useful)
-Works with other Designator mods without xml patches (vein miner allow tool etc.)
-I still need to change the designator icons to colors that don't clash with the vanilla icons I'm looking for suggestions or help here I am really bad/lazy at artwork

Author/Credits
-Updated by Renzo471.
-Thanks to UnlimitedHugs for code that made things much easier :)
-Thanks to Haplo for code and pointing me in the right direction with map components 
-Original mod by:  Gaesatae  (https://ludeon.com/forums/index.php?action=profile;area=summary;u=34375)
-The original licence still applies  Creative Commons License Attribution-ShareAlike 4.0 International  (http://creativecommons.org/licenses/by-sa/4.0/)

Download
A16
-  (Dropbox)-HaulPriorityLite  (https://www.dropbox.com/s/qe4xzjzzgru80zb/HaulPriorityLiteA16hf.zip?dl=0)
A14
-  (Dropbox)-HaulPriorityLite  (https://www.dropbox.com/s/cnapq8wuhbruef8/HaulPriorityLite.zip?dl=0)

A13
-  (Dropbox)-HaulPriorityLite  (https://www.dropbox.com/s/ps8q1kdesqtqlan/HaulPriorityLite.rar?dl=0)
-  (Dropbox)-HaulPriorityNoUnforbid  (https://www.dropbox.com/s/opko60dqk1m8wzg/HaulPriorityLiteNoUnforbid.rar?dl=0)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling. (07/04/2016)
Post by: Dr. Z on April 07, 2016, 05:14:24 PM
*insert thank you gif here*

I really missed the haul priority designator in the past alphas, it's a must have in my opinion. Huge thanks for uploading this and I hope for the next version soon.  :)
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling. (07/04/2016)
Post by: Renzo471 on April 07, 2016, 05:41:13 PM
Hey Dr. Z thanks, glad you are enjoying it, yeah the change so chunks are compatible is ready but I don't like how it works right now I like being able to not have to zoom in after a raid and hoover things up is my favorite part but the change makes it a pain to have to be careful not to grab stone at the same time plus it might annoy mountain dwellers that don't need stone ever ha. Got an idea gonna sleep on it.

That actual update tho... yeah I think I'm gonna enjoy the alpha for a week or so and the updates to the other games I play and maybe carry on with it after that so it shouldn't be too long but no promises just yet ha.
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling. (07/04/2016)
Post by: Grogfeld on April 08, 2016, 03:15:55 AM
I've tried this mod yesterday, and I must say it is great. Two priority options works fantastic. Maybe in vanilla game it isn't so much needed because there is not much to haul, but in modpack games it will be quite handy. Must have mod :)
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling. (07/04/2016)
Post by: Dr. Z on April 08, 2016, 03:42:51 AM
Can't you make it so that you can only raise the priority of stone chunks which are actually marked to be hauled and when you try to use it on a chunk you didn't marked it does nothing?
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling. (07/04/2016)
Post by: Renzo471 on April 08, 2016, 06:36:21 AM
Quote from: Dr. Z on April 08, 2016, 03:42:51 AM
Can't you make it so that you can only raise the priority of stone chunks which are actually marked to be hauled and when you try to use it on a chunk you didn't marked it does nothing?
Hmm I had tried it that way before but gave up on it and forgot about that completely so thanks for the reminder ha, it sounds like the best route to go I'll have a look at adding it back in somehow, its my birthday today so there is much drinking to be done but this evening or tomorrow I will try to botch it in ha
Quote from: Grogfeld on April 08, 2016, 03:15:55 AM
I've tried this mod yesterday, and I must say it is great. Two priority options works fantastic. Maybe in vanilla game it isn't so much needed because there is not much to haul, but in modpack games it will be quite handy. Must have mod :)
I agree about vanilla it is kinda overkill right now, the modpacks and content heavy mods definitely make it more worthwhile, nice to see people are enjoying it.
Do you think the control now is enough considering the impact modpacks have on item count or would the other version be of any interest to you?
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling. (07/04/2016)
Post by: Grogfeld on April 09, 2016, 05:17:50 AM
Oh, wait yesterday was your birthday? Oh man, best wishes to you!... and no hangover today :P

Back to mod topic. I think that the other version sounds really interesting even in vanilla. More control is always good. With modpacks, controlling prioritization of specific item groups would solve many issues like micromanaging.

I have two suggestions. Could you make that designators buttons would  also show when you click on item?

You said that the other version could be control via Xml, it's great idea but as an improvement I would suggest an in game tab where you could set prioritization. Fluffy made excellent mod, enhanced tabs, where there is option to adjust work priority. You could make your own for stuff categories. Fluffy is a Master in Prioritization you should both talk ;)
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling. (07/04/2016)
Post by: aalikane on April 09, 2016, 08:03:08 AM
Is it my imagination... or does both links for downloads lead you to HaulPriorityLite?
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling. (07/04/2016)
Post by: Renzo471 on April 09, 2016, 10:04:19 AM
Quote from: aalikane on April 09, 2016, 08:03:08 AM
Is it my imagination... or does both links for downloads lead you to HaulPriorityLite?
Yeah I must of messed up somewhere ill sort it out this evening think I renamed the wrong folder derp.
Quote from: Grogfeld on April 09, 2016, 05:17:50 AM
Oh, wait yesterday was your birthday? Oh man, best wishes to you!... and no hangover today :P

Back to mod topic. I think that the other version sounds really interesting even in vanilla. More control is always good. With modpacks, controlling prioritization of specific item groups would solve many issues like micromanaging.
I have two suggestions. Could you make that designators buttons would  also show when you click on item?
You said that the other version could be control via Xml, it's great idea but as an improvement I would suggest an in game tab where you could set prioritization. Fluffy made excellent mod, enhanced tabs, where there is option to adjust work priority. You could make your own for stuff categories. Fluffy is a Master in Prioritization you should both talk ;)
Thank you and yeah wish there was no hangover ha, that's a great idea I never even thought about it I will look into both when I get home
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling. (07/04/2016)
Post by: Anvil_Pants on April 09, 2016, 11:35:36 AM
Quote from: Renzo471 on April 09, 2016, 10:04:19 AM
Quote from: Grogfeld on April 09, 2016, 05:17:50 AM
You said that the other version could be control via Xml, it's great idea but as an improvement I would suggest an in game tab where you could set prioritization. Fluffy made excellent mod, enhanced tabs, where there is option to adjust work priority. You could make your own for stuff categories. Fluffy is a Master in Prioritization you should both talk ;)
that's a great idea I never even thought about it I will look into both when I get home

Essentially what was proposed is this screenshot from here (https://ludeon.com/forums/index.php?topic=15964.msg169177#msg1691777#msg169177):

(http://i.imgur.com/bHoDJ66.jpg?1)

Aside from using a like-kind UI, I think that the gist of it would be to inject your haul priorities at the subset of actions that Fluffy defined as "Haul -> Haul" in that. Maybe it's working that way already.

To get your UI in with the existing one there, you'd need a third scrollable list box; "Haul -> Haul -> Haul what".
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling-Fixed Links (09.04.2016)
Post by: Renzo471 on April 09, 2016, 12:32:06 PM
Thank you Anvil I will have a look see when I have some time this evening, from just the screen it would definitely be cleaner and more intuitive than what I was going for. Cheers for all the input guys some very useful stuff, I will try my best to get all the things suggested rolling soon I must admit that the alpha is drawing me in tho so I don't want to give any timeline haha
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling-Fixed Links (09.04.2016)
Post by: Amuraxis on April 10, 2016, 12:13:01 AM
Ah, i love mods like this, as a control freak this is right up my ally.
I am downloading it now, and i will chuck in some comments on it's functionality once i have played around with it.

Cheers for putting this out there, and congratulations on releasing your first mod.
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling-Fixed Links (09.04.2016)
Post by: hwoo on April 14, 2016, 12:29:14 PM
i can only prioritize anything bar stone chunks. which ironically is the main reason i got this mod. help xD

i tried it with only this mod and core enabled so there's no mod compat issues.
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling-Fixed Links (09.04.2016)
Post by: MisterVertigo on April 14, 2016, 01:14:08 PM
I'm glad to see this mod is being worked on! I look forward to the chunk-hauling update!
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling-Fixed Links (09.04.2016)
Post by: Renzo471 on April 14, 2016, 06:19:22 PM
 chunks version will be up on saterday morning (uk time) all working fine Im just not at my pc to upload it until then sorry about that
Title: Re: [A13] HaulPriority (1.0) Add some order to your hauling-Fixed Links (09.04.2016)
Post by: hwoo on April 15, 2016, 03:50:03 AM
Thank you! This mod is essential for mass hauling stone chunks. So bloody usefull for getting what you want done first as they are everywhere xD
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Rock5 on April 16, 2016, 10:55:07 AM
Is it possible to add your designators to the item selection designators? I'd like to be able to double click an item to select all like items on the screen, then click one of you designators.

Also I noticed a small bug. If there are multiple items on top of each other, eg. dead bodies, it tends to only select one, when you rectangle select multiple items with the mouse.

This was with the version before chunks were added.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: nuschler22 on April 16, 2016, 02:40:45 PM
Can someone tell me how to use this? 

I have no additional "Haul" orders, just the normal one.  I assume there is supposed to be an additional "Haul" order?

Also, does it just designate what to haul first, or designate hauling as the first priority over all other work until what you want hauled is done?

Also, I have the "Unforbid" designator (green check mark).

Thanks for the help!

Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Rock5 on April 17, 2016, 12:56:23 AM
Quote from: nuschler22 on April 16, 2016, 02:40:45 PM
Can someone tell me how to use this? 

I have no additional "Haul" orders, just the normal one.  I assume there is supposed to be an additional "Haul" order?

Also, does it just designate what to haul first, or designate hauling as the first priority over all other work until what you want hauled is done?

Also, I have the "Unforbid" designator (green check mark).

Thanks for the help!
If you have VeinMiner like me and you load VeinMiner after HaulPriority then the HaulPriority designators wont show. If you load them the other way round then the VeinMiner designators wont show. That's why I had to merge them.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: nuschler22 on April 17, 2016, 02:59:56 PM
How do you merge them???
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: nuschler22 on April 17, 2016, 04:35:18 PM
For some reason, the designator is still not working with chunks unless I'm doing something incorrectly.

Also, what's the difference between the two versions with NoForbid and Lite?

Thanks!

Looks like it will be incredibly useful once I figure out how to use it.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Rock5 on April 17, 2016, 09:09:54 PM
Quote from: nuschler22 on April 17, 2016, 04:35:18 PM
For some reason, the designator is still not working with chunks unless I'm doing something incorrectly.

Also, what's the difference between the two versions with NoForbid and Lite?

Thanks!

Looks like it will be incredibly useful once I figure out how to use it.
The same thing happened to me but when I downloaded it again and tried again, it worked. Maybe the download wasn't updated fast enough.

The NoForbid version doesn't include the Unforbid designator so you can use another from another mod if you prefer.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Rock5 on April 17, 2016, 09:13:39 PM
Quote from: nuschler22 on April 17, 2016, 02:59:56 PM
How do you merge them???
What I did was open Defs\DesignationCategoryDefs\DesignationCategories.xml of the mod I'm going to load last, in my case it was VeinMiner, then add the missing lines from the other mod. It should look like this.
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <DesignationCategoryDef>
    <defName>Orders</defName>
    <label>orders</label>
    <description>Designate specific interactions with specific things.</description>
    <order>900</order>
    <specialDesignatorClasses>
      <li>Designator_Cancel</li>
      <li>Designator_Deconstruct</li>
      <li>Designator_Mine</li>
      <li>Designator_Haul</li>
      <li>Designator_PlantsCut</li>
      <li>Designator_PlantsHarvest</li>
      <li>Designator_PlantsHarvestWood</li>
      <li>Designator_Hunt</li>
      <li>Designator_Slaughter</li>
      <li>Designator_Tame</li>
      <li>Designator_Uninstall</li>
      <li>Designator_Claim</li>
      <li>Designator_Strip</li>
      <li>Designator_RearmTrap</li>
      <li>Designator_Open</li>
      <li>Designator_PlanAdd</li>
      <li>Designator_PlanRemove</li>
      <li>HaulPriority.Designator_HaulPriority</li>
      <li>HaulPriority.Designator_HaulPriorityHighPriorityOverride</li>
      <li>HaulPriority.Designator_Unforbid</li>
      <li>VeinMiner.Designator_VeinMiner</li>
      <li>MineBrush.DesognatorMineBrush</li>
      <li>MineBrush.StripMiner</li>
    </specialDesignatorClasses>
  </DesignationCategoryDef>
</Defs>


That way VeinMiner loads the designators for HaulPriority too.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: nuschler22 on April 18, 2016, 11:26:57 AM
Thank you so much, Rock.  I'll give that a try.

I tried it before you posted this and ended having to reinstall both. Lol.


Add:  It worked perfectly, thank you again!
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Poebe on April 30, 2016, 01:27:13 AM
Are there any chances of you making a compatibility patch so this works with veinminer? There used to be one back in A9 but nobody updated it so
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Rock5 on April 30, 2016, 04:59:26 AM
Quote from: Poebe on April 30, 2016, 01:27:13 AM
Are there any chances of you making a compatibility patch so this works with veinminer? There used to be one back in A9 but nobody updated it so
The way they are written is each one completely redefines the buttons in the Orders tab, ie. they relist all the existing buttons and then add their own. This means that which ever is loaded second overwrites the first. My solution just lists all the original buttons and the buttons for both mods in the last mod loaded. To make it properly compatible they would have to be able to add their buttons without relisting the whole Orders list. I don't know how to do this. If it's possible it probably needs to be in the dll. I can't see any way to do it using just xml.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: eastwood6510 on May 29, 2016, 12:24:20 AM
Quote from: Rock5 on April 17, 2016, 09:13:39 PM
Quote from: nuschler22 on April 17, 2016, 02:59:56 PM
How do you merge them???
What I did was open Defs\DesignationCategoryDefs\DesignationCategories.xml of the mod I'm going to load last, in my case it was VeinMiner, then add the missing lines from the other mod. It should look like this.
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <DesignationCategoryDef>
    <defName>Orders</defName>
    <label>orders</label>
    <description>Designate specific interactions with specific things.</description>
    <order>900</order>
    <specialDesignatorClasses>
      <li>Designator_Cancel</li>
      <li>Designator_Deconstruct</li>
      <li>Designator_Mine</li>
      <li>Designator_Haul</li>
      <li>Designator_PlantsCut</li>
      <li>Designator_PlantsHarvest</li>
      <li>Designator_PlantsHarvestWood</li>
      <li>Designator_Hunt</li>
      <li>Designator_Slaughter</li>
      <li>Designator_Tame</li>
      <li>Designator_Uninstall</li>
      <li>Designator_Claim</li>
      <li>Designator_Strip</li>
      <li>Designator_RearmTrap</li>
      <li>Designator_Open</li>
      <li>Designator_PlanAdd</li>
      <li>Designator_PlanRemove</li>
      <li>HaulPriority.Designator_HaulPriority</li>
      <li>HaulPriority.Designator_HaulPriorityHighPriorityOverride</li>
      <li>HaulPriority.Designator_Unforbid</li>
      <li>VeinMiner.Designator_VeinMiner</li>
      <li>MineBrush.DesognatorMineBrush</li>
      <li>MineBrush.StripMiner</li>
    </specialDesignatorClasses>
  </DesignationCategoryDef>
</Defs>


That way VeinMiner loads the designators for HaulPriority too.

Hey there. I merged the two just like your shows here and I still don't have the haul orders showing. I have haul priority loading right before vein miner.

Th vein miner icons are showing up but not the haul priority. Anyone have any ideas?

Here is my DesignationCategories.xml
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

 
  <DesignationCategoryDef>
    <defName>Orders</defName>
    <label>orders</label>
    <description>Designate specific interactions with specific things.</description>
    <order>900</order>
    <specialDesignatorClasses>
  <li>Designator_Cancel</li>
      <li>Designator_Deconstruct</li>
      <li>Designator_Mine</li>
      <li>Designator_Haul</li>
      <li>Designator_PlantsCut</li>
      <li>Designator_PlantsHarvest</li>
      <li>Designator_PlantsHarvestWood</li>
      <li>Designator_Hunt</li>
      <li>Designator_Slaughter</li>
      <li>Designator_Tame</li>
      <li>Designator_Uninstall</li>
      <li>Designator_Claim</li>
      <li>Designator_Strip</li>
      <li>Designator_RearmTrap</li>
      <li>Designator_PlanAdd</li>
      <li>Designator_PlanRemove</li>
      <li>Designator_Open</li>
  <li>HaulPriority.Designator_HaulPriority</li>
  <li>HaulPriority.Designator_HaulPriorityHighPriorityOverride</li>
  <li>HaulPriority.Designator_Unforbid</li>
  <li>VeinMiner.Designator_VeinMiner</li>     
  <li>MineBrush.DesognatorMineBrush</li>
  <li>MineBrush.StripMiner</li>
    </specialDesignatorClasses>
  </DesignationCategoryDef>
 
 
 
 
</Defs>


Edit: wow nevermind. I deleted the extra lines in my .xml and that fixed everything.....
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Havan_IronOak on July 02, 2016, 02:56:56 PM
After reading through this thread I was able to get Vein Miner and HaulPriorityLite to "play nicely together" by editing the xml file. Thanks for the commenters here!

Any chance of the two developers (or a third party) creating a combined "Enhanced Orders" mod so as to eliminate the confusion with new releases and for those that are more reluctant to edit XML files?

Either way... I'm good and I love both mods! Just wish they loved each other more on install.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Lupin III on July 03, 2016, 12:43:27 PM
Quote from: Havan_IronOak on July 02, 2016, 02:56:56 PM
Any chance of the two developers (or a third party) creating a combined "Enhanced Orders" mod so as to eliminate the confusion with new releases and for those that are more reluctant to edit XML files?
Yes, I'm really annoyed by this as well and as I understand it is not the modders' fault. Better ask Tynan to allow mods to add and not completely overwrite whole menues. It's the same problem with buildings/objects and recipies.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: skullywag on July 04, 2016, 06:17:13 AM
Im looking into this as part of CCL, we should be able to hopefully allow injection of designators to the different categories. Speaking to 1000101 now. It may already do it.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: 1000101 on July 04, 2016, 12:57:24 PM
Yes, CCL has had designator injectors for quite some time to combat this exact issue.  The only caveat...modders need to use CCL and specify their designators to be injected instead of overriding the categories def.  Some modders are resistant to using CCL though, help them along by PMing them with your issues!  j/k, be polite and just ask in their threads for a little CCL love'n to resolve these minor things.  :)
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Renzo471 on July 06, 2016, 10:44:22 AM
Hi guys, sorry I've not been active recently, personal stuff got hectic there for a while, around A14 release I should have a lot more free time to update.
Quote from: 1000101 on July 04, 2016, 12:57:24 PM
Yes, CCL has had designator injectors for quite some time to combat this exact issue.  The only caveat...modders need to use CCL and specify their designators to be injected instead of overriding the categories def.  Some modders are resistant to using CCL though, help them along by PMing them with your issues!  j/k, be polite and just ask in their threads for a little CCL love'n to resolve these minor things.  :)
Just before I uploaded I tried using CCL to inject them rather than overwriting the list, It's probably really easy to setup but I couldn't get it to work quite right, thought I would get the mod out and fix that later... and then forgot.. derp. So for A14 release I'll use CCL and work on adding some of the features you guys have suggested and the control of individual priorities I talked about ages ago. so take it easy guys and look for an update soon(ish) haha.
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Draconicrose on July 10, 2016, 08:04:36 PM
Works nicely after applying the changes some commenters mentioned above. Thank you for updating!
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: str82azz on July 18, 2016, 05:19:30 AM
love this mod...any chance of update for a14? :)
Title: Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
Post by: Renzo471 on July 18, 2016, 06:37:04 AM
A14 version is up on workshop. It was so busy here on the forum the last few days I couldn't stay logged in for long enough to post the update, once I'm home tonight I'll post it up here too. Glad you like it :-)
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: Montecort on August 01, 2016, 11:20:09 AM
Works great, thanks!
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: Elfest2 on August 23, 2016, 11:55:39 AM
Fantastic mod. Don't now what I'd do without it. Is there any possibility of adding a "HaulPriorityNoUnforbid" version for A14 please?
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: mordan on August 23, 2016, 01:29:51 PM
Just wanted to say this is a great mod, and it's usefulness becomes a great asset very early in game! Should be part of the game imho ;) Keep up the great work mate!
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: Deimos Rast on August 23, 2016, 08:07:45 PM
love this mod something fierce. good stuff.
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: mabor0shi on August 30, 2016, 07:43:14 PM
Good news! HaulPriorityLite v1.0.1 works with alpha 15! I been using HaulPriority with a15 since it came out. No problems so far. Maybe it'll cause the psychic drone to make everyone go permanently berserk, I feel it's worth the risk. This mod is absolutely essential.
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: Renzo471 on August 31, 2016, 11:53:49 AM
Yeah It should work fine, assembly didnt need changing at all so shouldn't be any problems you may get some errors with the version of the game the mod targets but nothing too major, I'm just ironing out a couple bugs people have pointed out and then I'll upload an a15 version. Ive been a bit slack responding here lately sorry about that so thanks all for the support you guys.
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: mordan on August 31, 2016, 01:01:16 PM
Thanks for all the hard work you put into this mate :) Patiently awaiting for your A15 update :D
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: Dingo on September 14, 2016, 11:07:49 AM
When you update is it feasible that you would have a version without the AllowTool functionality? Only the two haul designator states standalone.
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: code99xx on September 15, 2016, 12:49:22 AM
Hi, I think this conflicts with VeinMiner somehow. I cant make both of them work at the same time. This is the error im getting (see attached screenshot) when both HaulPriority and VeinMiner is active.
If I remove one of the mods, that error goes away.


[attachment deleted by admin - too old]
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: Dingo on September 15, 2016, 06:16:56 AM
It most likely conflicts with VeinMiner because neither of them use CCL to inject their job lists. They both change the job XML individually and one overrides the other without a patch. (I noticed this and wrote it down when I first used the mod, but seeing as the author says "I should use CCL for the next version" it seemed obvious)
Title: Re: [A14] HaulPriority (1.0.1) (19.07.2016)
Post by: code99xx on September 15, 2016, 08:24:15 AM
Oh i see ... ok then, in this case ill wait for CCL to update.

Title: Re: [A16] HaulPriority (1.0.5) (28.12.2016)
Post by: cammillotto on January 03, 2017, 05:05:35 PM
Anyone using it in combination with other hauling-related mods? (hand me that brick, cooks can refuel, hauling hysteresis, Refactored work priorities, JTBetter Hauling, AC-Enhanced Hauling).
I've tried to disable most of them (and also Allow Tool) but still got the following message. I'm pretty sure it's about this mod, I've disabled it and it didn't show up anymore). I hope someone can help, I'd really like to use this mod (my pawns keep leaving wood outside...).
Thanks!

Could not instantiate inspector tab of type HaulPriority.ModInitializer: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Internal_CreateGameObject 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.GameObject:Internal_CreateGameObject (UnityEngine.GameObject,string)
  at UnityEngine.GameObject..ctor (System.String name) [0x00006] in C:\buildslave\unity\build\artifacts\generated\common\runtime\UnityEngineGameObjectBindings.gen.cs:391
  at HaulPriority.ModInitializer..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
  --- 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.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x0000e] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/ConstructorInfo.cs:77
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x000b5] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:372
  at System.Activator.CreateInstance (System.Type type) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:254
  at Verse.InspectTabManager.GetSharedInstance (System.Type tabType) [0x00014] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\InspectTabBase.cs:99
  at Verse.ThingDef.PostLoad () [0x0009f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\ThingDef.cs:543
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.ThingDef:PostLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\ThingDef.cs:547)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.XmlToObject:TryDoPostLoad(Object) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlToObject.cs:339)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlToObject.cs:305)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlLoader.cs:140)
Verse.ModContentPack:LoadDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:149)
Verse.ModContentPack:ReloadAllContent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:122)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:44)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:93)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__735() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
Title: Re: [A16] HaulPriority (1.0.5) (28.12.2016)
Post by: joaonunes on January 03, 2017, 05:40:29 PM
Quote from: cammillotto on January 03, 2017, 05:05:35 PM
... hand me that brick, cooks can refuel, hauling hysteresis, Refactored work priorities, JTBetter Hauling, AC-Enhanced Hauling, Allow Tool

I am using all of the mods I selected in BOLD and have no issues at all with "HaulPriority" also installed.
The mods "Hauling Hysteresis", "Better Hauling" and "Enhanced Hauling" are probably conflicting with "Refactored work priorities", that's why I never installed them (I try to read the mod's description before even downloading the mod).
"Enhanced Hauling" I don't think I have ever seen the mod or considered installing it, so I have no opinion on whether it might be one of the causes for the errors or not, but I know that "Hauling Hysteresis" will most likely conflict with "Refactored work priorities"

EDIT: Are you by any chance using the mod "Storage Search"? Because it has been told it is incompatible with "Hauling Hysteresis"...
Quote from: Rock5 on October 26, 2016, 11:04:25 AM
Out of all the mods I just installed Storage Search and Hauling Hysteresis are the only 2 incompatible ones...
Title: Re: [A16] HaulPriority (1.0.5) (28.12.2016)
Post by: Renzo471 on January 04, 2017, 02:37:20 PM
Hi just replied on steam looking at that log i think its failing to load my mod because there is an error happening before haulpriority trys to do its thing. Not a hundred percent but what joaonunes said sounds right, sucks but try disabling all mods leaving core, then enable haul priority load in to a game, check the buttons are in the orders menu if they are not there uninstall and reinstall the mod and try again if there are there continue to enable your mods until you get the error. I dont have any of the mods that you have installed but allow tool works fine.
Title: Re: [A16] HaulPriority (1.0.5) (28.12.2016)
Post by: nachtfalter on January 10, 2017, 11:40:33 AM
Yes, it is back!
This makes life sooo much easier, thanks for updating!
Title: Re: [A16] HaulPriority (1.0.5) Fix (16.01.2017)
Post by: Aristocat on March 06, 2017, 01:55:25 AM
I tried to find this for hours! Simply best mod.
Title: Re: [A16] HaulPriority (1.0.5) Fix (16.01.2017)
Post by: Fumble on March 06, 2017, 08:20:09 AM
Can you put it on github?
Title: Re: [A16] HaulPriority (1.0.5) Fix (16.01.2017)
Post by: Wishmaster on March 25, 2017, 09:09:24 AM
That would be really awsome if you added a gizmo that appear on all haulable items, so you won't have to go to the designator menu to designate stuff.
Title: Re: [A16] HaulPriority (1.0.5) Fix (16.01.2017)
Post by: poolday on March 30, 2017, 11:31:49 PM
Hello, and thanks in advance for this great mod!

I think I've found a bug:

When creating a scenario, there is a chance to get an Item called HaulPriorityInit, which probably shouldn't be there.
I added screenshots to clarify it.


[attachment deleted by admin due to age]
Title: Re: [A16] HaulPriority (1.0.5) Fix (16.01.2017)
Post by: Mosart on July 02, 2017, 09:27:20 AM
Will it be updated to a17?
Title: Re: [A16] HaulPriority (1.0.5) Fix (16.01.2017)
Post by: wwWraith on July 02, 2017, 09:52:53 AM
The author wasn't here for a couple of months. You may take a look on Please Haul Perishables (https://ludeon.com/forums/index.php?topic=30508), Refactored Work Priorities (https://ludeon.com/forums/index.php?topic=26077) and Allow Tool (https://ludeon.com/forums/index.php?topic=17218).
Title: Re: [A16] HaulPriority (1.0.5) Fix (16.01.2017)
Post by: Mosart on July 03, 2017, 10:11:02 AM
Quote from: wwWraith on July 02, 2017, 09:52:53 AM
The author wasn't here for a couple of months. You may take a look on Please Haul Perishables (https://ludeon.com/forums/index.php?topic=30508), Refactored Work Priorities (https://ludeon.com/forums/index.php?topic=26077) and Allow Tool (https://ludeon.com/forums/index.php?topic=17218).
Oh it's you again. thank you - will check all this mods.)