(http://i.imgur.com/P0aaczk.png)
DescriptionSeparates cleaning function from home area, adds a new one called Cleaning Area.
FeaturesWay better cleaning management
More management can't go wrong, yes? No need to clean bloody mess your hunters made.
DownloadCommunity Core Library (https://ludeon.com/forums/index.php?topic=14172.0) (Required - 0.14.0 or higher)
Direct (https://github.com/urty5656/RimWorld-NoCleaningPlease/releases/tag/v1.0.2)
Adf.ly (http://adf.ly/1cU38S)
NoteCleaning zone does not automatically assigned like home zone.
NCP now has its own GitHub repo (https://github.com/urty5656/RimWorld-NoCleaningPlease)! Give it a look, without any compiler generated code blocks.
For Steam users: Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=728063455)
Thank You! Was waiting for this one.
Latta you absolute beauty, I love you.
Ooh, that's the best I've heared here :D
*dances*
Thanks for this, so wonderful! And thanks for putting it on steam, which eliminates my necessity of checking the forums to find updates. :)
Wooo!
Thanks, love this mod!
Hey Latta,
Would it be possible to further improve on this? For example, by checking what sort of room the dirt is in? For example, it would be nice to make it a fairly low priority to clean corridors, but a high priority to clean the rec room, the dining room, other places where colonists spend a lot of time.
Quote from: MarvinKosh on July 20, 2016, 09:24:02 AM
Hey Latta,
Would it be possible to further improve on this? For example, by checking what sort of room the dirt is in? For example, it would be nice to make it a fairly low priority to clean corridors, but a high priority to clean the rec room, the dining room, other places where colonists spend a lot of time.
Uh, might be? Not sure though.
Awesome the last of the mod i miss :p
Thx you rock man.
Also have you seen that we update ADogSaid (https://github.com/kaptain-kavern/ADogSaid) ? Is that ok with you? (sorry just to be sure)
Quote from: MarvinKosh on July 20, 2016, 09:24:02 AM
Hey Latta,
Would it be possible to further improve on this? For example, by checking what sort of room the dirt is in? For example, it would be nice to make it a fairly low priority to clean corridors, but a high priority to clean the rec room, the dining room, other places where colonists spend a lot of time.
Can the priority system be used? Like some zone with priority 1, and corridor to 4 ? things like that ...
Quote from: kaptain_kavern on July 20, 2016, 10:05:34 AM
Also have you seen that we update ADogSaid (https://github.com/kaptain-kavern/ADogSaid) ? Is that ok with you? (sorry just to be sure)
Sure, as I already said it. You may freely edit, add or remove something, change mod's name, delete it, then re-post it, pack it with another mod, upload it to Workshop, etc as long as credits given here and there.
I prefer to keep the name you choose. I like it. And i let your name as author even in the about.xml :p
Man it's because of guys like you, Skully, E(1000101), Shinzy (and i forget a lot) that i started to try to mod.
Credits will be given, count on me for that
Hey. I keep getting occasional errors (System.InvalidCastException: Cannot cast from source type to destination type) with NCP. I did use an old save so that could be the problem. :/
Link to output_log (https://www.dropbox.com/s/yum1g89vg1ppnm1/output_log_2016_07_20_1842.txt?dl=0)
Happy to see someone who reports with actual log..! It always helps me greatly but only few does it :-[
And... it looks so. Apparently NCP requires a new start. I should do something about it.
From what I can gather, it's the "old" dirt which causes the problem, any new dirt added after the mod is installed doesn't generate an error. I don't know if that helps at all.
Quote from: MarvinKosh on July 20, 2016, 01:46:29 PM
Hey. I keep getting occasional errors (System.InvalidCastException: Cannot cast from source type to destination type) with NCP. I did use an old save so that could be the problem. :/
Link to output_log (https://www.dropbox.com/s/yum1g89vg1ppnm1/output_log_2016_07_20_1842.txt?dl=0)
Okay, it should not be the case anymore: Old saves are now supported.
Special thanks to Fluffy and 1000101.
Well the newest update to this mod make it completely unusable. If my pawn tries to clean i just get red error and he just stands there over and over again until i delete the cleaning zone.
Taken from output_log:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
JobDriver threw exception in initAction. Pawn=Eita, Job=Clean A=Thing_RockRubble7292, Exception: System.InvalidCastException: Cannot cast from source type to destination type.
at LT.JobDriver_CleanFilth_NCP.get_Filth () [0x00000] in <filename unknown>:0
at LT.JobDriver_CleanFilth_NCP.<MakeNewToils>b__5_1 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Big mistake, sorry for this :'( It should work again.
My Peons now stand around with this mod enabled. If I uninstall the mod, I can't load my games:
Exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.MissingMethodException: No constructor found for RimWorld.Area::.ctor()
at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0
at Verse.ScribeExtractor.SaveableFromNode[Area] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="LT.Area_Cleaning"><innerGrid><arr>
A
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
...
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
</arr></innerGrid></li></areas></areaManager>
at Verse.ScribeExtractor.SaveableFromNode[AreaManager] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Scribe_Deep.LookDeep[AreaManager] (RimWorld.AreaManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Scribe_Deep.LookDeep[AreaManager] (RimWorld.AreaManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
at Verse.Game.LoadData () [0x00000] in <filename unknown>:0
at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
at Verse.RootMap.<Start>m__5A3 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
EDIT: I couldn't work out why my peons were not doing anything so I edited my save, removing the LT.Area_Cleaning & reference to mod, and remove the mod. I think my peon was stuck on a thought about a meal, so I made her eat another and now she works on her own again. I doubt it was this mod, but thanks anyway. You need to come up with a way to remove this mod so that people don't need to edit the save game.
2nd EDIT: Bah, they still stand around. No idea what is causing it :(
This is something I've been looking for quite a while. It was annoying that I couldn't have my farming fields homezoned (to prevent fires) without having my cleaners go out and try to ... clean the dirt ?? ...
It makes much more sense now to be able to set which areas to clean. Thanks!
I agree with the suggestion earlier that it would be even better if we had at least 2 priority levels though. A high priority one for keeping the most important rooms clean - but also a second one for tidying up less important hallways, stockpiles and the like.
-Stigma
Hey I'm new to this, what does this mod do, I don't quite understand?
It permit you to have a new designator for placing "cleaning zone" . That way you can precisely choose where your colonist will clean. Instead of using the "home" area as the de facto cleaning zone
Quote from: kaptain_kavern on August 11, 2016, 11:02:36 PM
It permit you to have a new designator for placing "cleaning zone" . That way you can precisely choose where your colonist will clean. Instead of using the "home" area as the de facto cleaning zone
So basically, they won't clean if it isn't a cleaning zone?
Yep :)
Quote from: kaptain_kavern on August 11, 2016, 11:02:36 PM
It permit you to have a new designator for placing "cleaning zone" . That way you can precisely choose where your colonist will clean. Instead of using the "home" area as the de facto cleaning zone
Quote from: Jdalt40 on August 12, 2016, 02:20:43 AM
Yep :)
Thanks kaptain_kavern & Jdalt40 :)
So I've played with this mod for a bit and I love it. This is one of those UI/management improvements that should be part of the base game. Thanks for doing this.
anyone know if this works in A15 as is?
Quote from: Exende on September 02, 2016, 09:19:45 PM
anyone know if this works in A15 as is?
I highly doubt it, since it requires CCL, and CCL is not updated for A15 yet.
people are updating (https://ludeon.com/forums/index.php?topic=22598) the mods that required ccl tho, using some detour "Thanks to 1000101 for the detour code."
Man does it hurt not having this.
I so need this mod! I cant stand my colonists cleaning up ... dirt from dirt outside of my base. Hopefully ccl will get updated sooner rather than later!
I need my No Cleaning... please v_v ...
Why is this still not in the main game?!
CCL
Quote from: Dellamorte on September 27, 2016, 06:57:21 AM
CCL
Can't wait for CCL to be updated.. wish I could help do it.. but I would likely make things worse haha..
Damn cleaning bots running out to clean the blood of the raider that just died 2 seconds ago then dying themselves..
I really need this for A15...
i was wondering after seeing fluffy updated his mods true hugs lib would this work with hugs lib also ?
Quote from: zmadz on December 27, 2016, 09:08:09 AM
i was wondering after seeing fluffy updated his mods true hugs lib would this work with hugs lib also ?
Maybe...
I haven't looked at the code yet but HugsLib is probably a lot different and as such uses different methods to achieve similar ends. Just replacing CCL with HugsLib will not work and mod's code will need to be changed first. The very fact that the CCL mods call a reference to CCL means that without CCL all the referenced methods will stop working.
Would be really nice if someone could make this work for A16 :)
Quote from: crusader2010 on February 11, 2017, 02:46:46 PM
Would be really nice if someone could make this work for A16 :)
x100