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RimWorld => Mods => Releases => Topic started by: UnlimitedHugs on September 02, 2016, 03:28:50 PM

Title: [1.5] Defensive Positions (1.13.0) Assume the position!
Post by: UnlimitedHugs on September 02, 2016, 03:28:50 PM
(http://i.imgur.com/6478wKG.png)

About
Raids are fun, but positioning your fleshy turrets for battle each single time gets old pretty fast.
Well, now there's an app a mod for that! With the push of a button you can send off your whole colony to man the defensive perimeter. Convenience!

Features
How to use

Basic mode

(http://i.imgur.com/u6zcL59.png)

Every colonist now has an additional button next to his Draft command. Everything is done using this button.
First, the colonists need to be shown their assigned defensive position. To do that:
Once you feel like one saved position is no longer enough, you can switch to advanced mode by holding Alt and clicking the button.

Advanced mode

(http://i.imgur.com/EbBh8Ol.png)

Advanced mode works exactly like Basic, but you have 4 positions to work with. Same deal- shift+click a slot to save a position, just click to send the selected pawns to the position they have been assigned under that number.
Pressing T is the same as clicking the first slot, pressing T multiple times in a row will activate the slot with that number.
You can return to Basic mode by Alt+clicking the button again.

Other stuff

Usage
Existing saves should work just fine.

Pack policy
Feel free to use and include wherever. Credit is optional.

Source
Github (https://github.com/UnlimitedHugs/RimworldDefensivePositions)

Download

Github releases: Latest (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/latest), All releases (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases)

HugsLib library (required): Latest (https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest)

Also available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761219125).
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: AtomicRavioli on September 02, 2016, 03:30:48 PM
This will really make managing raids with large colonies much easier :)
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: BaconBits on September 02, 2016, 03:43:05 PM
This is now my new MUST HAVE!    ;)  Fantastic job!   ;D
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: kaptain_kavern on September 02, 2016, 04:31:47 PM
This one look quite interesting, i'm gonna try it ASAP. Seems well thinked and done

Thx
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: twoski on September 02, 2016, 05:04:51 PM
Put this on steam my dude
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: MisterVertigo on September 02, 2016, 08:23:55 PM
This looks amazing! Thank you!

I also would love to see this on Steam!
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: Deimos Rast on September 03, 2016, 01:19:45 AM
I know I've seem similar things in the distant archives, but this looks even better.
Thanks.

Is this compat withhh Achtung?!
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: Draconicrose on September 03, 2016, 02:45:18 AM
Definitely adding this to my game! Please put it on Steam, it makes distributing updates so much easier!
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: Pillow Fort on September 03, 2016, 03:22:41 AM
this functionality was actually in one of the a14 mods
not sure which tho

was really missing it since the update x.x
thanks!
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: UnlimitedHugs on September 03, 2016, 07:43:57 AM
Quote from: MisterVertigo on September 02, 2016, 08:23:55 PM
I also would love to see this on Steam!

I might put it up if I ever get the Steam copy of the game. But for now it's the good old download and extract for you, folks :)

Quote from: Deimos Rast on September 03, 2016, 01:19:45 AM
Is this compat withhh Achtung?!

I see no reason why it wouldn't be. Do let me know if you encounter any issues.

Quote from: fishbones on September 03, 2016, 03:22:41 AM
this functionality was actually in one of the a14 mods

Could be, it's all good though. More variety = more better.
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: SpaceDorf on September 06, 2016, 03:23:59 PM
Thank you, another one to scratch from the wishlist :)
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: UnlimitedHugs on September 10, 2016, 11:31:16 AM
Thanks to Vassteel's kind contribution this mod is now available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761219125).
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: orannj on September 12, 2016, 10:36:43 PM
Very nice! I was wondering how I could do something like this and my prayers to the god-emperor have been answered! :)
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: UnlimitedHugs on September 12, 2016, 10:46:09 PM
Quote from: orannj on September 12, 2016, 10:36:43 PM
Very nice! I was wondering how I could do something like this and my prayers to the god-emperor have been answered! :)

Praise be :D
Only thing I'm considering is making and selecting colonist squads with the number keys- unless that's already a feature somewhere.
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: orannj on September 12, 2016, 10:57:10 PM
I think it'd be pretty neat to be able to set up zones of defense. Setting a zone would let assigned colonists basically garrison the spot, and not leave it. This would be good for places like checkpoints and general muster areas. But it's great the way it is. :)
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: night777 on September 12, 2016, 11:02:14 PM
Rare is a base I make with more than 2 entrances. I think I'll use one position setting as a combat-preparedness roll call at the armory for red alert moments :)
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: UnlimitedHugs on September 12, 2016, 11:24:33 PM
Quote from: orannj on September 12, 2016, 10:57:10 PM
I think it'd be pretty neat to be able to set up zones of defense. Setting a zone would let assigned colonists basically garrison the spot, and not leave it. This would be good for places like checkpoints and general muster areas. But it's great the way it is. :)

Good idea there, but how to assign colonists to zones? We want to keep this whole thing simple.
Edit: also, seems we already can do that in vanilla :)

Quote from: night777 on September 12, 2016, 11:02:14 PM
Rare is a base I make with more than 2 entrances. I think I'll use one position setting as a combat-preparedness roll call at the armory for red alert moments :)

I often make 2 lines of defense- an outside wall with doors and manned positions inside the killbox. It's great to pick off a few attackers while they're closing, then orderly retreat to the box with one button push.
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: orannj on September 12, 2016, 11:28:59 PM
Quote from: UnlimitedHugs on September 12, 2016, 11:24:33 PM
Quote from: orannj on September 12, 2016, 10:57:10 PM
I think it'd be pretty neat to be able to set up zones of defense. Setting a zone would let assigned colonists basically garrison the spot, and not leave it. This would be good for places like checkpoints and general muster areas. But it's great the way it is. :)

Good idea there, but how to assign colonists to zones? We want to keep this whole thing simple.
Edit: also, seems we already can do that in vanilla :)

I had no idea! :D I just started playing recently, and this is all very new to me. :) good to know though.
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: lc-soz on October 19, 2016, 10:33:01 AM
Would be nice to save the position while using a turret (like a mortar). I have 20 mortars in my colony and I think is very boring to assign one by one.
Title: Re: [A15] Defensive Positions (1.0) Assume the position!
Post by: UnlimitedHugs on October 19, 2016, 11:36:36 AM
Quote from: lc-soz on October 19, 2016, 10:33:01 AM
Would be nice to save the position while using a turret (like a mortar). I have 20 mortars in my colony and I think is very boring to assign one by one.

Great idea there. I'll see how doable that is.
Title: Re: [A15] Defensive Positions (1.2.0) Assume the position!
Post by: UnlimitedHugs on October 26, 2016, 12:44:02 PM
Updated to 1.2.0

Brace for epic update! Squad hotkeys are now a thing, as well as some more features to make your defensive positioning even easier.
The game will show you a dialog highlighting how to use the new hotkeys, can't miss it :)
Title: Re: [A15] Defensive Positions (1.2.0) New: Squad hotkeys
Post by: lc-soz on October 26, 2016, 12:46:29 PM
MAN! You did it!! Thank you a lot! You're awesome!!  ;D ;D ;D
Title: Re: [A15] Defensive Positions (1.2.0) New: Squad hotkeys
Post by: UnlimitedHugs on October 26, 2016, 01:16:57 PM
Quote from: lc-soz on October 26, 2016, 12:46:29 PM
MAN! You did it!! Thank you a lot! You're awesome!!  ;D ;D ;D

How could I refuse :D
Haven't tested it, but far as I can tell it should even work with modded turrets.
Title: Re: [A15] Defensive Positions (1.2.0) New: Squad hotkeys
Post by: Dingo on October 26, 2016, 01:36:13 PM
Squad up, boys! (http://vignette3.wikia.nocookie.net/bigbrother/images/9/94/BB14_-_Dan.jpeg)
Title: Re: [A15] Defensive Positions (1.2.0) New: Squad hotkeys
Post by: lc-soz on October 26, 2016, 04:42:21 PM
Working perfectly with Turret Colection (https://ludeon.com/forums/index.php?topic=6895.0) from eatKenny! UnlimitedHugs, you are my hero! Now I don't have to do 80 clicks so my army of turrets can obliterate an enemy.  ;D

Someone knows if it is possible to force a target for multiple turrets at once?
Title: Re: [A15] Defensive Positions (1.2.0) New: Squad hotkeys
Post by: Wacoede on October 27, 2016, 12:22:55 AM
When is the steam workshop version updating?
Title: Re: [A15] Defensive Positions (1.2.0) New: Squad hotkeys
Post by: UnlimitedHugs on October 27, 2016, 03:52:53 AM
Quote from: lc-soz on October 26, 2016, 04:42:21 PM
Working perfectly with Turret Colection (https://ludeon.com/forums/index.php?topic=6895.0) from eatKenny! UnlimitedHugs, you are my hero! Now I don't have to do 80 clicks so my army of turrets can obliterate an enemy.  ;D

Yep! Looks like the emplacements from More Vanilla Turrets are working, as well. Good times.

Quote from: Wacoede on October 27, 2016, 12:22:55 AM
When is the steam workshop version updating?

Updated now. Looks like it's stable, so we're good to go.
Title: Re: [A15] Defensive Positions (1.2.4) New: Squad hotkeys
Post by: erdelf on November 09, 2016, 02:42:21 PM
Hey, great mod. It really makes everything in that regard easier ^^

Altough I would like to request another feature.
A new button that does the same for areas, so you can quickly restrict non-combat people to specified areas.
Title: Re: [A15] Defensive Positions (1.2.4) New: Squad hotkeys
Post by: UnlimitedHugs on November 09, 2016, 05:42:04 PM
Quote from: erdelf on November 09, 2016, 02:42:21 PM
Hey, great mod. It really makes everything in that regard easier ^^

Altough I would like to request another feature.
A new button that does the same for areas, so you can quickly restrict non-combat people to specified areas.

Frankly, that's already pretty easy to do in vanilla- just open the Restrict tab and drag the mouse over the "Allowed area" part. Turning it into a button would just add unnecessary complexity.
Title: Re: [A15] Defensive Positions (1.2.4) New: Squad hotkeys
Post by: erdelf on November 14, 2016, 09:24:55 AM
Quote from: UnlimitedHugs on November 09, 2016, 05:42:04 PM
Frankly, that's already pretty easy to do in vanilla- just open the Restrict tab and drag the mouse over the "Allowed area" part. Turning it into a button would just add unnecessary complexity.

ok, if you think so. I actually asked for someone else who specifically requested it to work like defensive position, but well..
Title: Re: [A15] Defensive Positions (1.2.4) New: Squad hotkeys
Post by: UnlimitedHugs on November 14, 2016, 09:42:31 AM
Quote from: erdelf on November 14, 2016, 09:24:55 AM
ok, if you think so. I actually asked for someone else who specifically requested it to work like defensive position, but well..

I'll keep it in mind for the future. One of the options would be a hotkey that restricts everyone to a given area until the coast is clear. As a button it doesn't make sense, though, since it would affect everyone, rather than just the selected units.
Title: Re: [A15] Defensive Positions (1.2.4) New: Squad hotkeys
Post by: MisterVertigo on December 20, 2016, 09:28:41 PM
One of my favorite mods! I hope to see it make a comeback for A16!
Title: Re: [A16] Defensive Positions (1.3.0) Assume the position!
Post by: UnlimitedHugs on December 21, 2016, 04:29:06 PM
Updated to 1.3.0

Your A16 build right off the presses, folks. Get it while it's hot :)
Title: Re: [A16] Defensive Positions (1.3.2) Assume the position!
Post by: minakurafto on December 26, 2016, 12:08:21 PM
how to create squad? ctrl+keypad number while selecting drafted pawn doesnt create any squad
Title: Re: [A16] Defensive Positions (1.3.2) Assume the position!
Post by: UnlimitedHugs on December 26, 2016, 05:56:46 PM
Quote from: minakurafto on December 26, 2016, 12:08:21 PM
how to create squad? ctrl+keypad number while selecting drafted pawn doesnt create any squad

That's how it's done, and you should see a message appear. Make sure the mod is properly loaded and send me your Ctrl+F12 link if it still doesn't work.
Edit: Also make sure your Num Lock is on.
Title: Re: [A16] Defensive Positions (1.3.3) Assume the position!
Post by: UnlimitedHugs on December 26, 2016, 06:32:28 PM
Updated to 1.3.3

The new vanilla "Allow firing" button should now show up properly.
Title: Re: [A16] Defensive Positions (1.3.3) Assume the position!
Post by: minakurafto on December 28, 2016, 08:23:10 PM
Quote from: UnlimitedHugs on December 26, 2016, 05:56:46 PM
Quote from: minakurafto on December 26, 2016, 12:08:21 PM
how to create squad? ctrl+keypad number while selecting drafted pawn doesnt create any squad

That's how it's done, and you should see a message appear. Make sure the mod is properly loaded and send me your Ctrl+F12 link if it still doesn't work.
Edit: Also make sure your Num Lock is on.
my bad, new to activating mod maybe i dont restart the game after enable so it messed up now it run okay
Title: Re: [A16] Defensive Positions (1.3.3) Assume the position!
Post by: dark309 on December 29, 2016, 07:48:31 AM
i can use numpad for squard but cant see defensive buttom

https://gist.github.com/HugsLibRecordKeeper/f3643bb3df5d066c38e5b35777818e15

(http://i.imgur.com/3DrEYKm.jpg)
Title: Re: [A16] Defensive Positions (1.3.3) Assume the position!
Post by: UnlimitedHugs on December 29, 2016, 08:30:49 AM
Quote from: dark309 on December 29, 2016, 07:48:31 AM
i can use numpad for squard but cant see defensive buttom
https://gist.github.com/HugsLibRecordKeeper/f3643bb3df5d066c38e5b35777818e15

Thank you for posting the log, but nothing really stands out. This has to be a conflict with another mod, though. If you're willing to take the time, you could try deactivating part of the mods and starting a new game to see if the button will show up. This would help isolate the problem.

Edit: Hold on, I think I know what it is. Let me push a quick update.
Title: Re: [A16] Defensive Positions (1.3.3) Assume the position!
Post by: UnlimitedHugs on December 29, 2016, 09:05:13 AM
@dark309
I've updated the library, which should solve the issue.
Thank you for letting me know.
Title: Re: [A16] Defensive Positions (1.3.3) Assume the position!
Post by: dark309 on December 29, 2016, 11:09:03 AM
thx for update :D
Title: Re: [A16] Defensive Positions (1.3.3) Assume the position!
Post by: asquirrel on December 29, 2016, 12:51:07 PM
Thanks man!! :)
Title: Re: [A16] Defensive Positions (1.3.3) Assume the position!
Post by: Kron on February 12, 2017, 03:12:54 PM
Im using a conflict checker mod, and noticed that defensive positions, and allowtool use the same defs. I'm wondering if these files simply add the info to the game, or are they overwritten by the mod loaded later in the load order. Since you seem to be the author of both and there is no mention of a conflict in either forum post, I'm assuming they're safe to use together?
Title: Re: [A16] Defensive Positions (1.3.3) Assume the position!
Post by: UnlimitedHugs on February 13, 2017, 05:38:49 AM
Quote from: Kron on February 12, 2017, 03:12:54 PM
Im using a conflict checker mod, and noticed that defensive positions, and allowtool use the same defs. I'm wondering if these files simply add the info to the game, or are they overwritten by the mod loaded later in the load order. Since you seem to be the author of both and there is no mention of a conflict in either forum post, I'm assuming they're safe to use together?

I'm assuming you are referring to UpdateFeatureDef. Those are added by the HugsLib library, which must also be loaded for the mods t work.
In any case, neither mod has any defs that are designed to replace other defs, so they should always work well together and their load order should not matter (as long as they are loaded after the library).

Title: Re: [A17] Defensive Positions (1.4.0) Assume the position!
Post by: UnlimitedHugs on May 25, 2017, 09:09:07 AM
Updated to 1.4.0

I heard A17 was in town, so I made an update :D
Everything should work as it used to. Hope you have a good time.
Title: Re: [A17] Defensive Positions (1.4.1) Assume the position!
Post by: Lethe on May 31, 2017, 11:55:29 PM
Convenience! =D Yay! Thanks~~!
Title: Re: [A18] Defensive Positions (1.5.0) Assume the position!
Post by: UnlimitedHugs on November 08, 2017, 10:24:49 AM
Updated to 1.5.0
Well, this should do it for the A18 update.
I also made a minor addition- in advanced mode, pressing T multiple times in quick succession allows to select the position to send your defenders to. This also works for the "send all" key.

Happy defendin'  ;)
Title: Re: [A18] Defensive Positions (1.5.0) Assume the position!
Post by: justhaze on November 08, 2017, 04:50:57 PM
testing this right now, thanks for the update =)
Title: Re: [A18] Defensive Positions (1.5.0) Assume the position!
Post by: kamuii on November 08, 2017, 10:53:05 PM
I Love you! This mod is going on my must have list.
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: crusader2010 on December 17, 2017, 09:55:38 AM
Hi,
I know this is a long shot, but does anyone know why I can't see any icons on the "Defensive positions" button?
In the "simple" version I am shown a big red X, while in the advanced version... nothing.
The mod seems to be working fine otherwise.

Thanks :)

[attachment deleted by admin: too old]
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: UnlimitedHugs on December 17, 2017, 10:04:37 AM
Quote from: crusader2010 on December 17, 2017, 09:55:38 AM
Hi,
I know this is a long shot, but does anyone know why I can't see any icons on the "Defensive positions" button?
In the "simple" version I am shown a big red X, while in the advanced version... nothing.
The mod seems to be working fine otherwise.
Thanks :)

Hey.
That's an odd one. Does it also happen when running it without any other mods?
If not, you could narrow down the conflict by doing the good old "disable half, check, then disable the other half, check, repeat".
Also, might help if you sent me your log using Ctrl+F12, after you see the problem.
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: Canute on December 17, 2017, 10:08:53 AM
Before you start doing this you maybe should install and activate
Modswitch
https://ludeon.com/forums/index.php?topic=35719.0
That made it a bit easyer to track down, and restore it afterwards.
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: crusader2010 on December 17, 2017, 07:10:16 PM
Here is the log:  https://gist.github.com/HugsLibRecordKeeper/196a07a3484e2d41751f37db963c24ad (https://gist.github.com/HugsLibRecordKeeper/196a07a3484e2d41751f37db963c24ad)

Hopefully during the next few days I'll have the time to disable/enable mods and see when the problem disappears :) Too bad it's so damn cumbersome to start a new game (since we can't reuse an already generated map).
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: UnlimitedHugs on December 17, 2017, 10:14:14 PM
Quote from: crusader2010 on December 17, 2017, 07:10:16 PM
Here is the log:  https://gist.github.com/HugsLibRecordKeeper/196a07a3484e2d41751f37db963c24ad (https://gist.github.com/HugsLibRecordKeeper/196a07a3484e2d41751f37db963c24ad)
Hopefully during the next few days I'll have the time to disable/enable mods and see when the problem disappears :) Too bad it's so damn cumbersome to start a new game (since we can't reuse an already generated map).

Nothing really stands out in the log.
If you switch to dev mode, you can quickly start a new game by shift-clicking the quickstart button (https://github.com/UnlimitedHugs/RimworldHugsLib/wiki/Development-Utilities#quickstarter).
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: crusader2010 on December 18, 2017, 03:16:40 PM
Thanks for the shortcut! Didn't know about it until now.
Well...here's what happened: started a new scenario with the exact same mods and order -> defensive positions works perfectly and its icons appear ok. Then I loaded my saved game... and the icons are ok now!

No idea what happened here...

Thanks for the help and sorry for the wasted time :(
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: crusader2010 on December 18, 2017, 04:57:15 PM
The problem surfaced again. The only way I can make the icons appear properly is if I load Defensive Positions last. My load order is something like this:
- ....(many mods)
- Runtime GC
- Hospitality
- Prepare carefully
- Path avoid
- Defensive positions
- Research Scrollbars

Whenever I move the mod above this spot, the icons stop loading. The quick start in developer mode didn't really help because they always appear properly, unless I load my saved game and then do a quick start (at which time they are wrong again).

It really starts to seem like a Rimworld restart issue (with the reloading of mods without quitting the game).
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: UnlimitedHugs on December 18, 2017, 09:30:20 PM
Quote from: crusader2010 on December 18, 2017, 04:57:15 PM
The problem surfaced again. The only way I can make the icons appear properly is if I load Defensive Positions last. My load order is something like this:
- ....(many mods)
- Runtime GC
- Hospitality
- Prepare carefully
- Path avoid
- Defensive positions
- Research Scrollbars

Whenever I move the mod above this spot, the icons stop loading. The quick start in developer mode didn't really help because they always appear properly, unless I load my saved game and then do a quick start (at which time they are wrong again).

It really starts to seem like a Rimworld restart issue (with the reloading of mods without quitting the game).

Yep, the old broken-textures-on-reload problem was my first thought, as well. We do have the auto-restart now, though, so that should no longer be an issue. Unless one of the mods forces a def reload for some reason.
I still need a more narrow mod list to investigate the problem- with dozens of mods on that list I can't spare the time.
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: crusader2010 on December 19, 2017, 04:31:47 PM
I cannot reproduce it in any way using the "Quickstart" shortcut. It only seems to happen with my saved game, which makes me think about some kind of corruption to it (maybe even RuntimeGC related, no idea really). Any kind of new game that i start, in any shape or form and with any mods/mod order, has the icons showing properly.

If I change the order of the Defensive Positions mod in my old save, then the error occurrs. Here's how:
- In the mod order from the first attached picture (test1.jpg), the icons don't load properly;
- If I change the order and move DP above Stuffed Floors, then the icons load ok;
- Now I can consistently reproduce the error this way, even when starting a new colony (but not by a quick start it seems).
- I'm generating 30% worlds with 350x350 maps.
- I reduced the amount of mods to those from the second picture (test2.jpg). The error can be reproduced/corrected by changing the mod order of Defensive Positions, like above.
- The saved game I'm using can be found here: https://mega.nz/#!ZFVl1DZA!btpIu1wSQHo-1I50--YDzdVm6VOA9CgCe3pzJtQAqDk (https://mega.nz/#!ZFVl1DZA!btpIu1wSQHo-1I50--YDzdVm6VOA9CgCe3pzJtQAqDk)

*** It seems that the mod Architect Sense had to be loaded before Stuffed Floors and I forgot to download it in the first place. After adding this mod, the icons for Defensive Positions loaded properly no matter the order. The other saved game worked too.



[attachment deleted by admin: too old]
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: UnlimitedHugs on December 19, 2017, 10:05:50 PM
Quote from: crusader2010 on December 19, 2017, 04:31:47 PM
- snip -

Yep, the missing Architect Sense is the cause here. Without it, Stuffed Floors was causing an error and preventing later mods from initializing properly.
Kudos on your persistence, though, and I appreciate the detailed reports :)
Title: Re: [B18] Defensive Positions (1.5.1) Assume the position!
Post by: crusader2010 on December 20, 2017, 05:04:03 PM
Sorry it didn't turn out to be a bug with Defensive Positions (or I should say I'm glad it didn't) :) ...and for wasting your time.
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: UnlimitedHugs on January 13, 2018, 04:11:18 AM
Updated to 1.5.2

Added a minor feature: colony buildings can now also be assigned to squads. This can help manage your turrets and temperature control buildings, among other things.
Also, the Russian translation now comes included with the mod.
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: Harry_Dicks on January 13, 2018, 04:19:49 AM
Quote from: UnlimitedHugs on January 13, 2018, 04:11:18 AM
Updated to 1.5.2

Added a minor feature: colony buildings can now also be assigned to squads. This can help manage your turrets and temperature control buildings, among other things.
Also, the Russian translation now comes included with the mod.

That's great! How about we give you a hug for once, Mister Hugs? ;D
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: Ruisuki on March 31, 2018, 03:42:33 PM
safe to uninstall mid game?
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: UnlimitedHugs on April 02, 2018, 10:03:37 AM
Quote from: Ruisuki on March 31, 2018, 03:42:33 PM
safe to uninstall mid game?

Should be. You will get an error or two when loading up your save, but those are harmless.
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: xi on June 26, 2018, 06:26:27 AM
Hi,

It would be nice if you can assign a restricted area to colonist as defensive position.

In my current game, i have 2 colonist who can't fight so in order to keep them safe and keep them active i put them into a restricted area.
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: UnlimitedHugs on June 26, 2018, 07:22:36 AM
Quote from: xi on June 26, 2018, 06:26:27 AM
Hi, It would be nice if you can assign a restricted area to colonist as defensive position.
In my current game, i have 2 colonist who can't fight so in order to keep them safe and keep them active i put them into a restricted area.

That's reasonable. I imagine that most tamed animals would also benefit from that.
How would you implement that in a clear and user-friendly way?
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: xi on June 26, 2018, 01:05:34 PM
It's complicated because i don't know what you can do with a mod and it's exclusive with position.

In order to select the zone is it possible to set a combobox ?
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: xi on June 27, 2018, 05:20:21 AM
After some thiking on it :
if it's possible to make a button contextual (like when you choose the material of an object). A second button exclusive with the first (maybe with the green check icon).

Another way but it a lot of work add a tab (like the restrictions one) with for each colonit / animal "No position", "Position1", 2, 3, 4, zone1, z2, z3, ...
On click on position cursor is used to select it.
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: UnlimitedHugs on June 28, 2018, 04:05:02 PM
Quote from: xi on June 27, 2018, 05:20:21 AM
After some thiking on it :
if it's possible to make a button contextual (like when you choose the material of an object). A second button exclusive with the first (maybe with the green check icon).
Another way but it a lot of work add a tab (like the restrictions one) with for each colonit / animal "No position", "Position1", 2, 3, 4, zone1, z2, z3, ...
On click on position cursor is used to select it.

Yeah, I get what you're saying. We'll see.
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: Asteru on June 28, 2018, 10:13:17 PM
Quote from: xi on June 27, 2018, 05:20:21 AM
After some thiking on it :
if it's possible to make a button contextual (like when you choose the material of an object). A second button exclusive with the first (maybe with the green check icon).

Another way but it a lot of work add a tab (like the restrictions one) with for each colonit / animal "No position", "Position1", 2, 3, 4, zone1, z2, z3, ...
On click on position cursor is used to select it.

The way I've done it is a combination of defensive positions and better pawn control mods. When i'm going to enter combat, first i change to a "combat" policy with better pawn control that changes all the zone restrictions for my people, then i hit defensive positions which only drafts the ones i want and moves them to their location. Then afterwards just undraft, and change them back to a normal policy in better pawn control and they go back to whatever they want.
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: Thom Blair III on August 18, 2018, 08:57:12 PM
Oh man, this looks so awesome! Can't wait to try it! Thanks!
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: MisterVertigo on August 21, 2018, 01:25:39 PM
Any chance for an update to the test version? I love this mod!
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: UnlimitedHugs on August 22, 2018, 02:01:20 PM
Quote from: MisterVertigo on August 21, 2018, 01:25:39 PM
Any chance for an update to the test version? I love this mod!

Did the update a while ago, but I'll hold off on releasing until 1.0 goes public.
You can still get the new build on GitHub on the dev branch, if you know how. Make sure to use only the Mods/DefensivePositions folder.
Title: Re: [B18] Defensive Positions (1.5.2) Assume the position!
Post by: MisterVertigo on August 22, 2018, 05:52:35 PM
I found the folder and can browse all the files but I can't figure out how to download them all without doing one at a time manually. Oh well, I guess I'll wait for 1.0 release. Glad to know that it will be updated though! Thank you!

EDIT: Nevermind, I think I found it! Thank you!
Title: Re: [B19] Defensive Positions (1.6.1) Assume the position!
Post by: UnlimitedHugs on August 29, 2018, 02:45:55 PM
Updated to 1.6.1
Fresh new build for B19. Also made some minor changes:
Have a great B19, folks :)
Title: Re: [1.0] Defensive Positions (1.7.0) Assume the position!
Post by: UnlimitedHugs on October 19, 2018, 07:06:49 AM
Updated to 1.7.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.7.0)

1.0 Update is here. That is all- have a good one.
Title: Re: [1.0] Defensive Positions (1.8.0) Now multiplayer compatible
Post by: UnlimitedHugs on May 18, 2019, 03:46:50 AM
Updated to 1.8.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.8.0)

Hey folks, I've got a nice and chunky update for you.
- The mod is now compatible with Zetrith's Multiplayer mod- you'll also need the Unofficial Multiplayer API mod by Pecius if you're going to play MP.
- Various usability improvements have been made. The button and slots now show visually when they have a saved position, and will show that position on the map when you hover over them. Also, the button now has a right-click menu for assigning and clearing positions. Additionally, the Shift key can now be switched to queue move orders, which should synergize nicely with Uuugggg's Gear Up and Go mod.
Title: Re: [1.0] Defensive Positions (1.8.1) Now multiplayer compatible
Post by: UnlimitedHugs on October 13, 2019, 12:01:31 PM
Updated to 1.8.1 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.8.1)

Fixed compatibility with Parexy's official multiplayer API.
This fix was contributed by Teyloll.
Title: Re: [1.1] Defensive Positions (1.9.0) Assume the position!
Post by: UnlimitedHugs on March 06, 2020, 02:30:03 PM
Updated to 1.9.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.9.0)

The 1.1 update has arrived! Happy days!
I took the opportunity to rework some internals of the mod, and as a result each map can now store a set of defensive positions independently of other maps. Some other tweaks have also been made, see the release notes for those.
Take care, and have yourselves a wholesome 1.1.
Title: Re: [1.1] Defensive Positions (1.9.1) Assume the position!
Post by: UnlimitedHugs on March 09, 2020, 12:24:41 PM
Updated to 1.9.1 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.9.1)

Small update to improve focusing on squad members.
You can now press a squad key multiple times, and the camera will jump between all places occupied by squad members. This will also work within a single map, when the squad members are some distance apart.
I also added two settings to customize this behavior:
The first affects the minimum distance squad members must be spread apart to be considered worth jumping to.
The second affects whether only nearby members will be selected after a jump. This can be handy to separately control two separate groups without having to assign them to separate squads.
Yes, there is always the colonist bar for finding your peeps, but pressing a key is way quicker than pointing and clicking.

Let me know how well it works for you- perhaps more tweaking is needed.
Title: Re: [1.1] Defensive Positions (1.9.1) Assume the position!
Post by: EamoadArda on March 10, 2020, 12:32:29 PM
Hey,
first of all: Great mods! thanks a ton they made the game so much more enjoyable than it already was.

however i encountered a small (?) bug:

[HugsLib][ERR] DefensivePositions caused an exception during OnDefsLoaded: System.MissingMethodException: void HugsLib.Settings.SettingHandle.set_CanBeReset(bool)
  at HugsLib.HugsLibController.OnDefsLoaded () [0x0001a] in <ebdc186c036f4e6ab3205c8d09e30222>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

i honestly have no idea what thats means, or if it is even a problem between hugslib and defensive, or if another mod is somehow connected to this, like misc. CORE.

anyway, thank you for the mods
and in advance; thank you for taking a look :)
Title: Re: [1.1] Defensive Positions (1.9.1) Assume the position!
Post by: UnlimitedHugs on March 10, 2020, 01:30:21 PM
Quote from: EamoadArda on March 10, 2020, 12:32:29 PM
however i encountered a small (?) bug

Hey! Yes, I should have mentioned that. Please update your HugsLib version.
There used to be a system in place to check for that automatically, but that still needs fixing to work in 1.1.
We're all in a permanent state of "work in progress", as you may know :)
Title: Re: [1.1] Defensive Positions (1.9.1) Assume the position!
Post by: EamoadArda on March 11, 2020, 12:57:22 PM
Oh well that's a fairly easy solution for that problem. Thank you mate, for your quick response.
worked like a charm :)


Title: Re: [1.1] Defensive Positions (1.9.1) Assume the position!
Post by: slaveofpeon on April 02, 2020, 03:37:38 AM
Seems to be an error with the mod on steam after the Mar 29th update of Rimworld. Defensive Positions throws an incompatible/corrupted/mod conflict alert upon activating it. I removed all but Hugs, Harmony, and Defensive when i was checking. Otherwise I don't know whats happened.
Title: Re: [1.1] Defensive Positions (1.9.1) Assume the position!
Post by: UnlimitedHugs on April 03, 2020, 08:02:31 AM
Quote from: slaveofpeon on April 02, 2020, 03:37:38 AM
Seems to be an error with the mod on steam after the Mar 29th update of Rimworld. Defensive Positions throws an incompatible/corrupted/mod conflict alert upon activating it. I removed all but Hugs, Harmony, and Defensive when i was checking. Otherwise I don't know whats happened.

Seems to be working on my end- perhaps a later official patch solved the issue.
If you run into the problem again, please include a Ctrl+F12 log.
Title: Re: [1.1] Defensive Positions (1.9.1) Assume the position!
Post by: Passenger009 on July 26, 2020, 04:25:04 PM
Will the lastest version work with Rimworld 1.0 ?
Title: Re: [1.2] Defensive Positions (1.10.1) Assume the position!
Post by: UnlimitedHugs on August 13, 2020, 02:55:52 PM
Updated to 1.10.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.10.0)

Tagged as 1.2-compatible. No further changes.

Quote from: Passenger009 on July 26, 2020, 04:25:04 PM
Will the lastest version work with Rimworld 1.0 ?

Yep, should be fully compatible with both 1.0 and 1.1.
Title: Re: [1.3] Defensive Positions (1.11.0) Assume the position!
Post by: UnlimitedHugs on July 19, 2021, 11:10:45 AM
Updated to 1.11.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.11.0)

Updated version for Rimworld 1.3 is live.
Title: Re: [1.4] Defensive Positions (1.12.0) Assume the position!
Post by: UnlimitedHugs on October 30, 2022, 11:44:46 AM
Updated to 1.12.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.12.0)

The update to Rimworld 1.4 is live.
Thanks to m00nl1ght-dev for the submitted update and Ragnar-F for the updated German translation.
Title: Re: [1.5] Defensive Positions (1.13.0) Assume the position!
Post by: UnlimitedHugs on April 21, 2024, 02:24:27 PM
Updated to 1.13.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.13.0)

Updated version for Rimworld 1.5.