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RimWorld => Releases => Mods => Outdated => Topic started by: theubie on September 03, 2016, 07:13:21 PM

Title: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: theubie on September 03, 2016, 07:13:21 PM
Below is a collection of my small Quality of Life mods.  These mods add functions that make your life easier as you play without changing the core game (much).

General QoL Mods FAQ
(if there are any changes to the FAQ for a particular mod, it will be in that mod's FAQ section, otherwise this FAQ should be accurate for each mod.

What are the requirements for your QoL Mods?

Most QoL mods do not require any other mods to function.  You simply need the base game.

How do I install a QoL Mod?

Download the file from the mod's section below.  Unzip into your mods folder.  You can also subscribe to the mod on Steam.  Afterwards, activate the mod in game.

What order should your mods be loaded in?

Most QoL mods can be loaded any time after the game's core mod.

Can these mods be used with old saves?

You should be able to use most QoL mods with old saves.  Check their individual FAQs to make sure.

Are these mods compatible with other mods?

Depends on the mod.  I write my QoL mods to be as mod friendly as possible.  Check each individual QoL mod's FAQ for more info.

I found a bug or would like to request a feature.  How can I let you know?

You can, of course, reply to this thread with that info...but if you want immediate response and would also like to track the status of the issue/feature use the link to the direct download.  On the official IPG page you will find the bug and feature request tracker at the bottom of the page.

(http://infinitepossibilitygames.com/RimworldMods/TradingSpot.png)
Trading Spot - Control Where Traders Loiter

(http://infinitepossibilitygames.com/RimworldMods/TradingSpotScreenShot.PNG)

Direct Download (http://infinitepossibilitygames.com/rimworld/trading-spot-mod/)
(Also available on Steam!) A16 (http://steamcommunity.com/sharedfiles/filedetails/?id=822180758) A15 (http://steamcommunity.com/sharedfiles/filedetails/?id=757603224)


What this mod is:
Tired of traders parking themselves right outside your base...you know...between your turrets and the raiders?  Tired of the faction hits because of this simple mistake?  Tired of traders tromping around in places you don't want them to be?

Now you can control where traders stop when they visit your colony. Simply throw down your hand dandy Trading Spot and blamo!  YOU are in control!

It works just like the party spot, except the party is a trade caravan.

Reuse Policy:
You can use it in a pack and/or tinker with the source with my blessings.

Change Log:
Code: [Select]
v1.1.1
    -Fixed crash at load for maps that had a trading spot placed.
v1.1.0
    -Updated for Alpah 16
-Removed restriction for placing/moving/deleting your spot while traders are on the map.  (You have to live with yourself if you use it to cheese.)
v1.0.6
    -Fixed issue where large trader animals (Muffalo and other big 'uns) were still getting hungry.  Didn't realize that the hunger system isn't on a percentage scale.  Now using Maxhunger level so that all trader animals are magically kept full.
v1.0.5
    -Removed debug code that could prevent some maps from loading.
v1.0.4
    -implemented fix for trader's animals eating everything.
    -Added check for orphaned lordjobs.  Unfortunately, the game seems to break when I try to FIX an orphaned lordjob from inside the mod, but the mod can now detect when there is one, throw an error, then treat it as if it doesn't exist which should fix the "Orphaned LordJob ate my trading spot and now I can't place another one" issue.
v1.0.3
    -Fixed a bug where if you loaded a map with a trading spot placed that also had an active trade caravan, it would treat the already placed trading spot as if it were being placed for the first time...thus deleting it and giving you the message that you can't place a spot while an active trade caravan is on the map.
v1.0.2
    -Can no longer change location of trader spot while an active trade caravan is on the map.
    -Can no longer place a new trading spot while an active trade caravan is on the map.
v1.0.1
    -Initial release

FAQ:

Are there any known issues?


(http://infinitepossibilitygames.com/RimworldMods/shutdownallpreview.png)
Shutdown All - Quickly Designate Mechanoids for Shutdown

(http://infinitepossibilitygames.com/wp-content/uploads/2016/09/ShutdownAllScreenshot-300x169.png) (http://infinitepossibilitygames.com/wp-content/uploads/2016/09/ShutdownAllScreenshot.png)

Direct Download (http://infinitepossibilitygames.com/rimworld/shutdown-all/)
(Also available on Steam!) A16 (http://steamcommunity.com/sharedfiles/filedetails/?id=822190235) A15 (http://steamcommunity.com/sharedfiles/filedetails/?id=770811968)


What this mod is:
No more having to click each individual wiggling mechanoid just so you can get to their health tab and designate them to be shutdown.  Now, just grab your handy Shutdown All designator tool and treat those mechs like you treat your rock chunks!

Reuse Policy:
You can use it in a pack and/or tinker with the source with my blessings.

Change Log:
Code: [Select]
v1.1.0
    -Updated for Alpha 16
v1.0.1
    -Initial release

FAQ:

Are there any known issues?


(http://infinitepossibilitygames.com/RimworldMods/recolorstockpilepreview.png)
Recolor Stockpile - Make your stockpiles pretty

(http://infinitepossibilitygames.com/wp-content/uploads/2016/09/recolorstockpiless1-300x169.png) (http://infinitepossibilitygames.com/wp-content/uploads/2016/09/recolorstockpiless1.png)
(http://infinitepossibilitygames.com/wp-content/uploads/2016/09/recolorstockpiless2-300x169.png) (http://infinitepossibilitygames.com/wp-content/uploads/2016/09/recolorstockpiless2.png)
(http://infinitepossibilitygames.com/wp-content/uploads/2016/09/recolorstockpiless3-300x169.png) (http://infinitepossibilitygames.com/wp-content/uploads/2016/09/recolorstockpiless3.png)

Direct Download (http://infinitepossibilitygames.com/rimworld/recolor-stockpile/)
(Also available on Steam!) A16 (http://steamcommunity.com/sharedfiles/filedetails/?id=822135018) A15 (http://steamcommunity.com/sharedfiles/managepreviews/?id=771154676)


What this mod is:
Tired of the same old boring pink stockpiles?  Are you OCD about how you want your base to look, but don’t like hiding your stockpiles?  Want to make stockpile pixel art?  Then this mod is for you!  You can select exactly what color your stockpile will be, or use the old default method.  You have the power!  As of v1.0.3 this functionality extends to growing zones as well.

Reuse Policy:
You can use it in a pack and/or tinker with the source with my blessings.

Change Log:
Code: [Select]
v1.1.0
    -Updated for Alpha 16
v1.0.3
    -Extended to Growing Zones with all the same options.
v1.0.2
    -Added Basic/Advanced mode to allow users who are intimidated by the number of colors to show a much smaller list
v1.0.1
    -Initial release

FAQ:

Are there any known issues?

Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: Serenity on September 03, 2016, 07:22:25 PM
Thank you good sir!

I was just asking for this the other day:
https://ludeon.com/forums/index.php?topic=25521.0

Really annoying issue with them always sitting right on your defenses and getting shot up in a raid
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: dismar on September 03, 2016, 07:25:27 PM
Wow that would be nice !
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: theubie on September 03, 2016, 07:26:00 PM
And that post is why this mod exists.  I've been getting back into modding (kinda stopped in A10), and I was looking around the suggestion forum for an idea. 

This is a case of the forum doing exactly what it was intended to do.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: spoonshortage on September 03, 2016, 07:28:52 PM
this is awesomesauce! thank you! ;D
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: kaptain_kavern on September 03, 2016, 07:30:15 PM
this is awesomesauce! thank you! ;D
+1
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: Shinzy on September 03, 2016, 07:30:49 PM
Oooh go go TheUbie!


Redirects all the traders in the freezer
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: dismar on September 03, 2016, 07:34:25 PM
Less red and the link to steam! :) Thanks tho already subbed.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: theubie on September 03, 2016, 07:37:53 PM
Less red and the link to steam! :) Thanks tho already subbed.

But but...red is an eye catching color!  And linking to the steam release is making it just way too easy for the steam players to find it.  Need to make them earn their mods like us old time forum users!  (or, you know, I can just put the link up there.)
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: deslona on September 03, 2016, 07:47:45 PM
Works. Tried to place multiple to see what happens and it removes the old one.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: AstroChimp on September 03, 2016, 07:54:26 PM
I can finally create a killbox for the traders. MUA HUA HUA
Jokes aside, this is incredibly exploitable. But hey, good work nonetheless.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: theubie on September 03, 2016, 07:56:05 PM
Works. Tried to place multiple to see what happens and it removes the old one.

Initially I had it allowing multiple and then randomly picking on when traders arrived, but I couldn't get the code for figuring that out to play nice with the resources and end up lagging the game out pretty badly.  Opted for the single allowed spot.

I can finally create a killbox for the traders. MUA HUA HUA
Jokes aside, this is incredibly exploitable. But hey, good work nonetheless.

Not quite sure exactly how exploitable it would be.  If the traders die you get dinged for it faction wise, so if you put the spot in an unsafe area you're going to eventually run out of traders coming in.  Seems like a self correcting system in that way.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: Serenity on September 03, 2016, 08:03:17 PM
And they almost always hang around next to the turrets anyways. Maybe it's not like that all the time (haven't played the game for that long), but I've seen that in pretty much all my games. Whereas visitors come inside your base, the trade caravans seem to be prefer the perimeter, which is where the turrets tend to be. Or you observe where they hang out in your current game and make changes accordingly. So it's not that hard to kill them if you want to be an asshole.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: theubie on September 03, 2016, 08:11:01 PM
And they almost always hang around next to the turrets anyways. Maybe it's not like that all the time (haven't played the game for that long), but I've seen that in pretty much all my games. Whereas visitors come inside your base, the trade caravans seem to be prefer the perimeter, which is where the turrets tend to be. Or you observe where they hang out in your current game and make changes accordingly. So it's not that hard to kill them if you want to be an asshole.

The function it uses literally is called:
Code: [Select]
TryFindRandomSpotJustOutsideColony();
So, yeah...that tends to be in the line of fire for a well defended colony.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: BaconBits on September 03, 2016, 09:21:44 PM
Very Nice! I needed this, I don't know how many caravans were killed by visiting me at the wrong time.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: AstroChimp on September 03, 2016, 09:22:13 PM
I can finally create a killbox for the traders. MUA HUA HUA
Jokes aside, this is incredibly exploitable. But hey, good work nonetheless.

Quote
Not quite sure exactly how exploitable it would be.  If the traders die you get dinged for it faction wise, so if you put the spot in an unsafe area you're going to eventually run out of traders coming in.  Seems like a self correcting system in that way.



But you can just buy back their "loyalty" back from the money you made from killing them. Over and over. You can even call multiple traders at once. And having a killbox is way easier to deal with like 6 trade caravans at once. I mean, just being able to call a trade caravan it's exploitable enough, but having them standing wherever you want just makes your job easier.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: theubie on September 04, 2016, 01:27:11 AM
I can finally create a killbox for the traders. MUA HUA HUA
Jokes aside, this is incredibly exploitable. But hey, good work nonetheless.

Quote
Not quite sure exactly how exploitable it would be.  If the traders die you get dinged for it faction wise, so if you put the spot in an unsafe area you're going to eventually run out of traders coming in.  Seems like a self correcting system in that way.



But you can just buy back their "loyalty" back from the money you made from killing them. Over and over. You can even call multiple traders at once. And having a killbox is way easier to deal with like 6 trade caravans at once. I mean, just being able to call a trade caravan it's exploitable enough, but having them standing wherever you want just makes your job easier.

With the addition of sappers, I don't know of any player whose plan it is to make money by coming up with a streamlined system of killing traders, converting their stolen goods into silver, then bribing the faction into liking them again so they can rinse and repeat who doesn't have all potential approaches to their base defended.  The code currently makes the caravans stop as close to your base without being inside of it as they can figure out.  This extra piece isn't really making that much more streamlined for this kind of player.

Having said that, yes a player could use this to better do the above.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: AstroChimp on September 04, 2016, 06:07:21 AM
I can finally create a killbox for the traders. MUA HUA HUA
Jokes aside, this is incredibly exploitable. But hey, good work nonetheless.

Quote
Not quite sure exactly how exploitable it would be.  If the traders die you get dinged for it faction wise, so if you put the spot in an unsafe area you're going to eventually run out of traders coming in.  Seems like a self correcting system in that way.



But you can just buy back their "loyalty" back from the money you made from killing them. Over and over. You can even call multiple traders at once. And having a killbox is way easier to deal with like 6 trade caravans at once. I mean, just being able to call a trade caravan it's exploitable enough, but having them standing wherever you want just makes your job easier.

With the addition of sappers, I don't know of any player whose plan it is to make money by coming up with a streamlined system of killing traders, converting their stolen goods into silver, then bribing the faction into liking them again so they can rinse and repeat who doesn't have all potential approaches to their base defended.  The code currently makes the caravans stop as close to your base without being inside of it as they can figure out.  This extra piece isn't really making that much more streamlined for this kind of player.

Having said that, yes a player could use this to better do the above.

Someone posted on reddit a twitch stream of a guy doing this exactly this. He would call 6 to 10 caravans at once and "harvest" them all. The silver alone would amount to 19k.
But I agree with you. I mean, there's tons of other exploits out there if someone wants to do something like it. Not saying your mod is the cause of the issue. Perhaps, this discussion(the exploitable caravan thingy) is better suited at general discussion. Anyway, thank you for this mod. It helps a lot with "friendly fire".
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: theubie on September 04, 2016, 08:38:28 AM
Someone posted on reddit a twitch stream of a guy doing this exactly this. He would call 6 to 10 caravans at once and "harvest" them all. The silver alone would amount to 19k.
But I agree with you. I mean, there's tons of other exploits out there if someone wants to do something like it. Not saying your mod is the cause of the issue. Perhaps, this discussion(the exploitable caravan thingy) is better suited at general discussion. Anyway, thank you for this mod. It helps a lot with "friendly fire".

I finished writing and posted this mod after a nearly 48 hour insomnia period.  I'm sure I came off as a jerk and felt offense when none was meant towards me.  I am in the wrong for my part and I'm a big enough man (literally...I am huge.  I'm like a shaved Grizzly bear who can code) to admit when I am wrong.

In the end, it's a single player game.  No leaderboard or prizes or direct competition.  If someone wants to exploit anything, they can.  I just make the mods that make my game play more fun, and hopefully someone else finds them useful.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: deathstar on September 04, 2016, 01:43:46 PM
I never realised how much I actually need this mod! Any conflicts with Hospitality?
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: Serenity on September 04, 2016, 01:45:14 PM
Hospitality is about visitors. Not traders. And the author doesn't want to touch traders at all.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: theubie on September 04, 2016, 01:47:24 PM
Shouldn't interfere with any mods, really.  Unless they change the Toil names for traders.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: SpaceDorf on September 04, 2016, 02:40:42 PM
I never realised how much I actually need this mod! Any conflicts with Hospitality?

Well now you know :)
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: AstroChimp on September 04, 2016, 05:00:04 PM
Someone posted on reddit a twitch stream of a guy doing this exactly this. He would call 6 to 10 caravans at once and "harvest" them all. The silver alone would amount to 19k.
But I agree with you. I mean, there's tons of other exploits out there if someone wants to do something like it. Not saying your mod is the cause of the issue. Perhaps, this discussion(the exploitable caravan thingy) is better suited at general discussion. Anyway, thank you for this mod. It helps a lot with "friendly fire".

I finished writing and posted this mod after a nearly 48 hour insomnia period.  I'm sure I came off as a jerk and felt offense when none was meant towards me.  I am in the wrong for my part and I'm a big enough man (literally...I am huge.  I'm like a shaved Grizzly bear who can code) to admit when I am wrong.

In the end, it's a single player game.  No leaderboard or prizes or direct competition.  If someone wants to exploit anything, they can.  I just make the mods that make my game play more fun, and hopefully someone else finds them useful.

Let me start by apologizing for the size of the message because of the quotes. I'm kinda new to Forums and such. Weird, I know. And still trying to figure out this whole quote thing.
And don't worry, Theubie. You weren't offensive at all, you were quite nice taking your time to discuss that whole ordeal. Some moders heresimply ignore those kind of posts.
Anyway, thanks for your additions, especially Core Miner. Which I can't think of a playthrough without it anymore. :D And if you ever need like a "beta tester" for any of your other mods, just let me know.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: theubie on September 06, 2016, 04:56:05 AM
Let me start by apologizing for the size of the message because of the quotes. I'm kinda new to Forums and such. Weird, I know. And still trying to figure out this whole quote thing.
And don't worry, Theubie. You weren't offensive at all, you were quite nice taking your time to discuss that whole ordeal. Some moders heresimply ignore those kind of posts.
Anyway, thanks for your additions, especially Core Miner. Which I can't think of a playthrough without it anymore. :D And if you ever need like a "beta tester" for any of your other mods, just let me know.

Walls of text do not bother me. :)

If I take the time to make something and release it, I want people to use it.  If people take the time to install and use something I make, they have the right to talk about it.  My time is as valuable as the next guy, so I try to give anyone who wants to talk about/discuss/critique my work my full attention.  Guess it's just the work ethic that was instilled in me by my parents.

And I will probably take you up on the offer soon.  The next mod I'm working on isn't anywhere NEAR close to being usable, but here is a teaser image:

(http://infinitepossibilitygames.com/RimworldMods/sneakpeakaas.png)
Title: Re: [A15] Trading Spot (UD: 9/14/16) - Control where Traders Loiter
Post by: theubie on September 14, 2016, 04:23:17 PM
Updated mod to v1.0.2 and added change log to first post.
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: theubie on September 17, 2016, 12:35:08 PM
Updated to 1.0.3.  Bug fix release.
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: DariusWolfe on September 17, 2016, 01:05:11 PM
Reuse Policy:
You can use it in a pack and/or tinker with the source with my blessings.

Instructions unclear. Is this blanket blessings, or do you want people to seek your blessings before fiddling with stuff?

Either way, definitely getting this mod.

Edit: is that a freaking jeep?
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: theubie on September 17, 2016, 01:10:18 PM
Reuse Policy:
You can use it in a pack and/or tinker with the source with my blessings.

Instructions unclear. Is this blanket blessings, or do you want people to seek your blessings before fiddling with stuff?

Either way, definitely getting this mod.

Edit: is that a freaking jeep?

Yes. 

...

Sorry, couldn't resist.  It means all my work is free for anyone to use.  More mods make games better.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: hiepbg on September 20, 2016, 03:40:45 AM
Hospitality is about visitors. Not traders. And the author doesn't want to touch traders at all.

But when i enable both Trading Spot and Hospitality, Trading Spot doesn't  work. Traders continue go to kitchen and to eat all my meals.
Title: Re: [A15] Trading Spot (UD: 9/3/16) - Control where Traders Loiter
Post by: schwarzrotes on September 20, 2016, 08:36:15 AM
Hospitality is about visitors. Not traders. And the author doesn't want to touch traders at all.

But when i enable both Trading Spot and Hospitality, Trading Spot doesn't  work. Traders continue go to kitchen and to eat all my meals.
put hospitaly on the end of the mods this helped me
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: theubie on September 20, 2016, 11:34:06 AM
Trading spot doesn't change any of the trader's behavior.  It just changes the target they choose to go to when they are on the map. 
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: oreganor on September 20, 2016, 12:38:34 PM
Regarding the fix for the ongoing save... It works one time but then it insist on denying replacing because a nonexistant trader is around. If I reload a save were I have defined the Spot, it's not there and I can place it one time... If I try to replace it the error about the nonexistant trader happens again, but at least, for as long as I don't reload I can have it were I want.
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: theubie on September 20, 2016, 12:55:27 PM
Zip your save file up and send it to me. 

The most recent version specifically fixes the "I saved with a trader on the map, and now when I load it eats my trading spot" bug.  However, there are times where a trade caravan's LordJob gets stuck, even though there are 0 pawns left in it.  I think it's probably a save error on Tynan's part, but I haven't worked to reproduce it.  Deleting that dead LordJob from the save fixes that issue. (had another user with this exact same issue, which is what lead to the fix for the disappearing spot)
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: Serenity on September 20, 2016, 01:02:03 PM
I've also had some issue like that. But I've been busy with other stuff going wrong all the time that I didn't really bother checking it out much.
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: oreganor on September 20, 2016, 03:03:55 PM
Quote
Zip your save file up and send it to me. 

The most recent version specifically fixes the "I saved with a trader on the map, and now when I load it eats my trading spot" bug.  However, there are times where a trade caravan's LordJob gets stuck, even though there are 0 pawns left in it.  I think it's probably a save error on Tynan's part, but I haven't worked to reproduce it.  Deleting that dead LordJob from the save fixes that issue. (had another user with this exact same issue, which is what lead to the fix for the disappearing spot)

Thanks for the detailed answer... To save you time I will do the offending job test myself on the savegame and, as I have a lot of Mods, I will do the typical mod collision test and report back (I will freeze the original savegame and send it if both tests are negative and the bug still happens).
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: oreganor on September 20, 2016, 03:18:11 PM
Good catch... Indeed I got some Lordjobs stuck... 4!?!?!? in fact. And the oldest (Looking at Ticks in Toil) is a Siege that permanently "locked" a square because I killed an enemy pawn while it was trying to build a sandbag and was there "tagged" since forever.

Effectively there were 1 siege, 1 regular assault stuck in "retreat order", 1 land trader and 1 hospitality visitor.

I removed ALL lords section and your mod behaves properly (After load the Spot do NOT dissapear and I can happily relocate it as much as I like for as long as no trader is around).

I spared the unmodified savegame just in case it's usefull for you... But as you say looks like a Vanilla issue (I wonder if that anomalous way to end that initial siege is triggering chaos in further jobs).
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: theubie on September 20, 2016, 03:28:36 PM
I dinked around with it a little bit, and it definitely looks like something gets messed up when saving.  No rhyme or reason to it though.  When I get a chance to come back to this (finishing a TwitchBot mod, then working on the feature requests for Verify Starts) I think I'll make my check for a trader lordjob actually traverse it to see if there are indeed any pawns associated with it rather than just assume it's not orphaned.  That way even if Tynan never fixes the issue, it won't affect this mod.
Title: Re: [A15] Trading Spot (1.0.4 9/26/16) - Control where Traders Loiter
Post by: theubie on September 26, 2016, 01:27:55 PM
v1.0.4 released.  Attempted fix for the orphaned lordjob issue, and also attempted to make the animals traders bring with them behave and not eat the food you just bought/your crops/everything in your freezer.
Title: Re: [A15] Trading Spot (1.0.5 9/26/16) - Control where Traders Loiter
Post by: theubie on September 26, 2016, 09:09:34 PM
v1.0.5 released to remove some debug code accidently left in the mod that would prevent some games from loading.
Title: Re: [A15] Trading Spot (1.0.5 9/26/16) - Control where Traders Loiter
Post by: Adventurer on September 26, 2016, 09:16:43 PM
Steam is updated but the direct download is not.
Title: Re: [A15] Trading Spot (1.0.5 9/26/16) - Control where Traders Loiter
Post by: theubie on September 26, 2016, 09:20:04 PM
Doh.  I forgot the old host I use to have the website one was crappy and I needed to use caching to make the site perform well.  Have completely forgotten to turn that off.  It should be giving the right version of the page now.
Title: Re: [A15] Trading Spot (1.0.5 9/26/16) - Control where Traders Loiter
Post by: Adventurer on September 26, 2016, 09:28:37 PM
It does now, thanks.
Title: Re: [A15] Ubie's Quality of Life Mods (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on September 27, 2016, 06:24:15 AM
Topic name update.  I've got several small Quality of Life mods out (and more planned) so I'm converting this topic to house them all.  Don't want the forum mods to eat me.

Shutdown All 1.0.1 released.  A new designator tool to quickly mark all mechanoids that are downed for shutdown.  Useful for those late game Pandora raids.
Title: Re: [A15] Ubie's Quality of Life Mods (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on September 27, 2016, 09:22:18 PM
New QoL mod released:  Recolor Stockpile.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: kaptain_kavern on September 27, 2016, 09:35:53 PM
Omg it's awesome. Simple and awesome.

I haven't even look how it's done but could it be extend to grow-zone as well ?

Thx again for the mod
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on September 27, 2016, 09:41:40 PM
I didn't look into the growing zones to see what their base designator is.  I'll look at it when I get a chance, but if they come from the same base designator_zone then it shouldn't be too difficult.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: kaptain_kavern on September 27, 2016, 09:58:51 PM
Thx buddy.

Sorry I may have OCD ;)
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on September 27, 2016, 10:40:12 PM
Trading spot updated to v 1.0.6 to fix a mistake that caused large trader animals (muffalos and other big 'uns) to still be hungry.  Steam update coming shortly.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: mabor0shi on September 28, 2016, 08:01:05 PM
Tired of the same old boring pink stockpiles?  Are you OCD about how you want your base to look, but don’t like hiding your stockpiles?  Want to make stockpile pixel art?
1. Indeed!
2. Very Much!
3. Wat?
I love Trading Spot, so simple and effective. Lookin forward to Recolor Stockpile, I hate the current colors and was wishin for more variety. I hadn't even thought to wish for custom colors! I hope it works on growing zones. thx Ubie
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on September 28, 2016, 08:03:35 PM
Tired of the same old boring pink stockpiles?  Are you OCD about how you want your base to look, but don’t like hiding your stockpiles?  Want to make stockpile pixel art?
1. Indeed!
2. Very Much!
3. Wat?
I love Trading Spot, so simple and effective. Lookin forward to Recolor Stockpile, I hate the current colors and was wishin for more variety. I hadn't even thought to wish for custom colors! I hope it works on growing zones. thx Ubie

I did not make it for Growing zones, but it's been requested (if you look at the direct download link you'll find the bug/feature requests at the bottom of the page) so I'll see about adding it when I get a chance to work on the mod again.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: mabor0shi on September 28, 2016, 08:43:05 PM
I did not make it for Growing zones, but it's been requested (if you look at the direct download link you'll find the bug/feature requests at the bottom of the page) so I'll see about adding it when I get a chance to work on the mod again.
:-[ sorry dude, i just saw that and was about to edit my last post. The growing zones bother me so much because there r only a few colors + they blend with plants & dirt. But it will b great to go change all my stockpile colors. This is one of those mods that, once u hear of it, u can't believe someone only just now came up with it.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on September 28, 2016, 10:56:23 PM
I can relate to that.  When I get a chance to come back and add the feature, I'll do so.  It's a good one.  It might be quick or it might take a while.  Depends on if it comes from the base designator_zone and how much it overrides. 
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: Jamestec on October 11, 2016, 02:07:50 AM
I have a question about Trading Spot.
How come you don't allow moving or placing new Trading Spots when there's a trader on the map?
Because in Tick() you do update Travel and DefendPoint destinations; I compiled my own version where you can move/place a trading spot and it works flawlessly with no errors and gets rid of bug 261. But I don't know much about reflection so yea.

Also your code to only allow one Trading Spot no longer works, I think
Code: [Select]
if (listerBuildings.allBuildingsColonist[i].Label == "trading spot")should be
Code: [Select]
if (listerBuildings.allBuildingsColonist[i] is TradingSpot)
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on October 11, 2016, 02:16:17 AM
I have a question about Trading Spot.
How come you don't allow moving or placing new Trading Spots when there's a trader on the map?
Because in Tick() you do update Travel and DefendPoint destinations; I compiled my own version where you can move/place a trading spot and it works flawlessly with no errors and gets rid of bug 261. But I don't know much about reflection so yea.

Also your code to only allow one Trading Spot no longer works, I think
Code: [Select]
if (listerBuildings.allBuildingsColonist[i].Label == "trading spot")should be
Code: [Select]
if (listerBuildings.allBuildingsColonist[i] is TradingSpot)

Moving the trading spot while active traders were on the map allows you to use them as meat shields against raiders, and thus generated a lot of complaints about this being something that was too easy to "cheese".  Locking it while there were traders active was the least intrusive way of dealing with that cheese.

The reason it is checking for the label instead of the type is because I was using the label on a debug version and didn't switch the code back to checking the type.  The next release version will address that.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: CannibarRechter on October 11, 2016, 07:47:09 AM
Hi, Ubie,

With Manhunter packs, I can already double click on downed manhunters, and then select "hunt" to kill them all.

With your Mechanoid mod, I can do something similar for Mechanoids.

However, if I have downed Raiders, there doesn't appear to be any option other than to strip them all and let them die of exposure. So. Hint, hint. ;-P
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on October 12, 2016, 03:12:02 AM
Sadly there isn't an easy in game mechanic for making that happen.  I'll look into seeing if there's something that could be written that would do the job.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: RommePawn on October 21, 2016, 12:25:51 AM
I think I found a bug, how to reproduce:

Place trading spot, execute incident: TraderCaravanArrival, wait until they figure out they need to go to the trade spot, save, load.

"You can not place or move your trading spot when active traders are on the map"

Trading spot is now gone.

Spawn another and watch as they gather somewhere else.

The "you can not.." should only happen when the player places the spot. How would I go about removing this function? I order about 10 traders every day of the summer so I always have traders around during this time. Not being able to have a trade spot just because I took a break while it was summer is a bit annoying.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on October 21, 2016, 12:36:16 AM
It's already on the bug tracker (http://infinitepossibilitygames.com/bugs/if-you-quit-a-game-but-not-exit-the-come-back-in-your-trading-spot-might-get-eaten/), but thank you for reporting it.  As for the functionality, you can not remove it unless you decompile the code, change the internal function, then recompile as it's in the assembly itself.
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: Rock5 on October 23, 2016, 08:05:00 AM
Trading spot doesn't change any of the trader's behavior.  It just changes the target they choose to go to when they are on the map.
That's what I would expect from this mod but don't you say in the description that it changes the pack animal hunger? Animals being hungry and eating is a normal core function. Is it possible to get a version that doesn't mess with the animals hunger?
Title: Re: [A15] Trading Spot (1.0.3 9/17/16) - Control where Traders Loiter
Post by: theubie on October 23, 2016, 08:24:56 AM
Trading spot doesn't change any of the trader's behavior.  It just changes the target they choose to go to when they are on the map.
That's what I would expect from this mod but don't you say in the description that it changes the pack animal hunger? Animals being hungry and eating is a normal core function. Is it possible to get a version that doesn't mess with the animals hunger?

It doesn't change any of the core code.  It simply sets pack animals hunger value to max.  That's what that statement means.  i.e. it plays nice with other mods since it don't change any code that would cause them to error and/or fail to load.

As for a version that doesn't do that, it's possible.  I will see if I can move that to an option within the def that can be changed in the next version.
Title: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: Dionizos13 on October 31, 2016, 10:11:33 PM
One question. After instaled Trading Spot mod, any space traders didnt come, its in vanila game probality or its a bug? ;)
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on November 01, 2016, 01:21:16 AM
One question. After instaled Trading Spot mod, any space traders didnt come, its in vanila game probality or its a bug? ;)

Probably a bug with the game itself or another mod.  The Trading spot mod literally does this:

Sits around for 500 in game ticks doing nothing at all.
On the 500th tick, it asks for a list of all lord jobs on the map.
Looks through all the lord jobs for trade caravan type jobs.
For each trade caravan job, it looks to see if they are moving to the colony or if they are standing around "defending" the caravan (i.e. waiting for you to trade with them.).  If it's one of these two states, it uses the caravan's method to set the target spot to the location of the trading spot. 
It then checks if there are any animals in the caravan.  If they are, it gets their max food level.  It then sets their current food level to the max level (to prevent pack muffalos from eating the food you literally just bought from them.)
Then is sleeps for 500 ticks again.

That's it. 

So, if anything stops working, traders stop coming, etc...it's very unlikely this mod is at fault.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: Dionizos13 on November 01, 2016, 09:55:41 AM
One question. After instaled Trading Spot mod, any space traders didnt come, its in vanila game probality or its a bug? ;)



Probably a bug with the game itself or another mod.  The Trading spot mod literally does this:

Sits around for 500 in game ticks doing nothing at all.
On the 500th tick, it asks for a list of all lord jobs on the map.
Looks through all the lord jobs for trade caravan type jobs.
For each trade caravan job, it looks to see if they are moving to the colony or if they are standing around "defending" the caravan (i.e. waiting for you to trade with them.).  If it's one of these two states, it uses the caravan's method to set the target spot to the location of the trading spot. 
It then checks if there are any animals in the caravan.  If they are, it gets their max food level.  It then sets their current food level to the max level (to prevent pack muffalos from eating the food you literally just bought from them.)
Then is sleeps for 500 ticks again.

That's it. 

So, if anything stops working, traders stop coming, etc...it's very unlikely this mod is at fault.

Thx
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: SteelRev on November 01, 2016, 11:15:49 AM
I don't have that problem.  Maybe it's  another MOD interfering with trading spot or you are putting the spot too close to your food supplies.  The caravans wander around the spot and if something they want is in the radius,  they will go for it. 
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: picatso on November 02, 2016, 09:50:59 PM
Wanted trading spot mod for a long time... and finally I have it!
I like to build large kill boxes and trading caravans just love to park there... between my turrets and traps and raiders.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: diannetea on November 07, 2016, 10:56:50 AM
Could a stockpile recolor version be made with only around 10 or 15 colors?  I really don't need that many and the menu is a little overwhelming.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: mabor0shi on November 07, 2016, 06:43:32 PM
Could a stockpile recolor version be made with only around 10 or 15 colors?  I really don't need that many and the menu is a little overwhelming.
I disagree that it's overwhelming. You are easily overwhelmed :P I do agree that people don't need that many colors, though. diannetea, I really like this kind of criticism. I bet a lot of people feel the same. There is a long list of premade options considering there is a custom color option that lets you make your own. That is the most impressive part of this mod, to me. I would love to do that with my mod, it allows a great level of personalization. TL;DR→ menu not overwhelming, but is bigger than we need. IMHO diannetea's idea good, for ppl not so into personalizing.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on November 07, 2016, 06:54:32 PM
Couple of things:

1)  My current situation has me...not really able to do much work on mods at the moment.  Life has hit me right between the legs eyes and I'm struggling with a lot of issues so when I do get something that resembles free time to work on stuff, I'm either exhausted or too depressed to do much.

2)  The amount of colors are actually all of the defined colors that Tynan has in the game.  Up to and including the...interesting...names.  To reduce that would mean I would actually have to figure out which ones to show and which to hide.  And that means I'll get people being upset the other way "Not enough pink" for example.  That being said, I'll look into maybe giving a toggle for "less/more" which reduces the colors if I get a chance to.

3)  Unless there is absolutely no other way for me to do something (i.e. mod comparability) I refuse to do multiple versions of the same mod.  Inevitably I will make a change to one version and either not make the change in the other or will overwrite something specific for that version...and then I'm left chasing bugs that just never should have been there to begin with. 

I do understand your requests, though, and they aren't unreasonable.  If I get a chance to make some changes, I'll look into addressing your concerns.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: mabor0shi on November 07, 2016, 08:18:17 PM
Thanks for explaining so thoroughly. I just wanted to encourage diannetea's type of criticism, as well as tease her. I have struggled with depression for many years, so I get that part. I was about an hour away from releasing multiple versions of my mod. You gave me something to think about. Mine's pretty simple though. ubie, mods are art. You are an artist. Don't change anything you don't want to. I fuckin love Recolor Stockpile.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on November 07, 2016, 08:27:53 PM
I strongly encourage any type of comments, suggestions, criticisms or bug reports.  The worst thing that can happen to me when I release a mod is to have no feedback on it at all.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: picatso on November 07, 2016, 08:34:36 PM
Couple of things:

1)  My current situation has me...not really able to do much work on mods at the moment.  Life has hit me right between the legs eyes and I'm struggling with a lot of issues so when I do get something that resembles free time to work on stuff, I'm either exhausted or too depressed to do much.

2)  The amount of colors are actually all of the defined colors that Tynan has in the game.  Up to and including the...interesting...names.  To reduce that would mean I would actually have to figure out which ones to show and which to hide.  And that means I'll get people being upset the other way "Not enough pink" for example.  That being said, I'll look into maybe giving a toggle for "less/more" which reduces the colors if I get a chance to.

3)  Unless there is absolutely no other way for me to do something (i.e. mod comparability) I refuse to do multiple versions of the same mod.  Inevitably I will make a change to one version and either not make the change in the other or will overwrite something specific for that version...and then I'm left chasing bugs that just never should have been there to begin with. 

I do understand your requests, though, and they aren't unreasonable.  If I get a chance to make some changes, I'll look into addressing your concerns.

For (2) Can you maybe group similar colors into... groups and then only shows said groups in the menu. So that when you for example select blue - it will randomly choose any of the blue variants in the group. Maybe make it as an option.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: Rock5 on November 08, 2016, 09:34:40 PM
I saw a study once about how the number of choices affects people.

They went to some schools and offered something like 20 flavors of jams for sampling which could be purchased if you find something you like. They had positive responses but little sales. Then they did the same test but with about 7 flavors and they had a lot of sales. I think the final result of the study showed that too few or too many choices made the buyers reluctant to purchase. I think it comes down to, if you have too few choices you feel like you might be missing out on something and if you have too many choices it becomes confusing.
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: theubie on November 09, 2016, 04:21:40 PM
Updated Recolor Stockpile to 1.0.2.  Added a basic/advanced mode to address concerns over the number of colors in the list.  Steam update coming soon-ish™
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud: 9/26/16) - Formerly Trading Spot
Post by: diannetea on November 10, 2016, 12:52:14 AM
Thank you :3
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud:11/16/16) - Formerly Trading Spot
Post by: theubie on November 16, 2016, 03:38:12 PM
Recolor Stockpile updated to v 1.0.3 - Added functionality to growing zones as well.  Steam update coming soon-ish™
Title: Re: [A15] Ubie's Quality of Life Mods (3 mods) (ud:11/16/16) - Formerly Trading Spot
Post by: mabor0shi on November 16, 2016, 07:05:03 PM
Recolor Stockpile updated to v 1.0.3 - Added functionality to growing zones as well.  Steam update coming soon-ish™
Great work! Next I want to recolor my muffalos :)
Title: Re: [A15-16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: theubie on December 20, 2016, 12:05:24 PM
Recolor Stockpile updated to v1.1.0 - Alpha 16. Other mods are in the works.  Be patient.
Title: Re: [A15-16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: joaonunes on December 20, 2016, 12:25:09 PM
Recolor Stockpile - Make your stockpiles pretty

I knew this mod was somewhere around the forums xD Couldn't find it for some reason...
Title: Re: [A15-16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: theubie on December 20, 2016, 01:25:00 PM
Trading spot updated to 1.1.0
Alpah 16 ready + removed the old restriction for placing/moving/deleting your trading spot with traders on the map.

Yes, it means you can cheese and send the traders into a pack of manhunter kazoos, but YOU have to live with yourself for what you've done.  90% of the players use the mod for what it's intended to be used for.  The rest of you...it's your game.  Play it your way.  We won't stop you.

Although some people will sit there judging you.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: theubie on December 20, 2016, 01:46:31 PM
And now there's Shutdown All updated to 1.1.0.  That should be all of these.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Rafe009 on December 20, 2016, 07:18:43 PM
This -Trading Spot ONLY - seems to be crashing my 0.16.1393 release. I can't load most recent game with it AFTER i have placed a trading spot on the ground.   To reiterate i seem to be able to load the mod fine but if i place a trading spot, close the application and come back i have issues.

I'm running 2 hair mods that simply only add hair textures and i have my own personal mod that swaps vanilla textures and sounds with alternatives. These are EXCLUSIVELY def modifications.

I'm getting an exception for an asynchronous event. Anybody having issues with this mod?
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: theubie on December 20, 2016, 07:38:17 PM
Hm.  Can confirm I get a crash when saving then loading as well.  Looking into it.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: theubie on December 20, 2016, 07:51:24 PM
v1.1.1 of Trading spot uploaded.  Should fix crash when loading a map with a trading spot.

Steam will push when Steam decides to push.  Website version already updated.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Rafe009 on December 20, 2016, 11:33:40 PM
Thanks man. I just started my first A16 game in a cold boreal forest. I happened to have a massive blight when an entire sunlamp plot of corn was at about 90% in winter.  Traders happened about and i bought a ton of agave but the traders decided to camp right next to my fridge after and their pack muffallo simply ran into the fridge and gorged on all the Agave i just bought. If they didn't' have superior fire power i would have cut them down.

Your mod is vital simply for balance purposes.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Smexy_Vampire on December 21, 2016, 09:06:08 PM
mod request for a16 caravan spot ? where thay allways start to pack the animals and stuff ?
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Valeron on December 31, 2016, 03:14:15 PM
Hi,
your mods are great and I use them every time Im starting a new colony.
But can you modify Recolor stockpile little bit? Now the order of stockpile colors seem to me as random (not alphabetical, not by color). Is possible to order colors as is in rainbow - i mean greens (e.g. olive, normal, pale, dark, grass), blue, yellow... next to each other in groups? Now for example grass green is between pale blue, navy and very far from any other green . For me its a mess and I very often need long time to find color i want to use.
So is it even possible to change the mod in this way?
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: theubie on January 06, 2017, 03:34:39 PM
Had someone report that late in game with several other mods, they started getting a "String too long for TextMeshGenerator" error that was fixed by manually removing the trading spot from their save file.  Unfortunately their output_log file they tried to attach to the bug didn't make it.  Has anyone else run into this problem?
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Simulacrum0 on January 07, 2017, 06:42:26 PM
can you add remove blades to the shutdown command for scyther's?
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: abbelsap on January 07, 2017, 06:52:09 PM
Had someone report that late in game with several other mods, they started getting a "String too long for TextMeshGenerator" error that was fixed by manually removing the trading spot from their save file.  Unfortunately their output_log file they tried to attach to the bug didn't make it.  Has anyone else run into this problem?

I've had the exact same error. I had to manually remove the trading spot from my save file to continue my game.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: theubie on January 07, 2017, 07:03:12 PM
I can't reproduce the error no matter what I've tried.  If someone could get me the actual error message (preferably the error_log file) it would help a lot.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: frenchiveruti on January 12, 2017, 01:34:42 PM
Hey theubie, do you think it's possible to add a function the the "caravan spot" mod that allows your pawns and muffalos to stand on a certain area when creating caravans?  Actually it's a nightmare to even try to send one...
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Hatti on January 12, 2017, 01:37:47 PM
try this one Caravan Spot (https://ludeon.com/forums/index.php?topic=28678.msg289087#msg289087)

download is in first post
Title: Re: [A15-16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Lord_Orion on January 29, 2017, 03:29:20 AM
Trading spot updated to 1.1.0
Alpah 16 ready + removed the old restriction for placing/moving/deleting your trading spot with traders on the map.

Yes, it means you can cheese and send the traders into a pack of manhunter kazoos, but YOU have to live with yourself for what you've done.  90% of the players use the mod for what it's intended to be used for.  The rest of you...it's your game.  Play it your way.  We won't stop you.

Although some people will sit there judging you.

I'm trying to be one of the 90%. However, I live in an extremely cold place -140 in the winter. My trading spot has caravans charging into my colony. Rather then leaving as soon as they get hypothermia. These poor pawns will die in mass spilling food, weapons and silver.

Possible mod suggestion fix here.
https://ludeon.com/forums/index.php?topic=30000.msg305225#msg305225

I love your mod its awesome at keeping caravans form getting gunned down for standing between my defenses and raiders. Thank you.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Wishmaster on March 08, 2017, 01:22:52 PM
You tried to prevent Trading Spot to be used as an exploit with that magical hunger filling.

But Noticed that after all, you can still use the spot to send your the caravan's pets to starve somewhere, then remove the spot and they will stay here, but without the food magic.

Well I know you are aware that there are worst exploits such as those you mentioned above.
I was just telling you about that thing, just in case you did not think about it. I'm not criticizing your mod, instead, I like it and I use it.
I think there is a real problem with the vanilla game about how trade caravans pick their locations anyway.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: WishingLaws on May 01, 2017, 03:35:46 PM
Hello, I'm currently doing a ChineseSimplified Translation Project on community mods. Can I update the ChineseSimplifed language file to your mod 'Trading Spot' (I've already done the translation)? Though it only has few texts to translate. And other mods maybe in the future.

[attachment deleted by admin due to age]
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: AngleWyrm on June 12, 2017, 09:48:19 PM
Will the Trade Spot be getting an A17 update?

I miss the ability to set a place for traders to loiter with their animals. I used to set up a little outdoor 'tent' area with a stone table and benches for them to dine at, a market place.

Also, you can save yourself from insanity by remembering Rimworld is a single-player toy.
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Kiame on June 16, 2017, 11:23:30 PM
I've gone ahead and updated Trading Spot for A17
https://ludeon.com/forums/index.php?topic=33669.0
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: J_Dawg_27 on June 26, 2017, 01:21:51 PM
Will there be an updated version of Recolor Stockpiles?
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: sulusdacor on January 03, 2018, 09:50:30 AM
added b18 shutdownall version here: https://ludeon.com/forums/index.php?topic=38010
Title: Re: [A16] Ubie's Quality of Life Mods (3 mods) (ud:12/20/16)
Post by: Kiame on January 03, 2018, 07:54:20 PM
Will there be an updated version of Recolor Stockpiles?

Lol hadn't seen recolor stockpile previously. I made a mod that does the same thing: https://ludeon.com/forums/index.php?topic=34111.0