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RimWorld => Releases => Mods => Outdated => Topic started by: Zhentar on November 05, 2016, 08:13:15 PM

Title: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Zhentar on November 05, 2016, 08:13:15 PM
Zhentar's Vanilla Fixes
This mod aims to be the ultimate in "Vanilla Friendly": bug fixes. It fixes some of the bugs I've come across that I've thought were worth the effort to fix (i.e. they were very easy to fix), and the intended behavior is reasonably clear. I am not limiting myself to bugs that harm the player; bugs that benefit the player will be fixed as well, when I can find them.

A16
Download: https://github.com/Zhentar/ZhentarFix/releases/download/v1.4/ZhentarFix.v1.4.zip
v1.4 (1/13)
v1.3 (12/22)

A15
Download: https://github.com/Zhentar/ZhentarFix/releases/download/v1.2/ZhentarFix.v1.2.zip

License: MIT License
Source: https://github.com/Zhentar/ZhentarFix

Zhentar's Vanilla Tweaks
This mod is a collection of small changes I've made to address things that are bugging me, or to calm my minmax-ing heart when I feel driven by optimality to do something too tedious or unfun. The gameplay impact should generally be fairly small.

Features

A16
Download: https://github.com/Zhentar/ZhentarTweaks/releases/download/v1.3/ZhentarTweaks.v1.3.zip

v1.3 (1/20)


A15
Download: https://github.com/Zhentar/ZhentarTweaks/releases/download/v1.1.1/ZhentarTweaks.v1.1.1.zip

License: MIT License
Source: https://github.com/Zhentar/ZhentarTweaks
Title: Re: [A15] Zhentar's Vanilla Fixes
Post by: Tammabanana on November 06, 2016, 08:46:30 AM
Hunh, I didn't even realize I wasn't getting the ship chunks. Thanks!
Title: Re: [A15] Zhentar's Vanilla Fixes
Post by: Alenerel on November 08, 2016, 03:50:49 AM
QuotePoorly tended wounds can now form scars

Thats not something we need -.-
Title: Re: [A15] Zhentar's Vanilla Fixes (updated 11/08)
Post by: Commander Beanbag on November 08, 2016, 03:28:54 PM
How would you reclaim materials from wood, jade etc weapons now?
Title: Re: [A15] Zhentar's Vanilla Fixes (updated 11/08)
Post by: Zhentar on November 08, 2016, 03:35:08 PM
The same way as from apparel: you don't.
Title: Re: [A15] Zhentar's Vanilla Fixes (updated 11/08)
Post by: Commander Beanbag on November 10, 2016, 02:47:17 AM
Being able to smelt crappy bows/clubs/whatever was a good way to automate garbage disposal, even if you didn't get anything back from it. As it is, the mod removes all neolithic weapons from smelting bills.
Another big problem is mod compatibility. Example: Most weapons from Medieval Times that have a large amount of steel and 1 piece of wood in the recipe are completely disallowed from smelting, such as all the swords, which use wood for the hilt. Doesn't make sense.
IMO, the smelting fix as it stands is a bit overreaching for this mod. I think a better way is to remove non-smeltable stuffs from smelt product lists, assuming that is possible.
Title: Re: [A15] Zhentar's Vanilla Fixes (updated 11/08)
Post by: skullywag on November 10, 2016, 02:53:25 AM
It would require a rework of smeltproducts...totally doable as i did it for reclaim fabric. You could check the costlist of the thing and if it contains metal return an amount of it.
Title: Re: [A15] Zhentar's Vanilla Fixes (updated 11/08)
Post by: Canute on November 10, 2016, 05:06:01 AM
Why you just rename the "smelt weapon" into "recycle weapon".

Yes it don't made logical sence to do this for nonsmeltable weapons on an electrical smelter but you are geting resources out of power and work.
Or at last create a deconst. weapon for nonsmeltable weapon for the stonecutter bench.

Title: Re: [A15] Zhentar's Vanilla Fixes (updated 11/08)
Post by: Zhentar on November 10, 2016, 09:35:04 AM
Quote from: Commander Beanbag on November 10, 2016, 02:47:17 AM
Being able to smelt crappy bows/clubs/whatever was a good way to automate garbage disposal, even if you didn't get anything back from it. As it is, the mod removes all neolithic weapons from smelting bills.
Another big problem is mod compatibility. Example: Most weapons from Medieval Times that have a large amount of steel and 1 piece of wood in the recipe are completely disallowed from smelting, such as all the swords, which use wood for the hilt. Doesn't make sense.
IMO, the smelting fix as it stands is a bit overreaching for this mod. I think a better way is to remove non-smeltable stuffs from smelt product lists, assuming that is possible.

Neolithic weapons made from smeltable stuff are still smeltable. My fix to allow smelting "guns" was to check to see if the first thing in the costList is smeltable, which is likely to work for those mod weapons .

That said, I do agree that this fix has some unintended consequences, so I'll probably remove it from the next version.

Quote from: Canute on November 10, 2016, 05:06:01 AM
Why you just rename the "smelt weapon" into "recycle weapon".

Because that's not what the bug is!

The code, very simplified, goes something like this:
If  ThingIsWeapon And ThingIsNotSmeltable Then DontSmeltThing
Else SmeltThing


You're allowed to smelt things like jade clubs and bows in Vanilla not because they are smeltable, but because they aren't weapons - they're "WeaponsRanged" or "WeaponsMelee".
Title: Re: [A15] Zhentar's Vanilla Fixes (updated 11/08)
Post by: jmababa on November 10, 2016, 09:57:02 AM
why not use medieval mod has all this + best wood fence + tribe food + reclaim fabric + can smelt mod weapons too. and he must've gotten smelt weapon from medieval mod literally it's smelt there cause your crafter there is your blacksmith. Also Commander it's possible its already done by medieval times you can't smelt non smeltable weapons
Title: Re: [A15] Zhentar's Vanilla Fixes (updated 11/08)
Post by: Tammabanana on November 13, 2016, 08:11:04 AM
Quote from: jmababa on November 10, 2016, 09:57:02 AM
why not use medieval mod...

Not everybody wants all the extra stuff. The point to using mods is that you get to customize your gameplay by picking and choosing which functions you want to add/change/remove. Adding a lot of extra stuff that the player doesn't want makes it harder to find the stuff they do want.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.1 & Vanilla Tweaks v1.0 (updated 11/14)
Post by: Zhentar on November 14, 2016, 10:24:22 AM
bump for new releases.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.1 & Vanilla Tweaks v1.0 (updated 11/14)
Post by: Dingo on November 14, 2016, 10:32:08 AM
Take it from them Nexus folk - call it "Unofficial RimWorld Patch".
Title: Re: [A15] Zhentar's Vanilla Fixes v1.1 & Vanilla Tweaks v1.0 (updated 11/14)
Post by: Alenerel on November 14, 2016, 11:08:30 AM
Can you remove or make an option to turn off the scars thing to please people like me?
Title: Re: [A15] Zhentar's Vanilla Fixes v1.1 & Vanilla Tweaks v1.0 (updated 11/14)
Post by: Alenerel on November 14, 2016, 04:03:46 PM
Sorry for asking so much but could you upload your mods to the workshop?
Title: Re: [A15] Zhentar's Vanilla Fixes v1.1 & Vanilla Tweaks v1.0 (updated 11/14)
Post by: asquirrel on November 15, 2016, 12:33:47 AM
Sounds good except for the scars for poorly tended wounds.  Would you be able to remove / toggle that option or make separate mods?  Thanks for considering. :)
Title: Re: [A15] Zhentar's Vanilla Fixes v1.1 & Vanilla Tweaks v1.0 (updated 11/14)
Post by: Zhentar on November 15, 2016, 02:12:09 PM
Quote from: Alenerel on November 14, 2016, 11:08:30 AM
Can you remove or make an option to turn off the scars thing to please people like me?
Quote from: Alenerel on November 14, 2016, 04:03:46 PM
Sorry for asking so much but could you upload your mods to the workshop?

I have no interest in doing either. The source is available on github; someone else is free to do either/both.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1 (updated 11/23)
Post by: Zhentar on November 23, 2016, 11:48:20 AM
Bump for new versions!
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1 (updated 11/23)
Post by: Alenerel on November 23, 2016, 12:08:03 PM
I would love to use the fix but the scarring... I think its unfair since there is no way to fix scars. If there was a way then it would be ok.

If I knew how to code I would to it myself and even create many other mods like this with tweaks.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1 (updated 11/23)
Post by: EldVarg on November 23, 2016, 11:11:42 PM
Zhentar, you should add dates to the version numbers. Easier to see what's changed.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1 (updated 11/23)
Post by: Rock5 on November 24, 2016, 11:24:04 AM
That sunlamp thing looks awesome. So by just waving a sunlamp plan around I can easily tell the fertility? Cool. With this I wont need that mod that makes fertile soil darker. This is better because it helps you find fertile soil, soil, gravel, etc. if it works the way I think.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1 (updated 11/23)
Post by: Zhentar on November 24, 2016, 03:12:25 PM
Quote from: EldVarg on November 23, 2016, 11:11:42 PM
Zhentar, you should add dates to the version numbers. Easier to see what's changed.

Good idea, I'll add them tonight.


The sun lamp planner works just like the beauty tool, following the cursor and labeling all the tiles in range, showing the average of all the tiles by the cursor. You can indeed easily see which tiles are gravel, stone, or fertile, and since it shows the average you can just wave the mouse around to find the optimal placement, without counting out any tiles.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1 (updated 11/23)
Post by: Rock5 on November 24, 2016, 10:59:44 PM
I didn't notice the number. Even awesomer!

I remember from my days of counting soil that to have an accurate count I would have to omit the square that the sunlamp is on. Do you do that?
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1 (updated 11/23)
Post by: Rock5 on November 24, 2016, 11:49:14 PM
Ah, also, can you increase the average number to 3 decimal places? 2 decimal places doesn't change with small changes of fertility.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1 (updated 11/23)
Post by: Zhentar on December 01, 2016, 10:12:54 PM
Quote from: Rock5 on November 24, 2016, 10:59:44 PM
I remember from my days of counting soil that to have an accurate count I would have to omit the square that the sunlamp is on. Do you do that?

I do indeed skip the center sunlamp square.

I went ahead and added a third decimal place in honor of your pursuit of the minmaxing ideal. And it now looks under floors too, so you can decide whether or not you want to rip up a room to put in a greenhouse.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1.1 (updated 12/1)
Post by: Rock5 on December 02, 2016, 10:54:18 AM
Cool. I'm just about to start a new modded game.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1.1 (updated 12/1)
Post by: Rock5 on December 02, 2016, 02:34:53 PM
Ok reviewed my selection of mods. Loaded them all up but when I checked the SunLamp it doesn't show the fertility values. Tweaks is loaded last. Any ideas?
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1.1 (updated 12/1)
Post by: Zhentar on December 02, 2016, 02:55:58 PM
It's a separate planning tool on the orders tab. But now that you mention it, showing the fertility on the sunlamp itself too would make sense.
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1.1 (updated 12/1)
Post by: Facepunch on December 02, 2016, 03:05:12 PM
Oh my god finally scars can happen. Is it a 100% chance for scarring, or nah?
Title: Re: [A15] Zhentar's Vanilla Fixes v1.2 & Vanilla Tweaks v1.1.1 (updated 12/1)
Post by: Rock5 on December 02, 2016, 03:11:16 PM
Quote from: Zhentar on December 02, 2016, 02:55:58 PM
It's a separate planning tool on the orders tab. But now that you mention it, showing the fertility on the sunlamp itself too would make sense.
Oh. Ok. I have so many tools in the orders tabs now that I missed it.

A separate tool is better because you don't start with the sunlamp with tribal start.
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.3 & Vanilla Tweaks v1.2 (updated 12/22)
Post by: Zhentar on December 22, 2016, 10:43:12 PM
Bump for A16 update
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.3 & Vanilla Tweaks v1.2 (updated 12/22)
Post by: Alenerel on December 22, 2016, 11:27:39 PM
What is the bug with animal hauling?

Can scars be formed in A16 or with your mod in A16?
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.3 & Vanilla Tweaks v1.2 (updated 12/22)
Post by: Zhentar on December 23, 2016, 12:04:35 AM
When animals decide to haul, they pick the closest thing that might be haulable (not in a stockpile or not in the highest priority stockpile). If that thing is not haulable (because the appropriate stockpile is full, or because there is no stockpile, or the stockpile is outside of the allowed area, then the animal gives up and just doesn't haul anything at all.

Scarring works in base A16. (One of the criteria I use for my fixes is Tynan triaging a Mantis bug report without closing it, since that is a clear indication that it is not an intentional behavior, and nearly all of the bugs I have reported were fixed in A16)
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.3 & Vanilla Tweaks v1.2 (updated 12/22)
Post by: Alenerel on December 23, 2016, 06:35:08 AM
That makes sense about hauling. I noticed that for having 5 trained dogs they werent doing abnormally nothing.
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.3 & Vanilla Tweaks v1.2 (updated 12/22)
Post by: Alenerel on December 25, 2016, 07:44:42 AM
The sun lamp plan doesnt appear in my orders. Did you include it or maybe is it conflicting? The mods that I have in that bar are vein miner, quality builder, shutdown mechanoid and allow tool.
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.3 & Vanilla Tweaks v1.2 (updated 12/22)
Post by: Zhentar on December 25, 2016, 10:48:02 AM
It should be there, and conflict resistant, but you could try moving it down in the priority list.
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.3 & Vanilla Tweaks v1.2 (updated 12/22)
Post by: Alenerel on December 26, 2016, 02:58:51 AM
The conflict was with the mod called "shutdown all". I had your two mods in the highest priority just after hugslib but it didnt make the trick so i had to disable the shutdown all button.

BTW is your mod the one that adds the darker green to the overhead mountain when displaying roofs?
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.3 & Vanilla Tweaks v1.2 (updated 12/22)
Post by: Zhentar on December 29, 2016, 12:32:33 PM
It is! I added that in 1.1 and apparently forgot to mention it.

I'll look into the shutdown all conflict, they should be able to happily coexist.
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.2 (updated 1/13)
Post by: Zhentar on January 13, 2017, 10:04:23 PM
Bump for fixes update
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.2 (updated 1/13)
Post by: XeoNovaDan on January 16, 2017, 01:17:19 PM
Compatibility with Psychology (in regards to the 'gaydar' fix)? Or should I manually tweak that?

Edit: Okay, maybe I won't be able to tweak it...
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.2 (updated 1/13)
Post by: Zhentar on January 16, 2017, 11:59:51 PM
If Psychology detours InteractionWorker_RomanceAttempt.RandomSelectionWeight, then they aren't compatible (and checking the thread, it does). If Fixes is higher in your mod list than Psychology, then Psychology's detour should overwrite the Fixes version (since Fixes uses a standalone detours library, there should not be any conflict detected and Psychology will just "win")
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.2 (updated 1/13)
Post by: XeoNovaDan on January 17, 2017, 02:26:25 AM
Splendid. Thanks for clarifying!
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.2 (updated 1/13)
Post by: faltonico on January 17, 2017, 12:43:46 PM
Quote from: Zhentar on November 05, 2016, 08:13:15 PM
Zhentar's Vanilla Fixes
...
  • Fixes pawns always facing south while doing joy activities
...
Sold me.
Title: Re: [A15] [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.2 (updated 1/13)
Post by: EldVarg on January 18, 2017, 08:42:51 PM
Nice mods.
I suggest removing the [A15] in the title (as most mods only show latest version).
I suggest compiling a feature list - in addition to the superb changelog - it can now be hard to see what has been changed (especially when some things are also removed after a while).
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Zhentar on January 20, 2017, 05:36:40 PM
I'd been thinking I needed to make a simple feature list for tweaks... with your extra push, and a new release to share, I went ahead and did it. Enjoy!
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on January 21, 2017, 06:49:39 AM
Yes, that's much better. Could be a little more verbose. Like what's "No area limit"? That's not obvious.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: BlackSmokeDMax on January 21, 2017, 08:35:31 AM
Quote from: Rock5 on January 21, 2017, 06:49:39 AM
Yes, that's much better. Could be a little more verbose. Like what's "No area limit"? That's not obvious.

Does "No area limit" imply we don't need to run "Area Unlocker"?

If it does, wonder what else I missed.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on January 31, 2017, 08:26:24 PM
 Zhentar did you ever do anything with the jobgive OptimizeApparel? I saw a reference to it in an older version of tweaks.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Zhentar on January 31, 2017, 10:13:45 PM
I did in A15, but took it out for A16 because it was more or less superseded by changes in it (not that I think the A16 logic is perfect, but it's not bad enough that I've cared to tweak it further).
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: jpinard on February 01, 2017, 04:16:52 PM
Zhentar (or anyone) can I use this wonderful sounding mod for game in-progress?  I have a game I'm 20 real-world hours into and I really don't want to have to wait until my next game to have these fixes.  Thanks! :)
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Zhentar on February 01, 2017, 04:42:47 PM
Both of these mods (all of my mods, in fact) can be installed or uninstalled with in-progress games.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: System.Linq on February 05, 2017, 03:38:45 AM
Regarding the "gaydar fix": It's totally redundant combined with Psychology and is not only incompatible but completely unnecessary. Psychology already has that functionality and uses its own sexuality system.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Alenerel on February 06, 2017, 05:07:41 PM
Quote from: Linq on February 05, 2017, 03:38:45 AM
Regarding the "gaydar fix": It's totally redundant combined with Psychology and is not only incompatible but completely unnecessary. Psychology already has that functionality and uses its own sexuality system.

Not everyone use/like the psychology mod.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: BlackSmokeDMax on February 15, 2017, 02:05:26 PM
I included your Zhentar Tweaks mod in with HardcoreSK Survival (newer branch by OwlChemist) but don't seem to be able to use the planning tool for the sunlamp. Just wondering if you know whether or not any of these mods are conflicting off the top of you head:

edit: To be clear, it is not even showing up in the menus. So it isn't that it is there and not working, I'm not even seeing it.

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1393</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>ZhentarFix</li>
    <li>HugsLib</li>
    <li>RW_ResearchTree</li>
    <li>CombatRealism</li>
    <li>Core_SK</li>
    <li>Survival HardcoreSK</li>
    <li>SeedsPlease_SK</li>
    <li>EdBPrepareCarefully</li>
    <li>Breakdowns</li>
    <li>kNumbers</li>
    <li>RW_AreaUnlocker</li>
    <li>RW_EnhancedTabs</li>
    <li>RW_Manager</li>
    <li>WorkTab</li>
    <li>Hospitality</li>
    <li>Camp</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>RT_Fuse</li>
    <li>Infused_CR</li>
    <li>RT_SolarFlareShield</li>
    <li>WorldPawnGC</li>
    <li>ColonistBar_KF</li>
    <li>QualityBuilder</li>
    <li>Miniaturisation</li>
    <li>Moody</li>
    <li>ZhentarTweaks</li>
  </activeMods>
</ModsConfigData>


Zhentar Fixes was already part of the modpack and I didn't change it's location, I added Miniaturisation, Quality Builder, and ZhentarTweaks, and turned Moody back on (was already in pack) I have not used dev mode to research the sunlamp, but I may try that and then quit the game before saving if that is worth the effort...

If you can take a quick look that's great, and if you don't have the time, not exactly a game ender for me :)

Appreciate both mods very much!
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: RemingtonRyder on February 16, 2017, 11:53:58 PM
Hey Zhentar,

With Vanilla Fixes installed, I'm still finding colonists picking up loose raw food to eat instead of going for the nutrient paste dispenser. I think it's probably because the existing NPD is just out of range (about 29 tiles) and I need one or two more, but I thought I would mention it in case you knew that is the case. :)
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Zhentar on February 17, 2017, 12:37:27 AM
Yeah, I think 29 tiles would be out of range.

Regarding the designator, I'll have a fix in the next update that should make it better at sticking around.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Lethe on February 27, 2017, 05:45:22 PM
Came here to say thanks for the tweaks! I was trying to find an easier way to keep my normal colonist away from the special happy meals my cannibals have. There's just this one dude in the colony who doesn't eat people, but doesn't care enough about it to particularly avoid it [800+ meals and you go for the one with human?!]. He does care enough about eating it after the fact to have a debuff. >_>+

Now, if only I run into some food policy mod. Or a only eat at a table mod... 
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: GiantSpaceHamster on March 09, 2017, 04:14:32 PM
I'm curious about this change:

QuoteFixes pawns somewhat undervaluing nutrient paste dispensers (they will be correctly treated as equivalent to nutrient paste meals)

It seems to me that nutrient paste meals are actually more valuable than the ones from the dispenser because when a pawn grabs a non-dispensed meal, they also grab one for their inventory, but I do not see pawns do that when grabbing dispensed meals. So it's not necessarily that the meal itself is better, but it's preferable to have it be a higher effective value due to the related pawn behavior of grabbing a backup meal for their inventory.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Zhentar on March 13, 2017, 06:07:56 PM
Meals have an "optimalityOffset" that causes pawns to prefer them over otherwise equivalent uncooked food (e.g. simple meals instead of berries). A silly typo causes pawns to consider the optimalityOffset for eating the nutrient paste dispenser (which of course doesn't work, being inedible and all) instead of the nutrient paste. The bug report for it has been marked as fixed for A17, as you can see here: https://ludeon.com/mantis/view.php?id=2891
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: GiantSpaceHamster on March 13, 2017, 06:15:44 PM
Ah, fair enough. The bug being addressed really doesn't have anything to do with the preference weights between foods, it's that the food's preference weight isn't even being properly used in the first place. My question is really one for Tynan then. Thanks for the reply!
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: FrozenSnowFox on March 14, 2017, 01:16:46 AM
Your vanilla tweak to add dark green coloring to overhead mountain roofs in the roof overlay has a bug.  If you have a second colony the overhead mountain overlay roofing is not shown at all for the second colony.  What seems to happen is it shows the overhead mountain overlay from the first colony on the second colonies map.  If you load in on the second colony the overlay shows correctly but if you switch between the two it bugs out.

Here's a screenshot to show you what I mean (http://imgur.com/a/HoLb9).  Same area of the map in both screenshots.  As you can see the second colony has no mountains in that area yet shows the overlay and the overlay shown is the exact size and shape as the areas in the first colony.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Skaer on March 14, 2017, 05:23:21 AM
Registered just to say THANK YOU for these mods! The memory leak fix and Pawn GC literally brought my late game back to life!

I really hope that, eventually, the core build of the game will internalize this great work.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Ruisuki on March 16, 2017, 10:32:12 PM
any plan to add a plan designator for trade beacons like there is for sun lamps?
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Dr_Zhivago on April 03, 2017, 10:31:33 AM
There is an error with Vegetable garden food, when items are made of salted meat or from the mod "Mince That Meat". There is an error log that comes out about human-like meat with the bowl of stew. It wants to put an overlay on the meal but cannot.

Exception drawing bowlstew2734613: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.FoodUtility.IsHumanlikeMeat (Verse.ThingDef def) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].FindIndex (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.Any[ThingDef] (System.Collections.Generic.List`1 list, System.Predicate`1 predicate) [0x00000] in <filename unknown>:0
  at ZhentarTweaks.CompTaintedIngredients.get_ContainsHumanlikeMeat () [0x00000] in <filename unknown>:0
  at ZhentarTweaks.CompTaintedIngredients.PostDraw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Comps_PostDraw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: squanchy on May 02, 2017, 04:53:30 PM
i'm getting the same error as Dr Zhivago about Human Meat.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: LegendFusion on May 30, 2017, 06:19:34 AM
Hi Zhentar!

I would love an update to this mod as well, i already saw you created a directory for A17 updates on your github. Are you going to update it for A17? If so, please take your time, i am in no rush, just wanted to know if you are going to work on it as your mods are amazing for performance,

I constantly crash with memory errors, even though i have the same mods as for A16, ( updated of course) , so i guess your mods did alot for me
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Juujika on June 13, 2017, 02:03:13 AM
Vanilla Tweaks does give following error
"Could not find a type named ZhentarTweaks.SunLampPlanDesignatorAdd
Verse.Log:Error(String)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()"
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Fregrant on June 13, 2017, 02:52:32 AM
Maybe I am wrong, but any dll mods will never work on different version, unlike defs. So these mods do nothing on A17.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Juujika on June 13, 2017, 10:34:23 AM
Quote from: Fregrant on June 13, 2017, 02:52:32 AM
Maybe I am wrong, but any dll mods will never work on different version, unlike defs. So these mods do nothing on A17.
Yes, but in Github it does say A17.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Fregrant on June 13, 2017, 11:25:08 AM
Ah, I see. ZTweaks source code on github was updated to A17, but there is no compiled dll. I guess that is cause of this error.

Compiled the dll. This error is gone, try this.

[attachment deleted by admin due to age]
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: BlackSmokeDMax on June 13, 2017, 03:05:03 PM
Quote from: Fregrant on June 13, 2017, 11:25:08 AM
Ah, I see. ZTweaks source code on github was updated to A17, but there is no compiled dll. I guess that is cause of this error.

Compiled the dll. This error is gone, try this.

That is great! Thanks!

Has anyone tried this yet beyond checking for errors to see if everything works? (Primarily thinking of the sun lamp planning tool with integrated fertility display)

edit: For the record, I did end up testing this, and everything (including the sun lamp planner with fertility display) seems to be working!
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Juujika on June 15, 2017, 01:44:00 AM
Quote from: Fregrant on June 13, 2017, 11:25:08 AM
Ah, I see. ZTweaks source code on github was updated to A17, but there is no compiled dll. I guess that is cause of this error.

Compiled the dll. This error is gone, try this.
Thank you. It does work now. Great^^
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: stigma on July 12, 2017, 06:44:45 PM
I ran into some sort of conflict with this and "storagesearch" (which is an essential mod in my opinion).
This is using the unofficial A17 version of zhentars vanilla tweaks that Fregrant compiled for us earlier in this thread.

The only thing that seems to break is that the stockpile hysteresis (the "only bother to re-fill this if it is under X%" function) does not save. Whenever you reload it is set to 100% again. It seems to work again as soon as you set the value though.

The problem only occurs if you load zhentar's vanilla tweaks after storage search.
I'm not sure why - as it doesnt look like zhentar's fixes touch the stockpiles but...
Even though reversing the load order appears to fix the problem - it is worrying, because if one thing overwrites the other then something else is likely to break if you reverse the order, except you just don't know what...

I'm going to dig a little bit into this and see if I can pinpoint exactly what part of the mod is conflicting. Zhentar's tweaks touch so many different aspects of the game that it is not exactly obvious. If anyone has any ideas please let me know.

Oh, and why hasn't zhentar released the A17 version yet when he seems to have done updates for it so long ago? No word from yet as far as I can see.

-Stigma
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on August 21, 2017, 08:27:30 AM
Quote from: stigma on July 12, 2017, 06:44:45 PM
I ran into some sort of conflict with this and "storagesearch" (which is an essential mod in my opinion).
This is using the unofficial A17 version of zhentars vanilla tweaks that Fregrant compiled for us earlier in this thread.

The only thing that seems to break is that the stockpile hysteresis (the "only bother to re-fill this if it is under X%" function) does not save. Whenever you reload it is set to 100% again. It seems to work again as soon as you set the value though.

The problem only occurs if you load zhentar's vanilla tweaks after storage search.
I'm not sure why - as it doesnt look like zhentar's fixes touch the stockpiles but...
Even though reversing the load order appears to fix the problem - it is worrying, because if one thing overwrites the other then something else is likely to break if you reverse the order, except you just don't know what...

I'm going to dig a little bit into this and see if I can pinpoint exactly what part of the mod is conflicting. Zhentar's tweaks touch so many different aspects of the game that it is not exactly obvious. If anyone has any ideas please let me know.

Oh, and why hasn't zhentar released the A17 version yet when he seems to have done updates for it so long ago? No word from yet as far as I can see.

-Stigma
+1

Someone please figure out a way to make these 2 compatible with each other, or merge them perhaps. I consider them both essential and don't know which to choose.  :(

Or maybe a version with just the stockpile features disabled so I can use Search Agency and not loose the other Zhentar Tweaks such as the Sun Lamp tool which is a must have for me.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: BlackSmokeDMax on August 21, 2017, 01:56:03 PM
Quote from: Rock5 on August 21, 2017, 08:27:30 AM
Quote from: stigma on July 12, 2017, 06:44:45 PM
I ran into some sort of conflict with this and "storagesearch" (which is an essential mod in my opinion).
This is using the unofficial A17 version of zhentars vanilla tweaks that Fregrant compiled for us earlier in this thread.

The only thing that seems to break is that the stockpile hysteresis (the "only bother to re-fill this if it is under X%" function) does not save. Whenever you reload it is set to 100% again. It seems to work again as soon as you set the value though.

The problem only occurs if you load zhentar's vanilla tweaks after storage search.
I'm not sure why - as it doesnt look like zhentar's fixes touch the stockpiles but...
Even though reversing the load order appears to fix the problem - it is worrying, because if one thing overwrites the other then something else is likely to break if you reverse the order, except you just don't know what...

I'm going to dig a little bit into this and see if I can pinpoint exactly what part of the mod is conflicting. Zhentar's tweaks touch so many different aspects of the game that it is not exactly obvious. If anyone has any ideas please let me know.

Oh, and why hasn't zhentar released the A17 version yet when he seems to have done updates for it so long ago? No word from yet as far as I can see.

-Stigma
+1

Someone please figure out a way to make these 2 compatible with each other, or merge them perhaps. I consider them both essential and don't know which to choose.  :(

Or maybe a version with just the stockpile features disabled so I can use Search Agency and not loose the other Zhentar Tweaks such as the Sun Lamp tool which is a must have for me.

I use storage search with Zhentar Tweaks with no problems. Believe the other poster said it was some problem with the included hauling hysteresis, which I am not sure what that does, but it is not something I was looking to use, so if it isn't working I'm not missing it. Not seeing any errors at least.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on August 21, 2017, 04:17:21 PM
With both loaded, I'm not seeing the search both or hysteresis features of stockpiles regardless of what order I load them. I only see them if I disable the Zhentar Tweaks. Then I see the search box and the stack limit at the bottom.

I'm not sure how other people are getting partial or full functionality. Maybe I'm using the wrong versions? I'm using Zhentars Tweaks A17 posted by Fregrant https://ludeon.com/forums/index.php?topic=27267.msg342467#msg342467 (https://ludeon.com/forums/index.php?topic=27267.msg342467#msg342467) and the steam version of Search Agency http://steamcommunity.com/sharedfiles/filedetails/?id=726479594 (http://steamcommunity.com/sharedfiles/filedetails/?id=726479594).
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: BlackSmokeDMax on August 21, 2017, 07:02:38 PM
That may be the issue. Think I'm still using the last "storage search" still.

I'll look to see if the stack limits are there. Like I said, I don't use that feature, so I'm not even sure if it is there or not from memory.

edit: have a pic from in-game

Take a look at the slider along the bottom of my Storage Settings, is that the hauling hysteresis portion?

(https://steamuserimages-a.akamaihd.net/ugc/858353866569573037/6899799A882621E3968417D242537C079FC47737/)

Btw, I am definitely still running the version of Storage Search prior to the name change. (I have mine installed manually, so no update)
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on August 22, 2017, 01:23:53 AM
Yeah, that look right. Of course it's missing the market value slider from tweaks but I can live with that. As long as all the other tweak features are still working. Which version of storage search are you using? I just tried the one that says PLEASE UNSUBSCRIBE? Tried it before and after Tweaks - still didn't work. Or maybe you are using a different version of Tweaks? Could you provide links from where you got them or maybe upload your copy?

EDIT: I figured it out. I went to github and downloaded a previous release, version 17.1. Here's the link
https://github.com/Killface1980/StorageSearch/releases/tag/0.17.1

Now, like you, I see the search bar and limit slider and I still can use the all important Sun Lamp Plan tool. I did a quick check on all the teak features and it looks like all other features still work.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: BlackSmokeDMax on August 22, 2017, 10:26:20 AM
Glad you got it sorted. Bummer about Rimworld Search Agency clashing with Zhentar's tweaks though. Hopefully that all gets sorted out when A18 hits.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: DoctorVanGogh on August 22, 2017, 01:33:13 PM
Quick & dirty thingy - if you want

(https://i.imgur.com/XyqEeK0.jpg)

use the regular steam version of RSA & the attached build of Zhentar's tweaks (which is simply a copy of @Fregrant (https://ludeon.com/forums/index.php?action=profile;u=56184)'s build with the assembly swapped out for a customized one).

Enjoy ;)

Also: Use at your own risk - all I did was modify the tiny part that conflicted with RSA's search display. I assume Zhentar has a reason why he has not published an official A17 version. So take everything with a grain of salt here. This custom version might eat your husky puppies, make all buildings collapse or curdle the milk in your fridge.
Still - should be better than the other DIY band-aids suggested here.






[attachment deleted by admin: too old]
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on August 22, 2017, 10:54:12 PM
Thanks. That makes it easier.

I'm still getting an error I was getting previously. I had hoped that changing to Search Agency would fix it but it just happened again. So maybe the issue is with Zhentars Tweaks.

I'm getting spammed "started 10 jobs in 1 tick" errors to do with hauling to stockpiles that have the limits slider set. So for now I can't use the limits. If I set it to 100% it works. Any idea how to fix this?
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on November 15, 2017, 11:55:15 PM
Need Vanilla Tweaks for A18. Anyone?
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: BlackSmokeDMax on November 18, 2017, 11:21:09 PM
Quote from: Rock5 on November 15, 2017, 11:55:15 PM
Need Vanilla Tweaks for A18. Anyone?

I too am hoping Zhentar updates this!

Looks like they haven't been around in about 4 months though. If there is no response, hopefully someone else can update this via the github.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on November 20, 2017, 09:43:57 PM
Seeing as Zhentar hasn't been on for so long, I wasn't expecting him to update it. I was actually hoping someone else would update it, like they did for A17.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Juujika on November 24, 2017, 01:22:55 AM
Quote from: Rock5 on November 20, 2017, 09:43:57 PM
I was actually hoping someone else would update it, like they did for A17.
Me too.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on December 01, 2017, 12:44:42 PM
I just wanted Tweaks updated for the Sun Lamp Plan Designator.

I got tired of waiting. I managed to rip out the code related to the Sun Lamp Plan Designator, update it for B18 and recompile it. You can find it here.
https://ludeon.com/forums/index.php?topic=37177.msg382006#msg382006
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: TryB4Buy on December 07, 2017, 06:56:02 PM
The previous post's attachment has been removed :(

Was it the full Zentar's Vanilla Fixes? Does that A17 version work for B18?
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: BlackSmokeDMax on December 07, 2017, 09:25:36 PM
Quote from: TryB4Buy on December 07, 2017, 06:56:02 PM
The previous post's attachment has been removed :(

Was it the full Zentar's Vanilla Fixes? Does that A17 version work for B18?

I could be wrong, but I think Zhentar's Fixes has not been updated since A16, Zhentar Tweaks has a version for A17, and now Rock5 has taken a portion (the Sun Lamp Planner/Fertility Display) of Zhentar Tweaks and made it available for B18.
Title: Re: [A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
Post by: Rock5 on December 07, 2017, 10:28:29 PM
Quote from: BlackSmokeDMax on December 07, 2017, 09:25:36 PM
Quote from: TryB4Buy on December 07, 2017, 06:56:02 PM
The previous post's attachment has been removed :(

Was it the full Zentar's Vanilla Fixes? Does that A17 version work for B18?

I could be wrong, but I think Zhentar's Fixes has not been updated since A16, Zhentar Tweaks has a version for A17, and now Rock5 has taken a portion (the Sun Lamp Planner/Fertility Display) of Zhentar Tweaks and made it available for B18.

That's correct. I didn't port over any other features of tweaks because I don't think they are needed. The only other 2 features I like are;