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RimWorld => Mods => Releases => Topic started by: Dingo on September 14, 2016, 07:42:31 AM

Title: [1.4] Dingo's Mods (Mostly QoL)
Post by: Dingo on September 14, 2016, 07:42:31 AM
Dingo's Mods

This is an organized list of my mods. Feel free to leave feedback or share your experience using them.
Credits are at the bottom of this post. If I have violated your license / did not credit you, please let me know.
License for each mod can be found in the mod's GitHub repository.



Active Mods

All of the following mods are still maintained and developed.

Mod Name    Branch    Version    Updated    GitHub    Steam    Drive    Description*
No Forced Slowdown (https://github.com/DingoDjango/NoForcedSlowdown)1.41.4.8329.122 Oct(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/NoForcedSlowdown/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1419593453)(http://i.imgur.com/34LeywK.png) (https://drive.google.com/uc?export=download&id=0Bz2imWwZydMqWlctU3VLLS1yM3c)Tweaks the forced speed multiplier which triggers on some events.
Less Rebuff (https://github.com/DingoDjango/Less-Rebuff)1.41.4.8329.122 Oct(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/Less-Rebuff/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=774543761)(http://i.imgur.com/34LeywK.png) (https://drive.google.com/uc?export=download&id=1S_ixUukJbO893ig1jAsNGbkc10MS5Csf)Updated version of KK's Less Rebuff (https://ludeon.com/forums/index.php?topic=21954.0).
Grenade Fix: Rearmed (https://github.com/DingoDjango/GrenadeFixRearmed)1.41.4.8329.122 Oct(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/GrenadeFixRearmed/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=797360572)(http://i.imgur.com/34LeywK.png) (https://drive.google.com/uc?export=download&id=0Bz2imWwZydMqTE5PRUJBaWNPN0E)Injects a minimum range to any weapon with an explosive projectile.
Persistent Float Menus (https://github.com/DingoDjango/PersistentFloatMenus)1.41.4.8329.122 Oct(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/PersistentFloatMenus/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1554067932)(http://i.imgur.com/34LeywK.png) (https://drive.google.com/uc?export=download&id=12NwTOcedzWPhdD2owaEIpdBSAFoylD_U)Lets you move the mouse cursor farther from float menus before they close.
Do Not Disturb (https://github.com/DingoDjango/DoNotDisturb)1.21.2.7528.12020(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/DoNotDisturb/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=2017653092)(http://i.imgur.com/34LeywK.png) (https://drive.google.com/uc?export=download&id=1KCK0TTLX7e0Dbi4n3k01_2Vqc9N9cxpT)Updated version of E's Do Not Disturb (https://ludeon.com/forums/index.php?topic=16098.0).

*For more detailed descriptions visit the mod pages on Steam or GitHub.



Mods Integrated as Vanilla Features

All of the following mods have been integrated into vanilla RimWorld.

Mod Name    GitHub    Steam    Description    Notes
Hand Me That Brick(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/HandMeThatBrick/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=776679895)Makes Haulers deliver resources to blueprints and construction frames.Integrated in Beta 19
Cooks Can Refuel(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/CooksCanRefuel/releases)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=781383672)Allows cooks to refuel food production workstations.Integrated in Beta 19
Notifications Archiver(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/NotificationsArchiver/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=952232391)Adds the "Archive" tab. Logs notifications and lets you re-open them.Integrated in Beta 19 (in the History tab).
Refactored Work Priorities(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/RefactoredWorkPriorities/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=774989162)Tweaks work priorities and expands Repair & Haul work types.Integrated in Beta 18 (mostly).
Deep Ore Identifier(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/DeepOreIdentifier/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1419872425)Updated version of See Deep Ores. (http://steamcommunity.com/sharedfiles/filedetails/?id=949894479)Integrated in RimWorld v1.2.



Abandoned Mods

All of the following mods have been abandoned until further notice.

Mod Name    Branch    GitHub    Steam    Description
Hand Me That Brick LiteBeta 19(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/HandMeThatBrickLite/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1419210165)Some bugfixes for hauling in RW 1.0. Deprecated following official 1.0 release.
DD Work Tab (https://ludeon.com/forums/index.php?topic=36729.0)Beta 18(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/DDWorkTab/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1195421846)Redesigned RimWorld Work tab with a visual user interface.
Autoclose Event NotificationsBeta 18(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/AutocloseEventNotifications/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=789311421)Automatically closes old notifications (fully configurable).



Credits:

Resources:    Marnador (https://ludeon.com/forums/index.php?action=profile;u=36313) - RimWorld Font (https://ludeon.com/forums/index.php?topic=11022.0), KiameV (https://ludeon.com/forums/index.php?action=profile;u=72439) - ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0)
Libraries:    pardeike (https://github.com/pardeike) - Harmony Patch Library (https://github.com/pardeike/Harmony), UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533) - HugsLib (https://ludeon.com/forums/index.php?topic=28066.0)
Code:    merthsoft (https://ludeon.com/forums/index.php?action=profile;u=63513), UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533), 1000101 (https://ludeon.com/forums/index.php?action=profile;u=32730), Fluffy (https://ludeon.com/forums/index.php?action=profile;u=12611), Alistaire (https://ludeon.com/forums/index.php?action=profile;u=36837), MarvinKosh (https://ludeon.com/forums/index.php?action=profile;u=11019), Zhentar (https://ludeon.com/forums/index.php?action=profile;u=62564), erdelf (https://github.com/erdelf), Syrus (https://steamcommunity.com/profiles/76561197969125530)
Suggestions:    gatherer818 (https://steamcommunity.com/id/gatherer818), wwWraith (https://ludeon.com/forums/index.php?action=profile;u=61585), Qarisma (http://steamcommunity.com/profiles/76561198041977139), alexander_q (https://steamcommunity.com/profiles/76561198021282859)
Translations:    vednic (https://github.com/vednic), like7900 (https://ludeon.com/forums/index.php?action=profile;u=70621), kors (https://ludeon.com/forums/index.php?action=profile;u=71168), Lauri7x3 (http://steamcommunity.com/id/Lauri7x3), Proxyer (https://github.com/Proxyer), duduluu (https://github.com/duduluu), Ɲơɴɑɱɛ (https://github.com/XNoNameX), KapTaiN KaVerN (https://github.com/kaptain-kavern), ekfkr9292 (https://steamcommunity.com/id/ekfkr9292), mm615657 (https://github.com/mm615657), 53N4 (https://github.com/53N4), qux (https://steamcommunity.com/profiles/76561198065946042)
Art:    kaisentlaia (https://ludeon.com/forums/index.php?action=profile;u=83052), mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507), Freepik (https://www.freepik.com/)

Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 4th, 2016)
Post by: Dingo on October 04, 2016, 05:34:28 PM
I have uploaded a new mod - Refactored Work Priorities. I didn't see any mod that does this much to work givers, let me know if I'm late to the party.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 4th, 2016)
Post by: kaptain_kavern on October 04, 2016, 08:03:15 PM
Awesome, thx for sharing this new one.
It is something I do on my play, but never released as I only have made them prioritize stripping before hauling/burying. But this is more elaborated and I'm sure it will become another one of my inevitable mods ;-)
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 4th, 2016)
Post by: chappelkebabistan on October 05, 2016, 09:53:01 AM
Is your personal-Use mod for A15 or A14?
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 4th, 2016)
Post by: Serenity on October 05, 2016, 10:21:02 AM
Looks interesting. That they try to bury corps before stripping is annoying me very much in my current game
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 4th, 2016)
Post by: Dingo on October 05, 2016, 10:33:07 AM
@chappelkebabistan: My personal-use list in my signature? You can see the little ticks and x marks to show if a mod has been updated.

@Serenity: Stripping behaviour is unchanged. They should strip before burying even in vanilla as long as you designate corpses to be stripped. This mod does not automatically designate that.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: Dingo on October 07, 2016, 06:46:22 PM
I've released a tiny new mod that aims to compliment Refactored Work Priorities (it is completely standalone, though, and compatible with everything you can think of).
Hand Me That Brick allows haulers to deliver resources to unfinished frames or blueprints, speeding up construction projects.

Both constructors and haulers will be able to deliver resources, but only constructors will be able to finish the job.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: EldVarg on October 07, 2016, 09:34:29 PM
Cool idea - Hand Me That Brick. They will fill the construction plan and not just lay the resource at a tile near it?
Now a way for pawns to give there active work to a (new) better suited (nearer) one :).

Would be nice to to split up some of the work priorities into more. Like smoothing floors.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: Dingo on October 07, 2016, 09:40:33 PM
Smoothing floors is distinctly a construction job, though, at least that's how I see it. I made HMTB because a comment on Refactored Work Priorities requested it and after contemplating it made sense to me. Yes, they will actually fill the construction frame but never do the actual building if they aren't assigned to construction (so you still have great control over that part).

What is delivering resources if it isn't hauling? So it fits both categories neatly, might as well have both do it at different priorities. I can't think of any jobs that fit the same niche, but I haven't looked at the files since making it.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: mabor0shi on October 08, 2016, 01:28:50 AM
Quote from: Dingo on October 07, 2016, 09:40:33 PM
Smoothing floors is distinctly a construction job, though, at least that's how I see it.
I agree. Smoothing floors is a substitute for building floors. You know, now I'm not even sure EldVarg meant to suggest it shouldn't b construction. "split up some of the work priorities into more" he says. I think he wants something like Fluffy's Work Tab. which is at A14. So he will have to settle for this lesser mod :P jk it's some great tweakin. I like "Hand Me That Brick", too. I'm a fan of your work sir.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: delheit on October 08, 2016, 04:33:54 AM
If I am understanding this combo correctly construction is going to be awesome if this is compatible with the quality building mod. Using the new hauler ability and also using the quality builder mod means:

I can set walls, door, floors, table and chairs to be built.

Haulers and all Constructors will begin carrying supplies such as wood.
As the constructors build the walls the haulers will keep carrying more wood to the needed areas but will not construct if it is set to lower priority. Until all supplies arrive then they can help build walls.

But both groups would leave the tables and chairs unbuilt except for those constructors who are skilled enough. Best of all this means that since the supplies have arrived the faster building constructors can keep on working.

Well I guess instead of typing about it I will go try it.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: EldVarg on October 08, 2016, 04:51:19 AM
Sometimes I want one pawn (with low skills) to smooth floors, and other to do the building. And this is just en example. But floor construction and furniture construction and wall construction would be nice to have in 3 different priority settings.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: Dingo on October 08, 2016, 07:53:34 AM
Quote from: delheit on October 08, 2016, 04:33:54 AM
If I am understanding this combo correctly construction is going to be awesome if this is compatible with the quality building mod. Using the new hauler ability and also using the quality builder mod means:

I can set walls, door, floors, table and chairs to be built.

Haulers and all Constructors will begin carrying supplies such as wood.
As the constructors build the walls the haulers will keep carrying more wood to the needed areas but will not construct if it is set to lower priority. Until all supplies arrive then they can help build walls.

But both groups would leave the tables and chairs unbuilt except for those constructors who are skilled enough. Best of all this means that since the supplies have arrived the faster building constructors can keep on working.

Well I guess instead of typing about it I will go try it.

That is an unexpected synergy, but you're 100% correct.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: Sefiriot on October 09, 2016, 01:25:44 PM
Hey. I like what you're doing with the Reasonable Lamps mod, but I'm using Vegetable Garden, which does also modify vanilla sun lamps: hence it would overwrite your mod, since I tend to put it fairly low in the load order. Would you kindly consider working with dismar to make a compatibility patch between the two, since the materials and time to make costs for the additional small and mini sun lamps from VG would need bringing in line for users of this mod as well? Thanks!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: rdz1122 on October 09, 2016, 01:57:14 PM
This is fantastic; I hated waiting for my builders to complete a roof until nothing else was left.  Great mod!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: Dingo on October 09, 2016, 05:50:44 PM
Reasonable Lamps was made when I was really new to modding, I don't know if I'll be improving it unless I have some more ideas. I don't like how big Veg Garden is, too much fuss IMO.. if you want RL to override it just place it under Veg Garden in the load order and you'll have the lamp/sunlamp changes.

I've been playing around with a new colony using Hand Me That Brick and I gotta say I'm so thankful to the person who suggested it on Steam. It might be the single most profound, super simple change to my colony outside of the usual must-haves like Crafting Hysteresis / Achtung. I strongly recommend it! (Shameless self-indulgence)
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: TrueDestroyer on October 09, 2016, 06:48:42 PM
Hand Me That Brick is amazing! I'd go even as far as to say that it should be a part of vanilla game in the future:)
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: hiepbg on October 10, 2016, 09:43:37 AM
For Refactored Work Priorities mod, can you make "detruction items" a bit more priority ? When i build a security complex, then destroy wrong walls i build, no colonist does it. I have to waited a long time.

Thanks,
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: Dingo on October 10, 2016, 01:34:09 PM
I made construction more important than deconstruction for a reason (that's probably the biggest change in RWP, the rest is minor other than corpse prioritisation). If you want deconstruction to be more important than construction I suggest sticking to the base game's priorities.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: mabor0shi on October 10, 2016, 05:09:34 PM
Quote from: hiepbg on October 10, 2016, 09:43:37 AM
For Refactored Work Priorities mod, can you make "detruction items" a bit more priority ? When i build a security complex, then destroy wrong walls i build, no colonist does it. I have to waited a long time.

sometimes, i want a pawn to deconstruct a wall and rebuild it nearby. goes much faster when they break down the old one first, then use the resources for the new 1. So, I just forbid(X) the new wall blueprints until they finish deconstructing the old wall. Having to do that is the insignificant downside to Refactored Work Priorities.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: Dingo on October 10, 2016, 11:34:14 PM
I've updated Refactored Work Priorities:

*Doctor/Warden work types are no-longer changed because the change caused unwanted behaviour.

*Construction has been tweaked. Anything related to roofing is now top priority, followed by construction / resource delivery etc.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: hiepbg on October 11, 2016, 02:31:30 AM
Thanks,

Can you improve "Repairing Items" ? Sometime one of my batteries is broken, but no one try to fix it. The same problem for everthing else.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: Dingo on October 11, 2016, 02:37:33 AM
Fixing broken buildings is #1 in the repair queue. If nobody is trying to fix something like a battery, the most likely thing is you're missing components or materials.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: hiepbg on October 11, 2016, 02:50:04 AM
Thanks, i will check it. May be i forget something.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 8th, 2016)
Post by: Dingo on October 15, 2016, 01:48:14 PM
Small update: added another mod that enables cooks to use the "refuel" function that haulers use. It's prioritised after cooking meals & butchering, higher up than brewing so they don't abandon cooking entirely if they need to refuel.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 15th, 2016)
Post by: kaptain_kavern on October 15, 2016, 06:19:02 PM
Oh well thought out.
I like those minor tweaks
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 15th, 2016)
Post by: onebit on October 20, 2016, 03:05:31 AM
Hand me that brick seems to prioritize construction hauling over hauling food to stockpiles.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 15th, 2016)
Post by: Dingo on October 20, 2016, 03:43:55 AM
That's right. Hauling food is considered part of "haul general" which is the same priority as hauling chunks, etc. Hauling isn't too fleshed out in terms of priorities in vanilla.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 15th, 2016)
Post by: onebit on October 20, 2016, 01:11:24 PM
That makes sense. I'll try zoning to keep my food hauler focused. The extra workload of hauling bricks is too much for him.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 15th, 2016)
Post by: mabor0shi on October 20, 2016, 05:43:33 PM
Quote from: Dingo on October 20, 2016, 03:43:55 AM
That's right. Hauling food is considered part of "haul general" which is the same priority as hauling chunks, etc. Hauling isn't too fleshed out in terms of priorities in vanilla.
Are you planning on fleshin it out, as part of this mod?
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 15th, 2016)
Post by: Dingo on October 21, 2016, 02:16:54 AM
No, that requires messing with assemblies and creating incompatibilities.

*I might be lying about this one. (Oct. 22nd changed things)
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 15th, 2016)
Post by: Dingo on October 21, 2016, 07:26:11 PM
Cooks Can Refuel updated to use a DLL method which has a custom GiverClass. Let me know if it ****s your game but it should work well according to my testing. They will no longer refuel generators, because cooks shouldn't do that.

All of the links are updated with the new CCR version, grab it from your preferred source.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 22nd, 2016)
Post by: Dingo on October 22, 2016, 04:32:20 PM
Another update: Refactored Work Priorities updated.

Pawns will now prioritise hauling raw plant food (corn, potatoes etc.) above many other things, below hauling corpses.

HUGE thanks to Shaun aka merthsoft (https://ludeon.com/forums/index.php?action=profile;u=63513) aka Merthykins who basically did all the work for me and explained every step along the way.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 22nd, 2016)
Post by: mabor0shi on October 22, 2016, 06:38:22 PM
Hey, you are fleshing out haul priorities! You are exceeding your own expectations. But not mine: I believe you can do anything you put your mind to, Dingo!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 23rd, 2016)
Post by: Dingo on October 23, 2016, 02:31:16 AM
Quote from: mabor0shi on October 22, 2016, 06:38:22 PM
Hey, you are fleshing out haul priorities! You are exceeding your own expectations. But not mine: I believe you[i/] can do anything you put your mind to, Dingo!

Darnit! I can't keep getting away with it!

Another update to Refactored Work Priorities is now out:

Doctors will rescue colonists before rescuing other pawns (e.g. animals).
Doctors will tend to colonist injuries before tending to animals & outsiders.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 23rd, 2016)
Post by: merthsoft on October 23, 2016, 09:52:29 AM
Awesome work! I like these improvements very much.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 23rd, 2016)
Post by: OnlyMarvellous on October 23, 2016, 09:02:35 PM
Excellent mods, Dingo. I do have a suggestion. I'm not sure if it's possible but, if it is, I think it would be a good addition to Refactored Work Priorities.

You would have seen this before. You have some blueprints ready for, say, a 20 tile wall. On 6 of those tiles, there is something in the way and construction cannot begin until this thing has been moved off the tile; a rock chunk, for example. The hauler brings resources to the blueprints and fills the 14 tiles that have no obstruction. Now, though, instead of removing the rocks from all 6 of the remaining tiles and then delivering resources to all of them at once, they will do it one at a time. They move the rock, get 5 blocks, deliver the blocks, then repeat. Builders will do this, too.

So, is there a way to have them move all of the chunks and then deliver resources to all of those spots at once?
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 23rd, 2016)
Post by: Dingo on October 24, 2016, 06:00:03 AM
You could theoretically rewrite pawn logic for that but I think it's a bit (read: a lot) more complicated than what I've done with the mod. Maybe if someone else can chip in and offer some code.

Small edit: Just to expand on the above, it would most likely require overriding/detouring WorkGiverUtility and/or HaulAIUtility which is possible but would mean you override it for everything. I think that's better left to Ludeon or someone with a lot of experience to avoid f***ing everything.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 23rd, 2016)
Post by: Dingo on October 24, 2016, 08:16:30 PM
Hand Me That Brick has been updated with great support from UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533).

It now uses HugsLib™ and has a toggle feature (Options > Mod Settings). It should also display this information as a pop-up when you update to version 1.2. All download links are up-to-date.

(http://i.imgur.com/7tPwAlw.png)

(http://i.imgur.com/C1tHBTn.png)

(http://i.imgur.com/EWjGCG4.png)
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 23rd, 2016)
Post by: OnlyMarvellous on October 24, 2016, 08:33:28 PM
Quote from: Dingo on October 24, 2016, 06:00:03 AM
You could theoretically rewrite pawn logic for that but I think it's a bit (read: a lot) more complicated than what I've done with the mod. Maybe if someone else can chip in and offer some code.

Small edit: Just to expand on the above, it would most likely require overriding/detouring WorkGiverUtility and/or HaulAIUtility which is possible but would mean you override it for everything. I think that's better left to Ludeon or someone with a lot of experience to avoid f***ing everything.


I see what you're saying. Perhaps I'll put it forward as a suggestion for future game updates. Thanks for your response.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 23rd, 2016)
Post by: Dingo on October 29, 2016, 10:20:55 AM
New release: Autoclose Event Notifications. Suggested by merthsoft. Downloads available from GitHub and Workshop, Drive is failing me at the moment.

This mod adds a MapComponent, so it requires a new save to function, or CCL when it's released for existing saves. It automatically dismisses non-urgent (urgent = red) notifications like "Eclipse" or "New Lovers" if they've been active for 12 hours.

Credits to E and Alistaire for helping with the code on this one.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 29th, 2016)
Post by: Wishmaster on October 29, 2016, 11:31:46 AM
Wow thank you. You are fixing some things that were missing from the A14 mod Work tab but you make them easier.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 23rd, 2016)
Post by: kaptain_kavern on October 29, 2016, 11:49:45 AM
Quote from: Dingo on October 29, 2016, 10:20:55 AM
New release: Autoclose Event Notifications. Suggested by merthsoft. Downloads available from GitHub and Workshop, Drive is failing me at the moment.

This mod adds a MapComponent, so it requires a new save to function, or CCL when it's released for existing saves. It automatically dismisses non-urgent (urgent = red) notifications like "Eclipse" or "New Lovers" if they've been active for 12 hours.

Credits to E and Alistaire for helping with the code on this one.

I see that someone finally accessed the Discord Modding server ^^  8)

I haven't enough time to hang out there lately (I like the direct talking for modding, but else it "distract" me too badly ;); then I start to distract others, and so on... Every bad students know the drill ^^) but it's nice knowing you there. (I learned a lot as soon as hanging out talking late with E and Skully and all the other - Cheers y'all BTW)


I like the new latest one, for auto-dismissing letters. When doing test runs, each time I'm testing raid/traders; I always end up buried under those ^^
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 29th, 2016)
Post by: Dingo on October 29, 2016, 02:12:43 PM
Updated ACEN so you can control which event notifications to close (there are only 3 types in vanilla). Also added a Google Drive link, since Google fixed their stuff.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 29th, 2016)
Post by: Dave-In-Texas on November 04, 2016, 01:27:29 AM
LOVE these mods.  hand me that brick is so.. meta and awesome!

I use a lot of mods but these is the only one affecting the haul priorities, so I suspect is refactored work priorities as the culprit:

I tend to use 'stacked' stockpiles; i.e. for kibble I'll have a zone outside the freezer for the pets to eat at Normal and a zone in the freezer set at Low.  Vanilla behavior ensured that the outside zone was kept full for them.  Now however,  If the kibble is in any stockpile zone if is valid for, no matter the priority, the workers don't haul it unless manually forced.  I am assuming it is placed at a low low priority but cannot really confirm this as I honestly don't think I've ever exhausted the hauling opportunities in this colony :)

Is this something you explicitly coded or a 'happy?' accident?
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 29th, 2016)
Post by: Dingo on November 04, 2016, 02:42:02 AM
I'm afraid I don't fully understand what you're trying to say. Either way my code shouldn't do anything to zone priorities.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 29th, 2016)
Post by: Dave-In-Texas on November 04, 2016, 06:04:13 AM
Quote from: Dingo on November 04, 2016, 02:42:02 AM
I'm afraid I don't fully understand what you're trying to say. Either way my code shouldn't do anything to zone priorities.

i'll try again :)

Hauling from a lower priority zone to a higher priority zone is now done (apparently) absolutely last.  I can manually force the haul, so its not a configuration mismatch.

I've observed some more and its the change to raw vegetable matter.  There literally are more things ahead of it in the queue (a ton of rice specifically LOL).  is it possible for you to make zone prioritized hauling (perhaps for zones >normal) a higher priority?  I set the priorities up because we feel its important after all, and to reduce not increase micromanagement.

so you may not have changed anything to do with the zone priorities themselves, it sure seems like there's something happening to the hauling between zones.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 29th, 2016)
Post by: Dingo on November 04, 2016, 11:37:25 AM
So your problem is you have a ton of rice deteriorating away to nothing and/or in need of hauling, that's what I figured at first but I wasn't sure. I could add HugsLib and make a mod menu for my custom workgivers so you can disable them in-game as you see fit.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 29th, 2016)
Post by: RemingtonRyder on November 04, 2016, 11:54:19 AM
Hey Dingo,

While you're there, maybe you could add Please Haul Perishables, or something like it. It's a very small mod I made for hauling things that can deteriorate more than 5/day and are not currently under a roof. It made sense to me that it would be a more urgent hauling job than moving things that can deteriorate from indoors to indoors. See the announcements topic if you want to have a look. :)

Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: October 29th, 2016)
Post by: Dingo on November 04, 2016, 01:12:58 PM
I actually already had unused code to do items with deterioration. I wanted to see if people start reporting issues with RWP after adding HaulPlantFoodRaw but it seems fine. I also forgot about updating the mod. :P

I'm stealing your idea of "is roofed?" though, ha!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 4th, 2016)
Post by: Dingo on November 04, 2016, 05:43:28 PM
RWP updated according to recent posts. It includes HugsLib, HaulRawPlantFood has been changed to HaulRottable and I added another WorkGiver that checks for deterioration and hauls according to highest DeteriorationRate to lowest.

Thanks again to merthsoft for helping with code syntax, and Marvin/Dave for nudging me to update the mod. :P

Side note: ACEN and HMTB are also updated and you should install the latest version if you are using them (I recommend deleting the old files as well). Only thing updated for this is HugsLib 1.0.5 instead of 1.0.4 which fixes a Mod Settings issue.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 4th, 2016)
Post by: Dingo on November 06, 2016, 08:22:27 PM
Refactored Work Priorities updated.

Fixed custom haul work givers to prioritise correctly (thanks Zhentar!).

Separated all custom work givers in the menu to be individually togglable.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 7th, 2016)
Post by: Arnold Rimmer on November 06, 2016, 10:00:26 PM
Hello Dingo :)
Regarding "Autoclose Event Notifications":
Can you add a thingy in your mod's settings to control -when- the Notifications are autoclosed?
So we can choose something like "after [1] [3] [6] [9] [12] [18] [24] hours" or
even better a textfield where we can put in any number whatsoever.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 7th, 2016)
Post by: Dingo on November 06, 2016, 11:49:46 PM
Quote from: Arnold Rimmer on November 06, 2016, 10:00:26 PM
Can you add a thingy in your mod's settings to control -when- the Notifications are autoclosed?

Sure. I added a field there where you can input the number of hours ACEN will wait before closing notifications. Thank you for your input!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 11th, 2016)
Post by: Dingo on November 11, 2016, 05:54:46 AM
New release: Grenade Fix: Rearmed

This mod essentially does the same thing Grenade Fix did in A14 (and subsequently in A15 with my updated version).

However, instead of overriding ThingDefs with XML, this mod dynamically injects minRange for ANY ThingDef that uses an explosive projectile. This means it works with all content mods and is ready for future alphas in-case they add more explosives.

The "injection" occurs after all defs are loaded upon opening the RimWorld client, once per client load. If you mess with your mod list I recommend that you restart the game as well.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 11th, 2016)
Post by: jmababa on November 11, 2016, 10:10:58 AM
Why does it afect my m37 grenade launcher its a gun that fires gerenades it shouldn't be affected by this it shortens min range of gun
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 11th, 2016)
Post by: Dingo on November 11, 2016, 07:52:02 PM
Have you read what it does at all?
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 11th, 2016)
Post by: mabor0shi on November 12, 2016, 12:28:58 AM
Quote from: Dingo on November 11, 2016, 07:52:02 PM
Have you read what it does at all?
I am eagerly awaiting the answer to this question.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: BionicAbeLincoln on November 18, 2016, 07:04:24 PM
Hi Dingo, your Refactored Work Priorities sounds great.  Can it be enabled on existing game saves?
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: faltonico on November 18, 2016, 08:59:11 PM
Quote from: BionicAbeLincoln on November 18, 2016, 07:04:24 PM
Hi Dingo, your Refactored Work Priorities sounds great.  Can it be enabled on existing game saves?
I enabled it on my save and all went fine.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: Szara on November 20, 2016, 11:27:42 AM
I'm getting an odd error when loading Hand Me That Brick and Refactored Work Priorities.

HMTB_1_0_0 already has short hash
RWP_1_4_0 already has short hash
RWP_1_4_1 already has short hash

Not sure what to do about it, my fiddling has thus far gone unrewarded. I'm using the latest versions.


I have these mods loaded, and mapreroll gives the same error for some reason.


<li>Core</li>

<li>A15 MBS Spotlights v2.0</li>

<li>AMC(1) DE Surgeries</li>

<li>AMC(1) ExpandedProsthetics&OrganEngineering</li>

<li>AMC(2) ADogSaid</li>

<li>AMC(2) Realistic Medical System EPOE Version</li>

<li>AMC(2) Medical Training</li>

<li>AMC(2) Chemicals & Neutroamine</li>

<li>AMC(2) Improved Surgery</li>

<li>AMC(2) EmergencyTreatment</li>

<li>AMC(3) Compatibility patch_EPOE & ISurgery</li>

<li>AMC(3) Compatibility patch_DESurgery & ISurgery</li>

<li>AMC(3) Compatibility patch_ADog & ISurgery</li>

<li>AMC(4) Compatibility patch_EPOE Realiistic Medical & ISurgery</li>

<li>CraftingHysteresis-v1.0.5</li>

<li>CorePanda</li>

<li>Cooks.Can.Refuel.1.5</li>

<li>Better Pathfinding</li>

<li>High Caliber_A15</li>

<li>Hospitality</li>

<li>WM Smarter food selection</li>

<li>Vegetable Garden 5.15.1284</li>

<li>QualityBuilder</li>

<li>Organ thoughts</li>

<li>EdBPrepareCarefully</li>

<li>MapReroll</li>

<li>Refactored Work Priorities</li>

<li>Hand Me That Brick</li>
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: Dingo on November 20, 2016, 02:00:41 PM
The short hash bug is caused by the wrong game version as far as I know. Does it show 1284 on the top left in main menu?
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: Szara on November 20, 2016, 09:07:35 PM
That's what I get for keeping too many different versions sitting around and restoring from the wrong one, oops! Problem fixed, thanks Dingo!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: BionicAbeLincoln on November 22, 2016, 12:35:06 AM
Quote from: faltonico on November 18, 2016, 08:59:11 PM
Quote from: BionicAbeLincoln on November 18, 2016, 07:04:24 PM
Hi Dingo, your Refactored Work Priorities sounds great.  Can it be enabled on existing game saves?
I enabled it on my save and all went fine.
Thanks a bunch!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: lance789 on November 22, 2016, 12:44:04 PM
Yes all of these mods were needed!!!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: Rhamphoryncus on November 26, 2016, 09:28:08 AM
I'm getting a consistent hang/stack overflow on my save.

My colony got a manhunting boomalopes event so there are now a variety of dead and "downed" boomalopes.  I marked the downed ones for hunting and soon after noticed one of my colonists ("Badluck") was adjacent to a downed boomalope but doing nothing.  Badluck's status is "Standing.".  I tried draft/undraft to reset them but although drafting was fine, undrafting had a very long pause, and they were still stuck as "Standing.".  Several more draft/undraft attempts made the error log pop up and a complaint about stack overflow.  I tried doing it with several debugging options, such as "Draw paths", but nothing jumped out at me (and no pathfinding showed up).

Badluck is holding a Rimsenal "JI siege gun" I just built, so this would be the first time it was used for hunting.  It has a range of 60 so perhaps it has some funky value for minimum range?

I have had a few other occasions where colonists got stuck building walls, but draft/undraft immediately fixed them.  I don't know if that's related.

Suspicious mods:
Rimsenal
Better Pathfinding
OSHA Compliance
Defensive Positions
Hand Me That Brick
Refactored Work Priorities
Cooks Can Refuel
QualityBuilder

Full mod list: core, stonecutting tweak, more vanilla turrets, rt fuse, rt power switch, qualitybuilder, animal keybinds, facial stuff a15, edb prepare carefully, mending, misc. training, core driller, core driller - stone addon, a dog said..., expanded prosthetics and organ engineering, no hats, [sd] round tables, rimfridge, cooks can refuel, refactored work priorities, hand me that brick, recolor stockpiles, defensive positions, lt-doormat, osha compliance, [sd] advanced powergeneration, craftable synthetics, better pathfinding, growable grass, romance diversified, rumours and deception, allow tool, trading spot, concretewalls, feed the colonists, ed-embrasures, rimsenal, [t] morefloors, more furniture

Log: http://pastebin.com/jrxJBtsm
Official (useless) mod list: http://pastebin.com/RW7kgrBe
Save: https://drive.google.com/open?id=0BwwX5cz9cmkuQzhYdTZKckEwaW8
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: Rhamphoryncus on November 26, 2016, 09:39:10 AM
Doh, scratch that!  I added the rimsenal JI siege gun detail as an afterthought but now I've tested with just that mod and gun and I can reproduce the hang/stack overflow, so it's definitely not your mod.  Sorry!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: Wishmaster on November 26, 2016, 09:52:10 AM
That would be nice if haulers don't deliver materials to.... graves ! They actually do but graves don't require any material.
Maybe the energy consumption nerf for sunlamp is a bit op...
But thanks for all those mods anyway and Hand me that brick in particular !!
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
Post by: Dingo on November 26, 2016, 04:49:59 PM
Thanks for the feedback Wishmaster, I'll adjust the work giver to account for 0-cost buildings. The reasonable lamps mod is very old and I wouldn't say it's balanced. It was one of my first XML modding attempts, more of a trial run than anything substantial.

HMTB has been updated on all release venues. It will now cause issues with QualityBuilder in the rare case that you have 0 pawns set as constructors but you have open construction tasks (probably specifically QualityBuilder tasks). I'm not exactly sure on the cause of this, but I am almost certain it's some mismanagement on QualityBuilder's end when it comes to its detour.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 27th, 2016)
Post by: Dingo on November 27, 2016, 12:24:23 PM
Cooks Can Refuel updated to work for any meal production source that requires fuel. E.g. campfire, fuelled stove and most importantly - it now works for mod-added stoves and other refuelable meal sources.

Nov. 29th: HMTB also updated to assembly version 1.2. Fixed haulers not installing MinifiedThings.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 29th, 2016)
Post by: Dingo on December 08, 2016, 10:58:28 PM
I have uploaded several new versions to GitHub that have a translation file. Any translations would be appreciated!

Next release would probably be updating the mods to A16 / minor tweaks.
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 29th, 2016)
Post by: Etherdreamer on December 11, 2016, 02:30:44 PM
Iam feeling like playing again Rimworld, and Iam constructing again an fresh modpack for personal use. Any of your mods can mess with Pathfinding mods ?
Title: Re: [A15] Dingo's Miscellaneous Mods (Updated: November 29th, 2016)
Post by: Dingo on December 11, 2016, 03:55:12 PM
I don't think any of them come close to touching pathfinding.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 21st, 2016)
Post by: Dingo on December 21, 2016, 03:56:06 AM
All mods have been updated to A16. Some mods that previously included HugsLib in A15 now require HugsLib to be installed separately. HugsLib must be loaded before any mod that depends on it.

Added Chinese translations to some files, contributed on GitHub by vednic.

Will update file descriptions as appropriate. Please report bugs / contribute translations / etc. as you please.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 22nd, 2016)
Post by: raonull on December 21, 2016, 10:02:21 PM
Hey, is it possible to get the A15 version of some of these mods? I had them on workshop but they got auto-updated before I made a backup. I prefer the A15 version of the game for now.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 22nd, 2016)
Post by: Dingo on December 22, 2016, 12:15:02 AM
Yes. It's all on GitHub.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 22nd, 2016)
Post by: raonull on December 22, 2016, 05:15:17 AM
Quote from: Dingo on December 22, 2016, 12:15:02 AM
Yes. It's all on GitHub.

great, found it, thanks a bunch
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 22nd, 2016)
Post by: Dingo on December 22, 2016, 09:26:34 AM
Some mods updated again, mostly minor things. Added a repair threshold feature for RWP's menu. If you want your pawns to start repairing at 70% (so they don't rush to a 99% HP wall) you can do so now. Any value from 0->100 is acceptable.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 22nd, 2016)
Post by: Serenity on December 22, 2016, 09:47:45 AM
Quote
Re-added the Repair work type from previous alphas
Thank you! :) So glad that is back as it was

Quote
Mechanoid operations are now part of the Doctor work type
Not sure about that. Yeah it's a bit weird with the operation in the health tab, but it makes more sense for me to have constructors do a mechanical job. Maybe make that part optional too?
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 22nd, 2016)
Post by: Dingo on December 22, 2016, 06:28:23 PM
It makes sense to you, but the failure rate is defined by their Medicine stat.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: hoffmantransfer on December 24, 2016, 01:16:14 PM
I am getting the following error message with HMTB:
https://gist.github.com/HugsLibRecordKeeper/9da0f816f9ef0d40230f2aa31ce1c857
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: Dingo on December 24, 2016, 09:23:52 PM
That's a very strange error. It seems like you're not loading the DLL for HMTB AND RWP. Can you please redownload all of my mods from that list and HugsLib and reinstall? Delete the mod folders first. Also make sure to load HugsLib right after Core and before my mods.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: BlackSmokeDMax on December 27, 2016, 01:01:27 PM
Dingo, any idea if your Refactored Work Priorities is compat with Fluffy's just released version of Work Tab. I worry that they prob are incompat. Don't really want to test only to find out deep in the game something is fundamentally broken when I could have just asked before getting to that point. I could use just Fluffy's all by itself in Dwarf Therapist mode and not worry about it, but I'd rather have them both and use Fluffy in basic mode with just the 1-9 values.

I understand if you have no idea, and then I'll just test anyway. Just hoping you have an answer before I go down that road.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: Dingo on December 27, 2016, 01:54:01 PM
I'm pretty sure Work Tab is compatible since it iterates on the loaded WorkGiverDefs via C# code and doesn't hard-define anything in XML.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: BlackSmokeDMax on December 27, 2016, 03:13:12 PM
Quote from: Dingo on December 27, 2016, 01:54:01 PM
I'm pretty sure Work Tab is compatible since it iterates on the loaded WorkGiverDefs via C# code and doesn't hard-define anything in XML.

Thanks I'll definitely give it a try and then update my post once I confirm that.

edit: Seem to work great together. That is, once I figured to put Work Tabs after this mod. Didn't work with Work Tabs first, which makes sense, this needs to add the Repair column back before Fluffy's mod would handle it.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: BlackSmokeDMax on January 05, 2017, 03:43:22 PM
Quote from: Dingo on December 27, 2016, 01:54:01 PM
I'm pretty sure Work Tab is compatible since it iterates on the loaded WorkGiverDefs via C# code and doesn't hard-define anything in XML.

So far the only problem I've seen is that using both Refactored Work Priorities and Work Tab doesn't allow you to use the "Repair" column to do maintenance that needs doing via Fluffy's Breakdowns mod. That, I'm sure is the result of how Fluffy has his mod setup, with that part not being set to the Repair column any longer. Still hoping Tynan will change his mind on removing that, or maybe Fluffy will add it back in via his mod as well. Guess Fluffy having it also may very well trigger some problems between your mod and his then. LOL, ugh, first world problems, right!?

They exist peacefully, but you can't set certain people to do all the maintenance, and certain people to construct. Guess I'll have to go in the Dwarf Therapist mode of WorkTabs to get the results I want. I *think* the rest is all working fine though!
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: Dingo on January 05, 2017, 05:58:40 PM
FluffyBreakdowns uses a new work order (WorkGiverDef) which you can find here (https://github.com/FluffierThanThou/FluffyBreakdowns/blob/master/Defs/WorkGiverDefs/WorkGiver_Maintenance.xml). You can manually change this XML file in your Mods folder and use Repair as the workType. If RWP is loaded I think it will work.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: venoshock on January 05, 2017, 09:18:16 PM
Just wanted to say this mod is godsent ty Dingo :)
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: BlackSmokeDMax on January 05, 2017, 11:22:58 PM
Quote from: Dingo on January 05, 2017, 05:58:40 PM
FluffyBreakdowns uses a new work order (WorkGiverDef) which you can find here (https://github.com/FluffierThanThou/FluffyBreakdowns/blob/master/Defs/WorkGiverDefs/WorkGiver_Maintenance.xml). You can manually change this XML file in your Mods folder and use Repair as the workType. If RWP is loaded I think it will work.

Thanks Dingo, will give that a try tomorrow. Appreciate the help!

edit: Worked perfectly!! Thanks again Dingo!
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: neobikes on January 07, 2017, 06:25:15 AM
Hi Dingo

Using mods:
REFACTORED WORK PRIORITIES
and
WORK TAB - fluffy mod

causes bug:
on loading game changes and messes work priorities totally to the point that on each loading you must redo all work priorities for all pawns :(

pls test and fix - otherwise your mod cannot coexist with WORK TAB
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: Dingo on January 07, 2017, 11:37:25 AM
There is no incompatibility between RWP and WorkTab. Please delete those mods, reinstall the latest version, load WorkTab after RWP (just in case), restart your client and make a new save. You haven't done at least one of those things, my guess is you didn't make a new save.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: neobikes on January 07, 2017, 04:03:21 PM
ok i did what you asked me. And i apologise
Its not your mod doing that. must be something other.

... i removed your mod entirely, made new save and still... this bug happens. i am trying like 15 mods now and looking for guilty mod.

sry again was too fast to celebrate finding
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: civilwargeeky on January 13, 2017, 12:19:26 AM
Hello! I use your mod "hand me that brick" and I think it is wonderful. One issue I have had though: could you put the priority for hauling to building stockpiles below that of normal hauling? It get's somewhat annoying when my crops are rotting in the field as haulers are moving logs into buildings on the other side of the map.

At the least could you make this a mod config option? As of now I'm just toggling HMTB whenever I need things to be hauled.

Thanks!
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: Dingo on January 13, 2017, 04:06:04 PM
No. General hauling is bottom of the priority list for a reason even in vanilla. You can install RWP and they will haul rottables/deterioratables before HMTB hauling.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: BlackSmokeDMax on January 13, 2017, 04:09:30 PM
Quote from: civilwargeeky on January 13, 2017, 12:19:26 AM
Hello! I use your mod "hand me that brick" and I think it is wonderful. One issue I have had though: could you put the priority for hauling to building stockpiles below that of normal hauling? It get's somewhat annoying when my crops are rotting in the field as haulers are moving logs into buildings on the other side of the map.

At the least could you make this a mod config option? As of now I'm just toggling HMTB whenever I need things to be hauled.

Thanks!

You could instead make a zone called 'harvest' (or any old name), have the zone include both your fields and the desired stockpiles for your crops. Then just assign any haulers to those zones. They will haul your crops quickly and with only a possible nap on the ground if you aren't paying attention to them ;)
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: civilwargeeky on January 19, 2017, 08:23:24 PM
Quote from: Dingo on January 13, 2017, 04:06:04 PM
No. General hauling is bottom of the priority list for a reason even in vanilla. You can install RWP and they will haul rottables/deterioratables before HMTB hauling.
Hey, so I wanted to play Rimworld again today and checked on this thread, and as you don't want to add my suggestion to your mod, I decided I would add it myself. I quickly discovered that changing the priority is a simple matter of editing WorkGivers.xml, so that's solved easily.

However, I also did want a toggle button if I was going to share this with anyone, but I don't appear able to simply change the priorityInType from the code (https://github.com/civilwargeeky/HandMeThatBrick/commit/dc171ead16845eb4034adecafbae00649d4e312e#diff-3c6ed020a942b6c436749f673e96702c). Do you know if there's like a list I need to update somewhere or something? Its not really necessary to have toggle work, but I figured I'd ask you anyway, as you're more knowledgeable than I in this stuff.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: Dingo on January 19, 2017, 10:46:20 PM
I'm not sure, and changing those values post-commit (after they are loaded initially) can lead to errors or bugs. That is part of the reason I didn't bother with it.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: Fluffy (l2032) on January 24, 2017, 02:18:37 AM
@civilwargeeky; you'd need to update all pawns priority caches.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: gendalf on January 24, 2017, 04:06:48 PM
pls add a way to turn off repair I only need the Hauling part of refactored work priorities (and I don't want to start a new save)
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: Dingo on January 24, 2017, 05:15:34 PM
Then delete the appropriate XML and defs. The source code is available (even though all you need is to modify XML, source code is unnecessary).
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: gendalf on January 25, 2017, 05:37:09 AM
Do you mean deletion of WorkTypes.xml and this text in WorkGivers.xml?:
<!-- ============= Repair (Re-added this WorkType from previous alphas) ============= -->



-<WorkGiverDef>

<defName>FixBrokenDownBuilding</defName>

<label>fix broken-down buildings</label>

<giverClass>WorkGiver_FixBrokenDownBuilding</giverClass>

<workType>Repair</workType>

<priorityInType>100</priorityInType>

<verb>replace broken components in</verb>

<gerund>replacing broken components in</gerund>


-<requiredCapacities>

<li>Manipulation</li>

</requiredCapacities>

<prioritizeSustains>true</prioritizeSustains>

</WorkGiverDef>


-<WorkGiverDef>

<defName>Repair</defName>

<label>repair damaged things</label>

<giverClass>RWP.WorkGiver_RepairCustom</giverClass>

<workType>Repair</workType>

<priorityInType>50</priorityInType>

<verb>repair</verb>

<gerund>repairing</gerund>


-<requiredCapacities>

<li>Manipulation</li>

</requiredCapacities>

<canBeDoneByNonColonists>true</canBeDoneByNonColonists>

</WorkGiverDef>
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: December 23rd, 2016)
Post by: Dingo on January 25, 2017, 03:42:23 PM
Pretty much, yeah.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Jan. 26th, 2017)
Post by: gendalf on January 30, 2017, 07:14:50 PM
refactored work priorities
Make hauling of beer wort to barrels as a higher priority, it spoils in 4 days unfrozen, while the beer never spoils, so there's 0 reazon to store it - just haul it to the barrels.

also it adds another line of hauling text to the context menu, even though there's an existing translated version, so now it's like:
1) haul that egg (eng)
2) haul that egg
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Feb. 19th, 2017)
Post by: Dingo on February 19, 2017, 03:52:16 AM
Hand Me That Brick updated with Korean & Russian translations (thanks to like7900 and kors, added to credits list). No change to the core mod.

Also, I've been getting reports about Grenade Fix: Rearmed having a NullReferenceException that I cannot reproduce. I'm not actively playing at the moment, so this might be a mod conflict.. If someone on the forums has this issue as well I could use some help.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Feb. 19th, 2017)
Post by: Dr_Zhivago on April 17, 2017, 08:42:38 PM
Getting an error log with "Nanotrasen's Armory - Serious Version"

Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at GrenadeFixRearmed.GrenadeFixRearmed.InjectDefs () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Feb. 19th, 2017)
Post by: Dingo on April 19, 2017, 07:53:17 AM
No idea. Does this still happen if you turn off Nanotrasen's Armory and restart the client?
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Feb. 19th, 2017)
Post by: Dr_Zhivago on April 19, 2017, 11:39:11 AM
This error log only shows when I have Nanotrasen's Armory installed

Edit: I have tried different load orders
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Feb. 19th, 2017)
Post by: Dingo on April 19, 2017, 03:31:07 PM
Good catch. This was caused by that mod having an explosive weapon that also had a melee attack. How quaint!

I am uploading version 1.3.16, download it from your favourite source. Hopefully this fixes your issue.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Feb. 19th, 2017)
Post by: Dr_Zhivago on April 19, 2017, 05:19:40 PM
Quote from: Dingo on April 19, 2017, 03:31:07 PM
Good catch. This was caused by that mod having an explosive weapon that also had a melee attack. How quaint!

I am uploading version 1.3.16, download it from your favourite source. Hopefully this fixes your issue.

Error log is resolved. Cheers for the fast work!
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Apr. 19th, 2017)
Post by: Autocthon on April 20, 2017, 11:30:28 PM
Dingo, if I had a baby I would happily let you eat it. Your auto close events mod has saved my left mouse button as well as what's left of my sanity. If there were a Nobel mod prize you would win it in my books.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Apr. 19th, 2017)
Post by: SpaceDorf on April 21, 2017, 11:09:15 AM
I have nearly all your mods .. yet I forgot to follow this thread.
Title: Re: [A16] Dingo's Miscellaneous Mods (Updated: Apr. 19th, 2017)
Post by: Dingo on April 22, 2017, 10:49:58 PM
Thanks guys, glad you're finding use out of the mods. To be honest ACEN's idea and most of its script were collaborative work from the discord (as credited), I can take credit for maybe 10% of that one. :P
Title: Re: [A17] Dingo's Miscellaneous Mods (Updated: May 25th, 2017)
Post by: Dingo on May 25, 2017, 12:29:33 AM
A17 Update(s)

First and foremost - NONE of my mods use HugsLib any more. I'd like to thank UnlimitedHugs for being patient and teaching me how to use HugsLib, it's a great library. With the introduction of A17's Mod class I felt that it would be better to migrate to vanilla settings.

Hand Me That Brick - version 2.0.17:
- Menu changed to vanilla Mod Settings.

Refactored Work Priorities - version 3.0.17:
- Stripped almost everything out of the mod, including all of my custom WorkGiverDefs.
- The mod now uses the xpath patching method.
- Changes very few things as A17 is very well balanced (at a glance at least).
- Detailed info in the main post.

Cooks Can Refuel - version 2.1.17:
- Same functionality, compiled for A17.

Autoclose Event Notifications - version 2.0.17:
- Uses the in-game Mod Settings menu.
- Some pretty, colourful text to make your eyes happy.
- Changed the timer selection method to a slider (0-120 in-game hours,
still 12 by default).
- Moved to a WorldObject though it likely doesn't matter.
- Lost the Chinese translation due to some textual changes... I hope someone can translate it again soon! Maybe more translations as well?

Grenade Fix: Rearmed - version 2.0.17:
- Only recompiled. Do report bugs, but this mod is kind of fiddly if your defs aren't loaded perfectly for whatever reason.
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 12th, 2017)
Post by: Dingo on June 12, 2017, 02:26:47 PM
Some more updates:

All mods compiled for latest A17 release.

Hand Me That Brick (v2.2.17)
- Performance updates.
- New translations.

Refactored Work Priorities (v3.3.17)
- Overhauled several times, includes some of the A16 functionality (see description).
- New repair designator (thanks mrofa for the icon and DarkSlayerEX for feedback).

Autoclose Event Notifications (v2.2.17)
- Improved options menu.
- Fixed menu colours.

Grenade Fix: Rearmed (v2.2.17)
- Changed injection method.
- Fixed bug with multiple verb weapons.
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 21st, 2017)
Post by: Dingo on June 20, 2017, 06:49:48 PM
New mod titled Notification Log.

(https://media.giphy.com/media/l4FGowPbiGEpHJfQ4/giphy.gif)

Stores a list of all received notifications so you can access them at any time. The list is stored per save file.
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 21st, 2017)
Post by: khearn on June 20, 2017, 08:06:12 PM
Sweet! There have been so many times that I've wanted to look at a notification again after I've closed it.
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 21st, 2017)
Post by: BlackSmokeDMax on June 20, 2017, 08:09:44 PM
Quote from: Dingo on June 20, 2017, 06:49:48 PM
New mod titled Notification Log.

(https://media.giphy.com/media/l4FGowPbiGEpHJfQ4/giphy.gif)

Stores a list of all received notifications so you can access them at any time. The list is stored per save file.

Damn, that's a real beauty! Thanks!
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 21st, 2017)
Post by: kaptain_kavern on June 20, 2017, 08:39:21 PM
Cool things, the notification archiver .

Thanks a lot
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 21st, 2017)
Post by: Dingo on June 21, 2017, 04:19:24 AM
"Archive", now that's a word. I'm stealing that one!
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 21st, 2017)
Post by: SpaceDorf on June 21, 2017, 05:40:24 AM
Thank you times infinity.

I was waiting for this since I started playing rimworld.
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June June 22nd, 2017)
Post by: Dingo on June 21, 2017, 10:06:37 PM
I made the log into a new mod called Notifications Archive. Powered by Harmony. It'll hook up better and is further expandable, for example in this version I added message archiving as a separate tab inside the main Notifications Archive tab.

I don't think it's fully compatible with saves that have Notifications Log active, but maybe if you overwrite the save it'll work itself out. New saves work perfectly, the lists are unique per save and they populate in real time.

*If anyone started making translations please refer to the latest language file included in this version and make a pull request.
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June June 22nd, 2017)
Post by: wwWraith on June 21, 2017, 10:52:43 PM
Great work, but I suggest you to choose a shorter name for Notifications Archive because it may become cut if user have several other custom tabs. May be just "Notifications", "Events" or even "Logs"?

Upd: And is it possible to add the timestamps?
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June June 22nd, 2017)
Post by: Dingo on June 22, 2017, 06:41:46 AM
The game actually never saves timestamps for them, and doing dates is a little bit funky in RW. I planned on doing it but it took so long to make everything work I postponed it indefinitely.

I'll be making textual changes though, I already got translations coming from people.
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June June 22nd, 2017)
Post by: SpaceDorf on June 22, 2017, 09:32:09 AM
I will install the pregnancy and children mod and name my new colonists after you !
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 24th, 2017)
Post by: Dingo on June 23, 2017, 06:20:10 PM
Archiver Version 1.2.17 release notes:

Note: this version will ignore the previous version's save data, so it essentially "wipes" any letters/messages you had before you updated. However, it is highly recommended to use this version instead.

Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 24th, 2017)
Post by: wwWraith on June 25, 2017, 10:06:24 PM
I'm here again with a many thanks for your work with the Archiver! It makes me feel like mood +10 at least :) I like your other mods, too, but I have one more idea for the Archiver that goes even further...

What about making "Letters" and "Messages" in 1 list with a checkbox view filters instead of having 2 tabs? And if it is possible to add there game-generated "tales" like it was done in Nandonalt's Tale Log Tab mod (https://ludeon.com/forums/index.php?topic=29627.msg308976#msg308976), it would be perfect, I think. This way a player will have a (mostly) complete history of his colony in one window and will be able to easily recall the most interesting moments in details. It could be like "Oh yeah, that 5502 was a rather hard year. The raiders managed to go behind our turrets during a solar flare and started to burn our base while most of our soldiers were incapacitated, but then roof collapsed right on their heads. It was that time when Jimmy lost his arm but managed to capture their leader. Even while it took a week to repair our base and a whole year to recruit him, eventually we can't imagine our colony without him as he made many deeds with us that were truly heroic after all". And as a cherry on a cake there may be a simple text filter (like it was in said mod, but capable to filter same way "letters" and "messages", too) that allows the player to show only events related to any chosen pawn or whatever (s)he wants. As something like this:
Show: Letters [v]   Messages [x]   Tales [v]
Only show events with text: [______________]

...
...
...
Title: Re: [A17][MODLIST] Dingo's Mods (Updated: June 24th, 2017)
Post by: Dingo on June 26, 2017, 08:45:59 AM
I'd rather keep it simple. The mod was made for QoL improvement, not storytelling/narrative. I like the tabbed interface since the game also distinguishes between the 2 types of notifications.

If the player installs Tale Log + Archiver I'm pretty sure they can achieve the narrative you're describing, since it's all dated anyway. If someone wants to combine the 2 mods (assuming Tale Log has the appropriate license) I have no objections.
Title: Re: [A17][MODLIST] Dingo's Mods (June 30th - NEW MOD - Notifications Archiver)
Post by: Dingo on June 29, 2017, 09:43:20 PM
Notifications Archiver 1.3.17

- Updated preview image.

- Updated strings.

- Some code refactoring.

- Removed tabbed interface.

- Added list filtering options.

- Messages that can be clicked to jump-to-target are marked by a white UnopenedLetter texture (similar to normal Letters).
Title: Re: [A17][MODLIST] Dingo's Mods (June 30th - NEW MOD - Notifications Archiver)
Post by: SpaceDorf on July 01, 2017, 05:52:09 AM
I waited for this feature since I started to play Rimworld ..
Title: Re: [A17][MODLIST] Dingo's Mods (July 16th - RWP v3.4)
Post by: Instructor on August 13, 2017, 11:56:56 PM
Hey Dingo, great mods.

What is your opinion on that (http://i.imgur.com/RwDDSek.jpg)

The specialized craftsman stays at his station and does not leave it during bill order. An intelligent animal assigned to follow master will bring in materials for next crafts or bills, and takes the produce from the other side of the table.

I already do this kind of work order rather awkwardly with 1x1 stockpile zones for mats and drop on floor to keep the craftsmen in their station while the haulers run around. Haulers seem to stress the system a lot tho.

This sort of programming seems fitting for me on 3x1 stations, an in 3 blocks for to-do / in process / finished.

Hand me those mats.
Title: Re: [A17][MODLIST] Dingo's Mods (July 16th - RWP v3.4)
Post by: Dingo on August 14, 2017, 05:07:10 AM
Doesn't seem like something I would personally make.
Title: Re: [A17][MODLIST] Dingo's Mods (July 16th - RWP v3.4)
Post by: Snafu_RW on August 14, 2017, 09:36:06 PM
Is there any possibility to tweak ACE so 'breakdown' events are cleared as soon as <broken_thing> is repaired? Likewise parties & similar events with timeouts..

TVM for this BTW; makes things a lot smoother!
Title: Re: [A17][MODLIST] Dingo's Mods (July 16th - RWP v3.4)
Post by: Dingo on August 15, 2017, 10:18:20 AM
I'll see if it doesn't require hardcoded special cases when I work on the next release. Could be a nice feature. Thanks for the suggestion!
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Dingo on August 17, 2017, 06:52:57 PM
No Forced Slowdown

Made after some chitchat in the modding Discord server. A tiny mod powered by Harmony. Nullifies the forced x1 speed modifier which triggers on some events such as colonists taking damage.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: kaptain_kavern on August 17, 2017, 07:25:19 PM
Awesome
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: lwki on August 31, 2017, 10:23:50 AM
Quote from: Dingo on August 17, 2017, 06:52:57 PM
No Forced Slowdown

Made after some chitchat in the modding Discord server. A tiny mod powered by Harmony. Nullifies the forced x1 speed modifier which triggers on some events such as colonists taking damage.
It nullifies the speed limit or both limit and speed change?
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Dingo on August 31, 2017, 12:31:29 PM
Quote from: lwki on August 31, 2017, 10:23:50 AM
It nullifies the speed limit or both limit and speed change?

You know how a mad animal or something attacks your colonist and it immediately locks you at x1 speed? That doesn't happen anymore. I think the answer to your question is "both" but I can't be sure off the top of my head.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: lwki on August 31, 2017, 02:09:13 PM
Quote from: Dingo on August 31, 2017, 12:31:29 PM
You know how a mad animal or something attacks your colonist and it immediately locks you at x1 speed? That doesn't happen anymore. I think the answer to your question is "both" but I can't be sure off the top of my head.
Yeah, i was wondering if ill miss my colonist's death with this mod, because i was running at x3 and some random starving animal hunted him.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: maculator on September 15, 2017, 05:20:24 AM
I translated "Refactored Workpriorities" into german.
Its so small I'll just dump it here:

<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

   <RWP_RepairThreshold_Label>&lt;b&gt;[Reparieren]&lt;/b&gt; Repariere Dinge wenn HP unter: &lt;b&gt;&lt;color=orange&gt;{0}%&lt;/color&gt;&lt;/b&gt;</RWP_RepairThreshold_Label>
   <RWP_RepairThreshold_Desc>Lege fest ab wann repariert wird. Dinge mit mehr HP als der festgelegte Wert werden nicht repariert..</RWP_RepairThreshold_Desc>

   <RWP_PrioritizeRottable_Label>&lt;b&gt;[Tragen]&lt;/b&gt; Priorisiere das Tragen von verderblichen Waren</RWP_PrioritizeRottable_Label>
   <RWP_PrioritizeRottable_Desc>Träger werden Dinge die verrotten können bevorzugt tragen.</RWP_PrioritizeRottable_Desc>

   <RWP_PrioritizeDeteriorating_Label>&lt;b&gt;[Tragen]&lt;/b&gt; Priorisiere das Tragen von zersetzbaren Waren</RWP_PrioritizeDeteriorating_Label>
   <RWP_PrioritizeDeteriorating_Desc>Träger werden Dinge die sich zersetzen können bevorzugt tragen.</RWP_PrioritizeDeteriorating_Desc>

   <RWP_DeterioratableMinHealthPercent_Label>&lt;b&gt;[Tragen]&lt;/b&gt; HP Obergrenze für zersetzbarer Gegenstände: &lt;b&gt;&lt;color=orange&gt;{0}%&lt;/color&gt;&lt;/b&gt;</RWP_DeterioratableMinHealthPercent_Label>
   <RWP_DeterioratableMinHealthPercent_Label_Desc>Wenn "Priorisiere das Tragen von zersetzbaren Waren" aktiv ist werden Dinge unterhalb der gesetzten HP-Grenze ignoriert.</RWP_DeterioratableMinHealthPercent_Label_Desc>

   <Designator_ForcedRepair>Reparieren (Grenze Ignorieren)</Designator_ForcedRepair>
   <Designator_ForcedRepairDesc>Repariert Gebäude auch wenn die HP noch oberhalb der gesetzten Grenze sind.</Designator_ForcedRepairDesc>   

</LanguageData>

Thanks for the mod!
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Dingo on September 15, 2017, 08:34:27 AM
Thanks, I'll upload that next time I push an update. Much appreciated.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: maculator on September 15, 2017, 09:12:34 AM
After testplaying it a bit I noticed something:
"Reparieren (Grenze Ignorieren)" can be a bit messy on higher UI scales shorter but not as helpfull would be "Jetzt reparieren" but since there is no other force repair option I guess you might just call it "Reparieren" without something descriptive.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Dingo on September 16, 2017, 07:32:34 AM
That means "repair now" right? How about some phrase for "forced repair"?
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: maculator on September 16, 2017, 08:02:32 AM
"Erzwinge Reperatur" makes sense now that I see the wohle picture^^

So the tooltip should be "Erzwingt die Reperatur von beschädigten Gebäuden/Objekten. Die in den Optionen festgelegte Grenze spielt dabei keine Rolle, es wird sofort repariert."


When translating it I never had used the forcerepair-tool (I thought "mhm don't know what that does, just translate").
I only noticed its presence when the extra long title cluttered over the ui :D
So the above is now a description and a title that make sense and are actually based on my experience.


Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: SpaceDorf on September 16, 2017, 09:29:03 AM
Quote from: maculator on September 16, 2017, 08:02:32 AM
"Erzwinge Reperatur" makes sense now that I see the wohle picture^^


Erzwingt die sofortige Reperatur von beschädigten Gebäuden und Objekten. Die in den Optionen festgelegte Grenze spielt dabei keine Rolle.

I could not help myself.


Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Dingo on September 16, 2017, 04:40:21 PM
What's the difference? Don't leave me in the dark!
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: maculator on September 16, 2017, 05:57:09 PM
His version is cleaner. Take it.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: maculator on September 18, 2017, 11:25:03 AM
You mentioned "performance improvements" for refactored workpriorities, now I'm curious: How much of an impact is the mod on cpu performance?
I also changed a single word in the translation for hand me that brick, nothing big just noticed it while looking at the options tab.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Dingo on September 18, 2017, 11:54:59 AM
Go ahead and throw me a pull request for HMTB if you're familiar with GitHub.

As for improvements, it depends on what exactly is needed for RWP in the next alpha. I know how to make some of my other mods like Archiver better since I had to do a ton of optimisation for my Work tab prototype. Maybe some of that will translate over to RWP as well.

Otherwise, I'd check the Issues tracker (https://github.com/DingoDjango/RefactoredWorkPriorities/issues) for any ideas I might have recorded so far.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: maculator on September 18, 2017, 12:04:15 PM
I allready made a pullrequest. I was just curious how it, in the current state, affects cpu load. Because for my small, low on mods, colony I didn't notice a thing. But in github you specifficaly metioned improvements. Thats what made me curious.
(I commented on the github issue tracker, but github is a thing I use every 10-40 months so I'll be better off keeping an eye on this thread)
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Dingo on September 18, 2017, 12:16:41 PM
I don't think I had any performance improvements in mind for RWP. I know for a fact I mentioned performance improvements for Archiver on the workshop. I didn't get any pull requests for HMTB (they'd show up here (https://github.com/DingoDjango/HandMeThatBrick/pulls)).
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Rock5 on September 22, 2017, 02:41:19 PM
I've been noticing some weird behavior recently when replacing wood walls with stone walls. I'm not in the habit of doing this so I didn't notice it before now.

What I see is one of my constructionists will deconstruct 1 wall and move the wood out of the way. The deconstruction seems to take the appropriate amount of time. Then another colonist, with a stack of bricks, runs along the rest of the wall delivering bricks while instantly deconstructing the walls.

Am I right in thinking "Hand Me That Brick" is the culprit? On second thought I'm using Jamistec's JTReplaceWalls to replace the walls. The problem probably wouldn't happen without that mod. Is it possible to make your mod compatible with JTReplaceWalls? Or is this something Jamistec needs to address?
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Dingo on September 22, 2017, 02:57:27 PM
Sounds like James used some hacky way to indicate the wall replacements. It'll have to be a specific fix so I can't say which one of us should change his code. Post the issue in JT's thread as well and I'll look into it if he doesn't fix it on his end.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Rock5 on September 22, 2017, 03:33:57 PM
Quote from: Dingo on September 22, 2017, 02:57:27 PMPost the issue in JT's thread as well ...

Done.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: wedekit on September 28, 2017, 12:55:24 AM
Hey just wanted to give a thumbs up for your set of mods! Hand Me That Brick, No Forced Slow Downs, and the Notification mods have greatly enhanced my QoL.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Rock5 on September 28, 2017, 11:47:12 PM
I think "Hand me that brick" priorities are a bit wrong. Haulers should do their hauling jobs and constructors should do their constructing jobs. When the haulers finish their hauling they should give the constructors a hand by helping deliver their materials.

As it is now, I put off starting construction jobs if I have a lot of hauling to do which doesn't seem right. Or if I have a lot of construction jobs, no regular hauling gets done. I want to be able to start construction jobs without it affecting my haulers.

Am I right? Or am I the only one who sees it this way? Is if even possible to do?
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Canute on September 29, 2017, 03:01:31 AM
Together with Worktab
https://ludeon.com/forums/index.php?topic=16120.0
you can adjust the priortiy yourself ingame.
At last for the pawns, that don't count for animals/minions.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Rock5 on September 29, 2017, 03:04:12 PM
Always loved the look of Worktabs but never used it. I guess I always thought it was too complex for my needs. I think it's time I gave it a try.

Thanks for the suggestion.
Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Canute on September 29, 2017, 05:24:52 PM
Little guild
- open work
- switch to numeric priority, Icon top right.
- CTRL-leftclick on Haul, to expand the haul priority.
- search for Deliver to frame and Deliver to blueprint, lower these numbers (i think lower numbers was higher priority. If not just raise the number. )

Hint: don't use the icon to expand all priorities unless you own one of these ultra wide curved monitors :-)

Title: Re: [A17][MODLIST] Dingo's Mods (August 18th - NEW MOD: "No Forced Slowdown")
Post by: Dingo on October 09, 2017, 12:11:08 AM
Progress update on Archiver for A18 (i.e. next release version):

Archive tab - https://i.imgur.com/Yg23eKf.png

-More options
-Better performance
-Different look
-Right click menu to delete stuff

Not pictured: tooltips and the Mod Options menu which currently only has "delete all archives".

Feedback is welcome!
Title: Re: [A17][MODLIST] Dingo's Mods - Oct. 9th - Archiver 2.0 preview (see latest post)
Post by: Rock5 on November 17, 2017, 02:27:32 AM
To use Hand Me That Brick with A18 just change WorkGivers element in WorkGivers.xml to Defs.
Title: Re: [A17][MODLIST] Dingo's Mods - Oct. 9th - Archiver 2.0 preview (see latest post)
Post by: SpaceDorf on November 17, 2017, 03:12:28 AM
It's beautiful. I miss it in my A18 game ..
Title: Re: [A17][MODLIST] Dingo's Mods - Oct. 9th - Archiver 2.0 preview (see latest post)
Post by: Dingo on November 17, 2017, 02:23:49 PM
I uploaded A18 Archiver on GitHub if anybody wants to use it for Unstable (it's not in Releases though, you need to download master.zip).
Title: Re: [A17][MODLIST] Dingo's Mods - Oct. 9th - Archiver 2.0 preview (see latest post)
Post by: kaptain_kavern on November 17, 2017, 05:49:15 PM
You rock bud!  8)
Title: Re: [A17][MODLIST] Dingo's Mods - Oct. 9th - Archiver 2.0 preview (see latest post)
Post by: BlackSmokeDMax on November 17, 2017, 07:29:03 PM
Thanks Dingo!
Title: Re: [A17][MODLIST] Dingo's Mods - Oct. 9th - Archiver 2.0 preview (see latest post)
Post by: Dingo on November 17, 2017, 09:00:03 PM
Hand Me That Brick for A18 unstable also available on GitHub. Go give the new search radius feature in the mod options a try and tell me if you like it!
Title: Re: [A17][MODLIST] Dingo's Mods - Oct. 9th - Archiver 2.0 preview (see latest post)
Post by: Rock5 on November 17, 2017, 11:37:08 PM
Thanks for that.

I think I'm not so interested in a radius option that limits the work area as I am in making sure the hauling priority is right ie. haulers should do other hauling first before helping constructors with their work.

I just tested it and they still haul to construction frames before regular hauling. If you want it to work this way maybe you could add an option that allows the user to choose whether hauling to frames should be a higher or lower priority.

I just tried setting the <priorityInType> to 1. That worked but I wonder if that is too low. Are there some hauling jobs that should be a lower priority than hauling to frames? I guess what I want is for hauling to frames to be done just after regular hauling to stockpiles. Can you perhaps suggest a more sensible value?

Edit: Never mind about that last paragraph. I was able to find the hauling priorities and found that general hauling is 10 and the lowest priority. So any value less than 10 will have my haulers do all other hauling jobs before hauling to frames.
Title: Re: [A17][MODLIST] Dingo's Mods - Oct. 9th - Archiver 2.0 preview (see latest post)
Post by: Dingo on November 18, 2017, 10:26:17 AM
Yes, setting priorityInType is what you want in that case. I'm still not convinced I should let users decide on it through mod options though. Advanced users can always edit the XML like you did.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 19th - Beta 18!
Post by: Dingo on November 18, 2017, 07:34:01 PM
Beta 18 is here! And so are (most of) my mods, of course. Here is a consolidated changelog for everything:

Hand Me That Brick
- Changed to HugsLib dependency (install HugsLib and load it before this mod).

- XML has been updated to A18 structure.

- Added opportunistic hauling to mod options: you can choose how far haulers should look for blueprints and frames when they're deciding on a new job to do (based on their current location). Options are:
* Unrestricted (search the whole map).
* Close (within 15 tiles).
* Medium (within 45 tiles).
* Long (within 100 tiles).
Exact values are subject to change according to user feedback.

- Updated strings (will require new translations, otherwise they will display in English).


Cooks Can Refuel - No changes.

Notifications Archiver
- Changed to HugsLib dependency (install HugsLib and load it before this mod).

- New look: prettier and more compact.

- Enable/disable active archiving (new option inside the tab window).

- Added a float menu when right clicking an archive:
* Pin archives (pin texture by freepik.com) to prevent them from ever getting deleted.
* Delete specific archives.
* Delete all archives older than a specific archive (unless they are pinned).

- Major performance improvements.

- New mod options menu (Options > Mod Settings).

- Updated preview image.

- XML has been updated to A18 structure.

- Many new and revised strings (old translations were deleted and will need to be updated).


Autoclose Event Notifications
- Changed to HugsLib dependency (install HugsLib and load it before this mod).

- Mod Settings menu lets users choose from every Letter (notification) type in RimWorld. Includes modded types if they exist.

- Updated English strings for translations.


Grenade Fix: Rearmed
- Simplified code and compiled for RimWorld Beta 18.

No Forced Slowdown - No changes.

DD Work Tab
- Fixed a bug when non-colonist pawns gained skill experience.

-----

A note on Refactored Work Priorities:
To anybody wondering about this mod for Beta 18: I'm not sure about the future of it any more, sense I don't actively play the game at the moment. I think you need to be an active player in order to gauge balance and priorities to the extent of this mod, so I might break it down into some smaller stuff in the future.

tl;dr: No release for Beta 18 until I change my mind.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 19th - Beta 18!
Post by: Kubouch on November 19, 2017, 10:26:35 AM
Hi Dingo,
it would be great if you include the HugsLib requirement somewhere visible on the front page. I just quickly downloaded the Notification Archiver and was greeted by errors. Then I read your last post and figured I should use the HugsLib. Having it on the front page would save some potentional hassle and false bug reports.

Looking forward to try the mod, looks great B-).
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 19th - Beta 18!
Post by: Dingo on November 19, 2017, 10:34:56 AM
Thanks, I coloured them with a note above the modlist.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 19th - Beta 18!
Post by: Hadley on November 19, 2017, 10:23:41 PM
Where can I find Hand me That Brick A17? Steam fucked me over and for some reason that Addon updated to A18 before I made my Backup.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 19th - Beta 18!
Post by: Canute on November 20, 2017, 03:28:35 AM
Check the github release from the 1. page.

Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 19th - Beta 18!
Post by: Cavinaar on November 20, 2017, 11:17:39 PM
R.I.P. Refactored Work Priorities...you will definitely be missed.  Love that the other mods got updated, though. :)
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 19th - Beta 18!
Post by: Dingo on November 21, 2017, 09:55:14 PM
Hand Me That Brick has been updated a couple of times:

v2.6.18:

- Fixed null reference exception when the game passed a null blueprint/frame.

v2.7.18:

Added mod-controlled job distribution instead of relying on vanilla RimWorld. This means that:

- Haulers won't try to cut plants or deconstruct things to haul. They'll only haul if the area is clear or if there's an item they can put aside.

- Haulers won't care about the skill level required to actually construct whatever they're hauling.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - HMTB v2.7.18
Post by: Canute on November 22, 2017, 02:59:02 AM
Quote
- Haulers won't try to cut plants or deconstruct things to haul.
I think at last they should cut plants if they are assigned to plant cutting.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - HMTB / Archiver Updated
Post by: Dingo on November 22, 2017, 03:45:36 PM
Quote from: Canute on November 22, 2017, 02:59:02 AMI think at last they should cut plants if they are assigned to plant cutting.

That's probably true. Noted.

Also uploaded a "new" mod, which is actually an updated version of See Deep Ores (http://steamcommunity.com/sharedfiles/filedetails/?id=949894479). I called my version Deep Ore Identifier to help distinguish the two.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - Deep Ore Identifier
Post by: silentdeth on November 29, 2017, 05:24:24 AM
Very sad to see refactored work priorities dropped. :'( It was such a huge convenience to have them automatically haul deteriorating things.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - Deep Ore Identifier
Post by: Dingo on November 29, 2017, 07:55:26 AM
Marvin has a mod for hauling things which deteriorate/rot. I think it's called Haul Perishables. Doesn't do exactly the same thing, he filters the item list more than I did, but it's similar.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - Deep Ore Identifier
Post by: PhantomFav on December 02, 2017, 06:56:01 AM
Here is the log of Vanilla + Hand me that Brick.

Every time I start a play with this mod, the debug log is continually on screen with red writes.

[attachment deleted by admin: too old]
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - Deep Ore Identifier
Post by: Dingo on December 02, 2017, 09:23:58 AM
Quote from: PhantomFav on December 02, 2017, 06:56:01 AM
Here is the log of Vanilla + Hand me that Brick.

Every time I start a play with this mod, the debug log is continually on screen with red writes.

You didn't install HugsLib. It's written everywhere as a requirement and is not optional.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - Deep Ore Identifier
Post by: PhantomFav on December 02, 2017, 03:14:59 PM
Quote from: Dingo on December 02, 2017, 09:23:58 AM
Quote from: PhantomFav on December 02, 2017, 06:56:01 AM
Here is the log of Vanilla + Hand me that Brick.

Every time I start a play with this mod, the debug log is continually on screen with red writes.

You didn't install HugsLib. It's written everywhere as a requirement and is not optional.

THX a lot, my good friend! You are right! I use HugsLib for the Hospitality mod, and when I tried to use HmtB, I
switched off Hospitality with HugsLib because I was too used to switch them off together every time ;D
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - Deep Ore Identifier
Post by: BlackSmokeDMax on December 02, 2017, 10:04:33 PM
I basically just install Hugslib automatically. Then I never need to worry about it. It isn't used as often anymore as it originally was, but still used enough to make it a no brainer for me.
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - Deep Ore Identifier
Post by: kekako on December 03, 2017, 07:26:12 AM
ty ty ty ty
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - Deep Ore Identifier
Post by: Jastro on December 12, 2017, 11:43:11 PM
Refactored Work Priorities B18 Unofficial
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1230074511)
Dropbox (https://www.dropbox.com/s/n6kmgfzrd73bibo/RefactoredWorkPriorities%20B18.rar?dl=0)
Title: Re: [B18][MODLIST] Dingo's Mods - Nov. 22nd - Deep Ore Identifier
Post by: Dingo on June 22, 2018, 06:43:28 PM
Hand Me That Brick Lite released for RimWorld version 1.0! Since HMTB has been integrated into vanilla RimWorld, HMTB Lite does very little:

- Haulers will haul to constructions frames and blueprints at a higher priority than general hauling
- Adds a toggle for Hand Me That Brick behaviour built into the Work tab. This also works with Fluffy's WorkTab mod.
- Fixes a bug where pawns will "haul resources" to buildings that do not have a resource requirement (such as simple graves)

There is no need to install the old Hand Me That Brick. Use this mod instead.
Title: Re: [B18][1.0] Dingo's Mods - July 28th - Updated existing mods
Post by: Dingo on August 11, 2018, 06:35:31 AM
All three 1.0 branch releases updated to latest Harmony/RW versions.
Title: Re: [B18][1.0] Dingo's Mods - 11 Aug - Maintenance Updates
Post by: PASorenson on August 24, 2018, 08:46:09 PM
It looks like today's updates trashed No Forced Slowdowns, neither it nor the ED-EnhancedOpions approach seem to be functioning.
Title: Re: [B18][1.0] Dingo's Mods - 25 Aug - Maintenance Updates
Post by: BlackSmokeDMax on September 05, 2018, 01:19:10 PM
Did "Cooks can refuel" get baked (Pun intended!) into vanilla (and another!)?
Title: Re: [B18][1.0] Dingo's Mods - 25 Aug - Maintenance Updates
Post by: Tsunamy on September 05, 2018, 03:33:31 PM
Is the Grenade Fix mod still needed?
Title: Re: [B18][1.0] Dingo's Mods - 25 Aug - Maintenance Updates
Post by: Dingo on September 06, 2018, 04:57:35 PM
@BlackSmokeDMax Yes.

@Tsunamy Probably. I'll get around to updating it "sometime".
Title: Re: [B19] Dingo's Mods - 15 Sep - Fixed NoForcedSlowdown
Post by: Dingo on September 14, 2018, 07:19:52 PM
No Forced Slowdown fixed for Beta 19.
Title: Re: [B19] Dingo's Mods - 15 Sep - Fixed NoForcedSlowdown
Post by: scorchdelta62 on September 26, 2018, 11:20:58 AM
Any chance to update Refactored Work Priorities for B19?
Title: Re: [B19] Dingo's Mods - 15 Sep - Fixed NoForcedSlowdown
Post by: Dingo on September 28, 2018, 02:15:53 AM
Whatever Refactored Work Priorities does that's still necessary in B19 is done by other mods as far as I know. Anything specific about it that you're missing?
Title: Re: [B19] Dingo's Mods - 15 Sep - Fixed NoForcedSlowdown
Post by: scorchdelta62 on September 28, 2018, 04:53:22 AM
I haven't searched for other mods to be honest, mostly cause I already had yours, so I decided to ask. Will do now though, I was looking for something close to your custom repair threshold and repair designator. Thanks for replying  ;D
Title: Re: [B19] Dingo's Mods - 15 Sep - Fixed NoForcedSlowdown
Post by: vandal on October 20, 2018, 02:18:34 AM
im not sure hand me that brick was fully integrated into 19/1.0? I dont see the 'deliver resources' option only construct when looking over a blueprint
Title: Re: [B19] Dingo's Mods - 15 Sep - Fixed NoForcedSlowdown
Post by: Dingo on October 20, 2018, 03:45:06 AM
As far as HMTB integration they did it like this:

<WorkGiverDef>
<defName>HaulGeneral</defName>
<label>haul general things</label>
<giverClass>WorkGiver_HaulGeneral</giverClass>
<workType>Hauling</workType>
<verb>haul</verb>
<gerund>hauling</gerund>
<priorityInType>15</priorityInType>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
</WorkGiverDef>

<WorkGiverDef>
<defName>DeliverResourcesToFrames</defName>
<label>deliver resources to frames</label>
<giverClass>WorkGiver_ConstructDeliverResourcesToFrames</giverClass>
<workType>Hauling</workType>
<priorityInType>10</priorityInType>
<verb>deliver to</verb>
<gerund>delivering to</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<nonColonistsCanDo>true</nonColonistsCanDo>
<prioritizeSustains>true</prioritizeSustains>
<equivalenceGroup>AssistInConstruction</equivalenceGroup>
</WorkGiverDef>

<WorkGiverDef>
<defName>DeliverResourcesToBlueprints</defName>
<label>deliver resources to blueprints</label>
<giverClass>WorkGiver_ConstructDeliverResourcesToBlueprints</giverClass>
<workType>Hauling</workType>
<priorityInType>9</priorityInType>
<verb>deliver to</verb>
<gerund>delivering to</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<nonColonistsCanDo>true</nonColonistsCanDo>
<prioritizeSustains>true</prioritizeSustains>
<equivalenceGroup>AssistInConstruction</equivalenceGroup>
</WorkGiverDef>


From this excerpt we can see that it is prioritised under general hauling (so haulers will only do it when they've hauled things to stockpiles) and it is also in an equivalenceGroup. The construction jobs also have this equivalenceGroup, which is probably why you don't see it as a different order when right clicking a blueprint. I have not looked into it, though, so this is pure guesswork.
Title: Re: [1.0] Dingo's Mods - 27 Oct - RW 1.0 Updates
Post by: Dingo on October 27, 2018, 01:57:04 PM
All B19 mods updated and tested on the actual 1.0 release.

Please note that I've adopted a new versioning scheme which means you might not get update notifications from ModSync and the likes. I'm using RimWorld's client version as my release version from now onwards to make things simpler.
Title: Weird game crash when HMTB is enabled
Post by: jooe on October 31, 2018, 12:18:08 PM
Hi Dingo,
thank you for your useful mods!

Unfortunately, since the latest update, I have a problem with HMTB where it crashes the game. I also have a lot of other mods enabled though, but I can reproduce adding/removing HMTB causes/fixes the problem. What I get is a game crash on starting a new game, specifically after I have selected the landing site and my starting pawns, right before the actual new game starts.

Player log:
Receiving unhandled NULL exception
#0  0x007fffb6d3da00 in funlockfile
#1  0x007fffb6d3df88 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#2  0x007fffb6d3df98 in operator new(unsigned long)
#3  0x007fffb6d3dfb8 in operator new(unsigned long)
#4  0x007fffb6d3dfc8 in __run_exit_handlers
#5  0x007fffb6d3dff8 in exit
#6  0x007fffb6d3e008 in mono_thread_exit
#7  0x007fffb6d3e018 in mono_method_marked_as_wrapperless
#8  0x007fffb6d3e2d8 in mono_amd64_throw_exception
#9  0x007fffb6d3e498 in (Unknown)
#10 0x007fffb6d3e4a8 in (Unknown)
#11 0x007fffb6d3e4b8 in (Unknown)
#12 0x007fffb6d3e4c8 in (Unknown)
#13 0x007fffb6d3e4d8 in (Unknown)
#14 0x007fffb6d3e4e8 in (Unknown)
#15 0x007fffb6d3e4f8 in (Unknown)
#16 0x007fffb6d3e508 in (Unknown)
#17 0x007fffb6d3e518 in (Unknown)
#18 0x007fffb6d3e528 in (Unknown)
#19 0x007fffb6d3e538 in (Unknown)
#20 0x007fffb6d3e548 in (Unknown)
#21 0x007fffb6d3e558 in mono_set_defaults
#22 0x007fffb6d3faf0 in mono_runtime_invoke
#23 0x007fffb6d3fb20 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#24 0x007fffb6d3fb50 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#25 0x007fffb6d3fb70 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#26 0x007fffb6d3fcf0 in operator new(unsigned long)
#27 0x007fffb6d3fd30 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#28 0x007fffb6d3fd50 in zcfree
#29 0x007fffb6d40b50 in __libc_start_main
#30 0x007fffb6d40c10 in zcfree


The game also crashes with my latest save game, interestingly I can load the game (saved during the game night), but the crash then occurs at 6 a.m.

For reference, this is my ModsConfig.xml:

    <li>Core</li>
    <li>818773962</li>
    <li>1507748539</li>
    <li>1216999901</li>
    <li>1541438907</li>
    <li>704181221</li>
    <li>1541438230</li>
    <li>1473553107</li>
    <li>1204108550</li>
    <li>1494937292</li>
    <li>726244033</li>
    <li>761421485</li>
    <li>1539309348</li>
    <li>1500420126</li>
    <li>1334289344</li>
    <li>1332119637</li>
    <li>1207390617</li>
    <li>1439886892</li>
    <li>1294779672</li>
    <li>1502993704</li>
    <li>1478936958</li>
    <li>1502703299</li>
    <li>1530267593</li>
    <li>1542386771</li>
    <li>1534883169</li>
    <li>1551147619</li>
    <li>1541796233</li>
    <li>1541439350</li>
    <li>1541795119</li>
    <li>1541282228</li>
    <li>1541591104</li>
    <li>1541439112</li>
    <li>1541840184</li>
    <li>1537869190</li>
    <li>1541438898</li>
    <li>1541250497</li>
    <li>1539031321</li>
    <li>1541287769</li>
    <li>1541722340</li>
    <li>1537786185</li>
    <li>1539028008</li>
    <li>1539312975</li>
    <li>1541460369</li>
    <li>1539311991</li>
    <li>1180573408</li>
    <li>830545304</li>
    <li>848513545</li>
    <li>1229704235</li>
    <li>1512478761</li>
    <li>1509102551</li>
    <li>1509278793</li>
    <li>1504182014</li>
    <li>1504734623</li>
    <li>1499847220</li>
    <li>1498070208</li>
    <li>761219125</li>
    <li>725153576</li>
    <li>1534883539</li>
    <li>1446523594</li>
    <li>1461790308</li>
    <li>1470065926</li>
    <li>1414697588</li>
    <li>1458250450</li>
    <li>1245219876</li>
    <li>1481240402</li>
    <li>1203903378</li>
    <li>1447140290</li>
    <li>1467764609</li>
    <li>1334392947</li>
    <li>1455382219</li>
    <li>1414302321</li>
    <li>1204502413</li>
    <li>1437612522</li>
    <li>1180718996</li>
    <li>863415966</li>
    <li>1157350972</li>
    <li>1472131714</li>
    <li>1254969827</li>
    <li>1279012058</li>
    <li>1440321094</li>
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Please tell me if there is any further information you need.
Title: Re: [1.0] Dingo's Mods - 27 Oct - RW 1.0 Updates
Post by: Dingo on October 31, 2018, 02:19:31 PM
Quote from: jooe on October 31, 2018, 12:18:08 PM
Hi Dingo,
thank you for your useful mods!

Unfortunately, since the latest update, I have a problem with HMTB where it crashes the game

Honestly no idea what any of that is all about. Those errors are not specific to any particular mod from what I can tell. You also have 172 mods running almost entirely from Steam which really doesn't help.

This seems like a weird Linux thing, I assume that's your OS. You should upload RimWorld's log file which might hold more helpful data.
Title: Re: [1.0] Dingo's Mods - 27 Oct - RW 1.0 Updates
Post by: jooe on November 01, 2018, 11:50:55 AM
Hey Dingo,

I did a bit more research on the forum and there are actually replies to a similar bug report I filed a long time ago. See this link:
https://ludeon.com/forums/index.php?topic=37241.msg396864#msg396864 (https://ludeon.com/forums/index.php?topic=37241.msg396864#msg396864)

Another mod author discovered the following - could it be you are doing the same thing?
QuoteApparently, this issue occurs when Harmony is used to patch an (implemented) virtual method. Doing this works fine on Windows, but may cause crashes on Unix systems. I recommend any modders to avoid patching virtual methods until this issue is resolved in Harmony.
Title: Re: [1.0] Dingo's Mods - 27 Oct - RW 1.0 Updates
Post by: Dingo on November 01, 2018, 02:45:12 PM
That's such a shame... I will revert my recent Harmony changes, then. Thank you very much for the report!

EDIT: I've been notified HMTB Lite is not necessary any more in official 1.0, as they fixed a bug related to construction hauling. The mod is now deprecated.
Title: Re: [1.0] Dingo's Mods - 27 Oct - RW 1.0 Updates
Post by: Dingo on November 01, 2018, 08:12:44 PM
A small new mod has appeared: Persistent Float Menus

Float menus (right-click menus) close automatically if the mouse cursor strays too far from them.

This mod lets you set the maximum allowed cursor distance. The higher the value, the farther away you can move the cursor before the float menu closes.

To change the value used by the mod, simply go to the Mod Settings menu under RimWorld's Options menu.

Values below 95 are not recommended, as that is the vanilla limit. The mod defaults to 300.
Title: Re: [1.0] Dingo's Mods - 02 Nov - NEW: Persistent Float Menus
Post by: jooe on November 02, 2018, 01:08:55 PM
Well - thank you for filling a gap the developers left open for a long time - even if they closed it now!
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: Dingo on November 03, 2018, 05:08:17 AM
All active mods updated to include Fluffy's ModManager (https://steamcommunity.com/sharedfiles/filedetails/?id=1507748539) manifest files.

Also did a quick check to make sure all mods are updated everywhere including Workshop, GitHub releases page and Google Drive.
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: Skafsgaard on November 05, 2018, 10:01:35 AM
Hey Dingo!
What happened to Hand Me That Brick Lite? It's off the workshop - how come? Should I not use it? Is it bugged?
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: Dingo on November 05, 2018, 02:56:25 PM
Quote from: Skafsgaard on November 05, 2018, 10:01:35 AM
Hey Dingo!
What happened to Hand Me That Brick Lite? It's off the workshop - how come? Should I not use it? Is it bugged?

Quote from: Dingo on November 01, 2018, 02:45:12 PM
I've been notified HMTB Lite is not necessary any more in official 1.0... The mod is now deprecated.
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: asquirrel on November 08, 2018, 12:37:52 AM
Any news to Notifications Archiver being updated for 1.0?  Will it be on Steam workshop?  Thanks for the info!
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: Dingo on November 08, 2018, 12:43:06 PM
The Archiver got picked up by Ludeon for B19 onwards. It's in the History tab in vanilla...
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: asquirrel on November 08, 2018, 03:27:16 PM
Thanks Dingo!  I was checking the game out today and suddenly realized it was added.  I think it is a bit different than yours because it doesn't show messages (just events unless you click on messages too).  Good to see Ludeon paid attention to your great mod! :)
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: Dingo on November 08, 2018, 05:19:23 PM
They definitely cut some features but overall I think it's integrated fine. They need to worry about performance etc. way more than a mod author.

I dunno if there's any learning helper tip or something to tell players about it, though, which might be an oversight.
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: Fanday on January 23, 2019, 09:56:46 AM
Hi Dingo,

I came across your mod "Autoclose Event Notifications".  This is something I am interested in for a scenario I'd like to create.  Is there any chance this will be updated for 1.0?  Thanks! ;D

https://steamcommunity.com/sharedfiles/filedetails/?id=789311421
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: Dingo on January 25, 2019, 03:53:15 PM
Not updating mods at the moment; I might in the future. Anyone is welcome to update my mods as they're mostly MIT licensed.

I would prefer if people posted here to let me know of "unofficial" updated versions.
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: Mosart on March 09, 2019, 07:56:01 AM
Dingo. I love your mods.
ould you please update @Autoclose Event Notifications@ to 1.0?
Title: Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
Post by: Dingo on February 29, 2020, 06:47:56 PM
Updated:
- No Forced Slowdown

Please report any issues. I will try to update a few more mods for v1.1
Title: Re: [1.1] Dingo's Mods - 01 Mar - RimWorld v1.1
Post by: Dingo on March 01, 2020, 07:08:11 AM
All actively maintained mods have been updates for RimWorld v1.1
Title: Re: [1.1] Dingo's Mods - QoL Central
Post by: Dingo on March 08, 2020, 09:23:03 PM
Uploaded an updated version of ForsakenShell's Do Not Disturb mod from Alpha 14. Let me know if it doesn't work properly...
Title: Re: [1.2] Dingo's Mods - QoL Central
Post by: Dingo on August 20, 2020, 10:31:57 AM
RimWorld v1.2 changes:
- Deep Ore Identifier has been integrated into vanilla (or so I've been told)
- All other mods updated to v1.2 with multiversion support thanks to a helpful modder
Title: Re: [1.2] Dingo's Mods - QoL Central
Post by: TryB4Buy on November 23, 2020, 01:04:24 PM
Do Not Disturb will lock doors with research inside. Toggling draft/undraft of a researcher seems to not allow the research bench to be seen as an available spot too soon after an unforbid. Since research cannot be prioritize (the only task like this in the game...), Do Not Disturb can cause a loop where research in a specific room with a healing, rescued pawn is impossible.

Perhaps have a simple 'do not forbid this door' flag for Do Not Disturb?