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RimWorld => Mods => Releases => Topic started by: Hatti on December 26, 2016, 06:00:07 PM

Title: [1.4] Hatti's Modlist, Home of QualityBuilder (Updated 23.10.2022)
Post by: Hatti on December 26, 2016, 06:00:07 PM
Hatti's Modlist



Version 1.4








                                                                                                                                                                                  
Mod nameShort descriptionVersionDownload



CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090)Select a area where your pawns should cleanV 1.0.6
Dropbox (https://www.dropbox.com/s/a3gw9qdbw6zn1j0/CleaningArea.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=870089952)
QualityBuilder (https://ludeon.com/forums/index.php?topic=28678.msg289091#msg289091)Set minimum expected quality to buildings. Only best builder will buildV 1.0.17
Dropbox (https://www.dropbox.com/s/dyy8x1vyfiufui7/QualityBuilder.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=754637870)




Version 1.2 / 1.3











                                                                                                                                                                                  
Mod nameShort descriptionVersionDownload



CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090)Select a area where your pawns should cleanV 1.0.5
Dropbox (https://www.dropbox.com/s/6qx2tredblif73r/CleaningArea.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=870089952)
QualitySurgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089)Only the doctor with best surgery chance will perform surgeriesV 1.0.5
Dropbox (https://www.dropbox.com/s/yev84ovjnr1dt4k/QualitySurgeon.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=857350593)
QualityBuilder (https://ludeon.com/forums/index.php?topic=28678.msg289091#msg289091)Set minimum expected quality to buildings. Only best builder will buildV 1.0.15
Dropbox (https://www.dropbox.com/s/093b9x4aryrajhr/QualityBuilder.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=754637870)
LongRangePodLauncher (https://ludeon.com/forums/index.php?topic=28678.msg289088#msg289088)Sets max fuel from 150 to 600 for launch padsV 1.0.1
Dropbox (https://www.dropbox.com/s/d129o9upcz07nkl/LongRangePodLauncher.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=819435604)




Version 1.1













                                                                                                                                                                                  
Mod nameShort descriptionVersionDownload



CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090)Select a area where your pawns should cleanV 1.0.3
Dropbox (https://www.dropbox.com/s/jvuiv4imjcjwd4a/CleaningArea.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=870089952)
QualitySurgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089)Only the doctor with best surgery chance will perform surgeriesV 1.0.4
Dropbox (https://www.dropbox.com/s/4o6oweifghq7plb/QualitySurgeon.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=857350593)
QualityBuilder (https://ludeon.com/forums/index.php?topic=28678.msg289091#msg289091)Set minimum expected quality to buildings. Only best builder will buildV 1.0.14
Dropbox (https://www.dropbox.com/s/f8b5m5hntcibvv6/QualityBuilder.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=754637870)
DeadMansClothing (https://ludeon.com/forums/index.php?topic=28063.msg284359#msg284359)Newly stripped apparel won´t get the "Dead mans cloth" markV 1.0.3
Dropbox (https://www.dropbox.com/s/0kkslulg1gih8zw/DeadMansClothing.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=817902482)
LongRangePodLauncher (https://ludeon.com/forums/index.php?topic=28678.msg289088#msg289088)Sets max fuel from 150 to 600 for launch padsV 1.0.1
Dropbox (https://www.dropbox.com/s/zzq9qz4kw4h5002/LongRangePodLauncher.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=819435604)




1.0












                                                                                                                                                                                  
Mod nameShort descriptionVersionDownload



QualitySurgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089)Only the doctor with best surgery chance will perform surgeriesV 1.0.3
Dropbox (https://www.dropbox.com/s/44o8eqylzsjprkz/QualitySurgeon.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=857350593)
QualityBuilder (https://ludeon.com/forums/index.php?topic=28678.msg289091#msg289091)Set minimum expected quality to buildings. Only best builder will buildV 1.0.7
Dropbox (https://www.dropbox.com/s/tmkv3yv1rc6lbed/QualityBuilder.rar) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=754637870)
DeadMansClothing (https://ludeon.com/forums/index.php?topic=28063.msg284359#msg284359)Newly stripped apparel won´t get the "Dead mans cloth" markV 1.0.2
Dropbox (https://www.dropbox.com/s/mvxc2g7i7yq17mn/DeadMansClothing.rar) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=817902482)
LongRangePodLauncher (https://ludeon.com/forums/index.php?topic=28678.msg289088#msg289088)Sets max fuel from 150 to 600 for launch padsV 1.0.1
Dropbox (https://www.dropbox.com/s/kyblfzwuk6k19dc/LongRangePodLauncher.rar) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=819435604)




B19














                                                                                                                                                                                  
Mod nameShort descriptionVersionDownload



CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090)Select a area where your pawns should cleanV 1.0.1
Dropbox (https://www.dropbox.com/s/o4hp2dv5tlzgsre/CleaningArea.rar) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=870089952)
QualitySurgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089)Only the doctor with best surgery chance will perform surgeriesV 1.0.1
Dropbox (https://www.dropbox.com/s/xxhobogd055pcfs/QualitySurgeon.rar)
QualityBuilder (https://ludeon.com/forums/index.php?topic=28678.msg289091#msg289091)Set minimum expected quality to buildings. Only best builder will buildV 1.0.5
Dropbox (https://www.dropbox.com/s/kjssaiazqu0sgkc/QualityBuilder.rar)
DeadMansClothing (https://ludeon.com/forums/index.php?topic=28063.msg284359#msg284359)Newly stripped apparel won´t get the "Dead mans cloth" markV 1.0.1
Dropbox (https://www.dropbox.com/s/tiyznstpc7brvzc/DeadMansClothing.rar)
LongRangePodLauncher (https://ludeon.com/forums/index.php?topic=28678.msg289088#msg289088)Sets max fuel from 150 to 600 for launch padsV 1.0.1
Dropbox (https://www.dropbox.com/s/zwsekh3973ynmeu/LongRangePodLauncher.rar)




B18

















                                                                                                                                                                                  
Mod nameShort descriptionVersionDownload



AllowDeadMansApparel (https://ludeon.com/forums/index.php?topic=28678.msg289088#msg289088)New filter for stockpiles/workbenches to allow/deallow dead mans apparelV 0.18.1
Dropbox (https://www.dropbox.com/s/gg39zvxphonvxof/AllowDeadMansApparel.rar) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=879105471)
CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090)Select a area where your pawns should cleanV 0.18.2
Dropbox (https://www.dropbox.com/s/vu2rqkpcby9buq5/CleaningArea.rar)
QualitySurgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089)Only the doctor with best surgery chance will perform surgeriesV 0.18.3
Dropbox (https://www.dropbox.com/s/ovibo3plz9norxm/QualitySurgeon.rar)
QualityBuilder (https://ludeon.com/forums/index.php?topic=28678.msg289091#msg289091)Set minimum expected quality to buildings. Only best builder will buildV 0.18.3
Dropbox (https://www.dropbox.com/s/hx08sdxk882oix2/QualityBuilder.rar)
DeadMansClothing (https://ludeon.com/forums/index.php?topic=28063.msg284359#msg284359)Newly stripped apparel won´t get the "Dead mans cloth" markV 0.18.2
Dropbox (https://www.dropbox.com/s/s1jc1qx2n90hk5n/DeadMansClothing.rar)
LongRangePodLauncher (https://ludeon.com/forums/index.php?topic=28678.msg289088#msg289088)Sets max fuel from 150 to 600 for launch padsV 0.18.1
Dropbox (https://www.dropbox.com/s/qwpt9yzz7gjypec/LongRangePodLauncher.rar)




License
Everything is under Creative Commons License (http://creativecommons.org/licenses/by-sa/4.0/)

Updates

23.10.2022:
  QualityBuilder 1.0.17
- Fixed issue with Biotech Constructoids
21.10.2022:
  CleaningArea 1.0.6
- Updated for Rimworld 1.4

  QualityBuilder 1.0.16
- Updated for Rimworld 1.4

17.07.2021:
      CleaningArea 1.0.5
  - Fixed missing ui bug
05.07.2021:
      CleaningArea 1.0.4
  - Rimworld 1.3 release.

      QualityBuilder 1.0.15
- Rimworld 1.3 release.

      QualitySurgeron 1.0.5
- Rimworld 1.3 release.
- Now applies on harvest surgeries as well

      LongRangePodLauncher 1.0.1
- Rimworld 1.3 release.
14.03.2020:
      CleaningArea 1.0.3
  - Rimworld 1.1 release.

      QualityBuilder 1.0.14
- Rimworld 1.1 release.
- ReplaceStuff is now compatible
- QualityBuilder now applies automatic rebuild structures that has been destroyed, if that vanilla option is enabled

      QualitySurgeron 1.0.4
- Rimworld 1.1 release.

      DeadMansClothing 1.0.3
- Rimworld 1.1 release.

      LongRangePodLauncher 1.0.1
- Rimworld 1.1 release.
22.11.2018:
      QualityBuilder 1.0.7
- Changed the icon. Also the icon on the buildings are now a indicator for the desired quality that is set.
- The SET designator in the Architect-Order menu now have a right click menu. The selected quality will apply to all selected buildings. The tooltip will show the quality that is set.
- Finally got rid of the old 'Detour' mechanics and switched to Harmony as it should be!
- Tooltip shows {0} instead of the quality that is set is fixed
- Fix a bug that buildings that are generated with the map, like a raider base, get reconstructed after deconstruction. This will also add compability with 'Real Ruins' mod
- Added russion translation. Thanks to Steam user 76561198018947335.
- Fixed buildings stops getting reconstructed till desired quality is set while its currently beeing constructed and the game is saved and loaded again.

      QualitySurgeron 1.0.3 FINALLY 1.0!
- Fixed bug with modded workbenches.
17.10.2018:
      QualityBuilder 1.0.6 ready for 1.0!
- Finally changed how mod is loaded. No more staticConstructor warnings at start due to Qualitybuilder.
- Fixed error log message "EVT0" when toggling QualityBuilder on a building.
- Fixed issue where QualityBuilder insisted to build in the desired quality even though it was disabled

      DeadMansClothing 1.0.2 ready for 1.0!
  LongRangePodLauncher 1.0.2 ready for 1.0!
31.08.2018:
      Updated mods to B19 and updated this post
11.08.2018:
      QualityBuilder 1.0.5 - Fixed Nullpointer if you never opened mod settings before starting game.
10.08.2018:
      QualityBuilder 1.0.4 - Fixed minor bug
10.08.2018:
      QualityBuilder 1.0.3 - Added some mod settings.
- Its possible to default enable/disable qualitybuilder on buildings.
- You can set a skilllevel at which other builders will build buildings with quality too. So no more one and onyl "Quality builder"
- Ever wanted to switch your "Quality builder" ? Now you can set the Pawn who should build stuff with quality.
- There is also a nice option to set the default minimum quality on new buildings.
31.07.2018:
      QualityBuilder 1.0.2 - Fixed a 1.0 unstable update. Thanks for renaming from 'isFrame' to 'IsFrame'...
      All other mods - 1.0.0 unstable update.
18.06.2018:
      QualityBuilder 1.0.1 - 1.0 Hype!
 
26.11.2017:
      QualitySurgeon 0.18.3 - B18 Hype!
- Almost new implementation, now with Harmony library.
- "Force do operation" on rightclick menu implemented
- Included skill requirements check for recipes

      CleaningArea 0.18.2 - B18 Hype!
20.11.2017:
      First mods for B18.. more will follow!

25.10.2017:
      First mods for A18.. more will follow!

25.05.2017:
      Almost all mods updated to A17 release version
      CaravanSpot discontinued cause A17 vanilla provides it now
      QualityBuilder 0.17.3 Fixed bug where portion of materials delivered to last blueprint just dropped to floor instead of placing into frame. Floors, walls, buildings

16.05.2017:
      CleaningArea, QualityBuilder, QualitySurgeron 0.17.2 - Updated to latest A17 unstable build 0.17.1539

17.03.2017:
      CleaningArea 0.16.4 - Updated harmoy library

14.03.2017:
      CleaningArea 0.16.3 - Updated harmoy library to fix incompability with Nandonalt's Visual Addons(which needs to get updated too)

08.03.2017:
      DeadMansApparel 0.16.1 - Initial release

24.02.2017:
      CleaningArea 0.16.2 - Fixed issue that pawns get stuck if the cleaning area isnt covered in the homearea

23.02.2017:
      CleaningArea 0.16.1 - Initial release

14.02.2017:
      QualitySurgeon 0.16.2 - Fixed issue that not the right doctor is considered for surgery ( Mostly glittertech and EPOE).. turns out there are 2 different, independent identifiers for surgery

05.02.2017:
      QualitySurgeon 0.16.1 - Release of QualitySurgeon

      QualityBuilder 1.0.6 - Fixed issue that nothing with QualityBuilder designation will be build, if the best constructor is incapable of moving or manipulation. The next best constructor will build instead.

21.01.2017:
      QualityBuilder 1.0.5 - Fixed issue that QualityBuilder does not work on not active maps

05.01.2017:
      CaravanSpot 0.16.3 - Fixed issue after loading a game with a caravan spot set

26.12.2016:
      CaravanSpot 0.16.2 - Fixed some issues

26.12.2016:
      Post init
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016)
Post by: Hatti on December 26, 2016, 06:00:21 PM
CaravanSpot - You tell where to form!



(http://fs5.directupload.net/images/161227/sswfmgkf.png)

Description:
With A16 the new feature for world traveling and forming outgoing caravans became a hit. Unfortunately sometimes the place where your outgoing caravans will form is not the best one.
With this mod you can change it!
A new spot like the party sport where caravans will form. You can change position of the spot everytime you want!

Download (https://ludeon.com/forums/index.php?topic=28678.msg289086#msg289086)
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016)
Post by: Hatti on December 26, 2016, 06:00:31 PM
LongRangePodLauncher - Raid the world!



(http://fs5.directupload.net/images/161227/76pkivbl.png)

Description:
Just alters the max fuel for the podlauncher from 150 to 600.

Download (https://ludeon.com/forums/index.php?topic=28678.msg289086#msg289086)





AllowDeadMansApparel



(http://fs5.directupload.net/images/170308/ujs74u5p.png)

Description:
The opposite of the 'Allow non-dead man's apparel' filter for stockpiles and workbenches.

Vanilla gives you the option for stockpiles and workbenches, to exclude apparel which hasn´t been worn by dead man with the filter option 'Allow non-dead man´s apparel'
But you are unable to exclude apparel which has been worn by dead man. This mod adds a filter for it so you can exclude apparel which has been worn by dead man in stockpiles and workbenches.

Download (https://ludeon.com/forums/index.php?topic=28678.msg289086#msg289086)
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016)
Post by: Hatti on December 26, 2016, 06:00:38 PM
QualitySurgeon - Let the chief doctor perform!



(http://fs5.directupload.net/images/170205/bun3xkau.png)

Description:
Only the doctor with the best surgey success chance will perform surgeries.
If he is the one on the table, the next best one will perform the operation.

Of course, only doctors with some movement and manipulation can perform surgeries!. If your doctor with the best surgery success chance is incapable of walking or manipulation, he wont be considered.

Conflicts:
The mod detours "WorkGiver_DoBill.TryStartNewDoBillJob"

Download (https://ludeon.com/forums/index.php?topic=28678.msg289086#msg289086)
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016)
Post by: Hatti on December 26, 2016, 06:00:45 PM
CleaningArea- Set a area for your clean jobs!



(http://fs5.directupload.net/images/170223/xafogxl6.png)

Description:
In vanilla, the whole homearea will get cleaned up except if you restrict your pawn to a specific area.
With CleaningArea you are able to set a specific area that will get cleaned up.
This mod works with multiple colonies. You can set the cleaning area for each one.
Per default, the homearea is still used for cleaning.

This mod is save compatible. You can add it to a existing save.

How to?
If you are in game, take a look at the icon bar at the bottom right ( below the speed options ). You will notice a small brom there. If you click on it, it will open up the floating menu where you can set the area where your pawns will clean

Example:

Create a new area and call it "whatever you like". Click on the little broom in the icon menu (below the speed options) and select the area "whatever you like".
Now your pawns will only clean in this area.

Click on the broom again and select "Home". Now your pawns will only clean in the homearea again (as in vanilla)

Conflicts:
The mod redefines the WorkGiver for cleaning

Download (https://ludeon.com/forums/index.php?topic=28678.msg289086#msg289086)
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016)
Post by: Hatti on December 26, 2016, 06:00:51 PM
QualityBuilder - build like never before!



Description:

With QualityBuilder all buildings that have quality (beds, tables etc) will only be build by the best builder to ensure the best outgoing quality. Every other constructor will be able to bring in the materials, but only the best one will build it.

If you know Skilledbuilder, you know that QualityBuilder do the same thing?!

Why use QualityBuilder if there is already a mod that makes this?

With QualityBuilder you are able to set a minimum quality you want on a Object you want to build.
Tired of placing, deconstructing and replacing 100 of beds just to get some decent ones? This has an end now! You can set the minimum quality you want to get from you selected objects.

If the finished object does not met your minimum quality requirements, it will get deconstructed and replaced in same position and same stuff.


In the Architect->Order menu you have 2 new designators to set or unset if only the best constructor should build.
If you select one or more things that have quality, you see a toggle command. Do a right click on it to get the floatmenu for setting your minimum quality for these objects you want to get.


Youtube video (https://youtu.be/GkMpoxS8wRc)

Download (https://ludeon.com/forums/index.php?topic=28678.msg289086#msg289086)



Special credits and thanks:

QualityBuilder is the descendant of Skilledbuilder with some nice addtions.
Thanks and credits to shadwar (https://ludeon.com/forums/index.php?action=profile;u=49888) for Skilledbuilder (https://ludeon.com/forums/index.php?topic=19764.0) and the inpiration, after i updated it for A14 and A15, to make QualityBuilder.

Authors from CCL (https://ludeon.com/forums/index.php?topic=16599.msg179402#msg179402) for some nice code snippets
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016)
Post by: Hatti on December 26, 2016, 06:01:13 PM
Reserve
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016)
Post by: Love on December 26, 2016, 06:07:07 PM
Hey Hatti, this error is being thrown seemingly at random times. After doing some troubleshooting I'm 100% sure it's something up with QualityBuilder.

Invalid count: 0, setting to 1. Job was HaulToContainer A=Thing_WoodLog15500 B=Thing_Wall_Blueprint71991
Verse.Log:Error(String)
Verse.AI.Toils_Haul:ErrorCheckForCarry(Pawn, Thing)
Verse.AI.<StartCarryThing>c__AnonStorey41A:<>m__67B()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<UninstallIfMinifiable>c__AnonStorey22F:<>m__41()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey460:<>m__6C9()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016)
Post by: Hatti on December 26, 2016, 06:15:15 PM
Quote from: Love on December 26, 2016, 06:07:07 PM
Hey Hatti, this error is being thrown seemingly at random times. After doing some troubleshooting I'm 100% sure it's something up with QualityBuilder.

Invalid count: 0, setting to 1. Job was HaulToContainer A=Thing_WoodLog15500 B=Thing_Wall_Blueprint71991
Verse.Log:Error(String)
Verse.AI.Toils_Haul:ErrorCheckForCarry(Pawn, Thing)
Verse.AI.<StartCarryThing>c__AnonStorey41A:<>m__67B()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<UninstallIfMinifiable>c__AnonStorey22F:<>m__41()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey460:<>m__6C9()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


What was your troubleshooting and how you can be 100% sure its the mod? First time i see this error. Qualitybuilder dont alter any hauling related stuff.
And what other mods do you have? Especially any mods that have something to do with hauling..
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016) NEW CARAVAN SPOT
Post by: Love on December 26, 2016, 06:44:26 PM
Any mod that affects pawn building behaviors also has some effect on hauling, they're pretty closely linked. I deactivated any other mod that affected hauling in any way by searching all the assemblies in my Mods directory for the word 'haul' with Agent Ransack, and I did some talking with ZorbaTHut about the errors (because at first I was suspecting his mods at first).

Thus far I have not been able to come up with a way to reliably reproduce it other than trying to agitate the pawns with constantly changing qualitybuild blueprints but I thought you should know.
Title: Re: [A16] Hatti's Modlist (Updated 26.12.2016) NEW CARAVAN SPOT
Post by: Hatti on December 26, 2016, 07:30:11 PM
Quote from: Love on December 26, 2016, 06:44:26 PM
Any mod that affects pawn building behaviors also has some effect on hauling, they're pretty closely linked. I deactivated any other mod that affected hauling in any way by searching all the assemblies in my Mods directory for the word 'haul' with Agent Ransack, and I did some talking with ZorbaTHut about the errors (because at first I was suspecting his mods at first).

Thus far I have not been able to come up with a way to reliably reproduce it other than trying to agitate the pawns with constantly changing qualitybuild blueprints but I thought you should know.

Sideeffects maybe yes. Mods only alter whats in their code:) QualityBuilder does not CRUD any hauling jobs. And the Log according the error occured from a wodden wall.
In the first place i also would point at mods like hand me that brick or something. But it also could be a super random vanilla bug or just a mod compability issue. Never heared or saw this bug happen so far.
Title: Re: [A16] Hatti's Modlist (Updated 28.12.2016) NEW CARAVAN SPOT
Post by: Wishmaster on December 28, 2016, 01:54:57 PM
Any news for an incoming trade caravan spot for A16 ?
Title: Re: [A16] Hatti's Modlist (Updated 28.12.2016) NEW CARAVAN SPOT
Post by: faltonico on December 28, 2016, 10:42:18 PM
Quote from: Wishmaster on December 28, 2016, 01:54:57 PM
Any news for an incoming trade caravan spot for A16 ?
Trading spot is working for A16: https://ludeon.com/forums/index.php?topic=25579.msg259985#msg259985
Title: Re: [A16] Hatti's Modlist (Updated 28.12.2016) NEW CARAVAN SPOT
Post by: Love on January 04, 2017, 06:11:38 PM
CaravanSpot was bugged, the root cause is trying to store the map in a local variable rather than calling Map directly. Simply get rid of the curMap variable and just use Map.

https://mega.nz/#!yh402III!2l4faHuScYUyNEnNsn0VHzL2vf5AsYKX6qQzkz4MmZk

Fixed version.
Title: Re: [A16] Hatti's Modlist (Updated 28.12.2016) NEW CARAVAN SPOT
Post by: Hatti on January 05, 2017, 03:43:24 PM
also officially updated:)
Title: Re: [A16] Hatti's Modlist (Updated 05.02.2017) NEW MOD! QualitySurgeon!
Post by: Hatti on February 04, 2017, 11:29:00 PM
i´m happy to announce a new mod, that will hopefully save many lives!

QualitySurgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089)
Title: Re: [A16] Hatti's Modlist (Updated 05.02.2017) NEW MOD! QualitySurgeon!
Post by: Elysium on February 05, 2017, 12:13:59 AM
Quote from: Hatti on February 04, 2017, 11:29:00 PM
i´m happy to announce a new mod, that will hopefully save many lives!

QualitySurgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089)

Nice, removes needless micromanagement.
Title: Re: [A16] Hatti's Modlist (Updated 05.02.2017) NEW MOD! QualitySurgeon!
Post by: Flimflamshabam on February 05, 2017, 12:17:57 AM
thank the squirrels I can designate a caravan formation spot, can't tell you how many times my caravans would pass out before even starting their journey cause they gathered all the pack animals on the far side of the base from the main storage.
Title: Re: [A16] Hatti's Modlist (Updated 05.02.2017) NEW MOD! QualitySurgeon!
Post by: Hatti on February 13, 2017, 08:23:33 PM
Updated QualitySurgeron.
Title: Re: [A16] Hatti's Modlist (Updated 05.02.2017) NEW MOD! QualitySurgeon!
Post by: danielee on February 16, 2017, 07:56:58 PM
Hi Hatti, what does QualitySurgeronInt do? There is no texture for it.
Title: Re: [A16] Hatti's Modlist (Updated 05.02.2017) NEW MOD! QualitySurgeon!
Post by: Hatti on February 16, 2017, 08:58:46 PM
To hook up into the game to modify it, i use a item (Thing). Its not build or craftable and only accessable though the debug menu. It has no use for your gameplay
Title: Re: [A16] Hatti's Modlist (Updated 23.02.2017) NEW MOD! CleaningArea!
Post by: Hatti on February 22, 2017, 09:15:04 PM
i´m happy to announce a new mod for all your cleaning jobs! No dirty rock in your homezone will ever get cleaned (except you want to)

CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090)
Title: Re: [A16] Hatti's Modlist (Updated 23.02.2017) NEW MOD! CleaningArea!
Post by: faltonico on February 23, 2017, 01:04:00 PM
Quote from: Hatti on February 22, 2017, 09:15:04 PM
i´m happy to announce a new mod for all your cleaning jobs! No dirty rock in your homezone will ever get cleaned (except you want to)

CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090)
Silly question:
Is it possible to set the cleaning areas to be the only areas to clean and not the home area with that mod?
Title: Re: [A16] Hatti's Modlist (Updated 23.02.2017) NEW MOD! CleaningArea!
Post by: Hatti on February 23, 2017, 01:09:36 PM
that is the purpose of the mod.

Example:

Create a new area and call it "whatever you like". Click on the little broom in the icon menu (below the speed options) and select the area "whatever you like".
Now your pawns will only clean in this area.

Click on the broom again and select "Home". Now your pawns will only clean in the homearea again (as in vanilla)
Title: Re: [A16] Hatti's Modlist (Updated 23.02.2017) NEW MOD! CleaningArea!
Post by: faltonico on February 23, 2017, 01:23:08 PM
Quote from: Hatti on February 23, 2017, 01:09:36 PM
that is the purpose of the mod.

Example:

Create a new area and call it "whatever you like". Click on the little broom in the icon menu (below the speed options) and select the area "whatever you like".
Now your pawns will only clean in this area.

Click on the broom again and select "Home". Now your pawns will only clean in the homearea again (as in vanilla)
I asked because it wasn't clear to me with the mod's post xD
Thank you for your work and your quick reply!
Title: Re: [A16] Hatti's Modlist (Updated 23.02.2017) NEW MOD! CleaningArea!
Post by: SpaceDorf on February 23, 2017, 01:30:16 PM
Quote from: Hatti on February 23, 2017, 01:09:36 PM
that is the purpose of the mod.

Example:

Create a new area and call it "whatever you like". Click on the little broom in the icon menu (below the speed options) and select the area "whatever you like".
Now your pawns will only clean in this area.

Click on the broom again and select "Home". Now your pawns will only clean in the homearea again (as in vanilla)

ALL HAIL HATTI !
ALL HAIL HATTI !!
ALL HAIL HATTI !!!

our prayers are finally answered.
Title: Re: [A16] Hatti's Modlist (Updated 23.02.2017) NEW MOD! CleaningArea!
Post by: sirgzu on February 24, 2017, 11:44:37 AM
This is great stuff!! Any chance to get a hauling area if it can be adapted easily from the cleaning one?? =)
Title: Re: [A16] Hatti's Modlist (Updated 23.02.2017) NEW MOD! CleaningArea!
Post by: faltonico on February 24, 2017, 04:12:14 PM
I can't seem to make it work T-T
I can't really tell if it is enabled, and when i thought it was, i saw my cleaner standing or turning back and forth rapidly undecided as to where to clean.

Edit: Thanks for the fix.
Title: Re: [A16] Hatti's Modlist (Updated 08.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: Hatti on March 07, 2017, 07:32:45 PM
Coulnt find such a mod and needed that filter badly.. Happy to announce new mod that allows you to allow/disallow dead mans clothing in stockpiles and workbenches:

AllowDeadMansApparel (https://ludeon.com/forums/index.php?topic=28678.msg289088#msg289088)
Title: Re: [A16] Hatti's Modlist (Updated 08.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: Lethe on March 09, 2017, 02:43:46 PM
Thank you so much for Cleaning Area! It's a much needed mod. Cleaning the outdoors is such a waste of time.

For Quality Surgeon could you put an option in option's mod settings to toggle it affecting prisoners? Anyone else want colonists to receive the best care, but want to train up their other docs on prisoner harvesting? Can't be just me...

Either that or just possibly respect the force job option? If the two Quality mods only affected default (unguided) pawn behavior, but still allowed the click 'go do X' forced micromanagement that'd be nice. Dunno if it's doable though.

Or wait, this might be the better idea. Have your mod's settings to allow the player to set what is determined to be quality skill level. Like, with vanilla bills (pretty sure it's vanilla behavior, maybe). I can say, 'cool anyone with X skill in tailoring please craft me this duster'. Having the equivalent "okay, anyone with medicine over 12 go do that surgery" would be awesome. Or anyone with construction over X is good enough to go build my quality stuff thanks.

Sometimes the difference between the skills aren't that much (lv 8 vs lv 9 in construction? Hardly much of a difference, just get it done pawns). Other times the differences in skills can be too dramatic. One guy's is a lv 15 in construction while the next nearest is lv 10? Only the one true highest level pawn is going around getting things finished when the player might be willing to accept a wider skill range.
Title: Re: [A16] Hatti's Modlist (Updated 08.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: BlackSmokeDMax on March 09, 2017, 03:51:47 PM
Wow, you are really racking up a bunch of must have mods! Thanks Hatti!!
Title: Re: [A16] Hatti's Modlist (Updated 08.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: Hatti on March 10, 2017, 08:33:45 AM
Quote from: Lethe on March 09, 2017, 02:43:46 PM
Either that or just possibly respect the force job option? If the two Quality mods only affected default (unguided) pawn behavior, but still allowed the click 'go do X' forced micromanagement that'd be nice. Dunno if it's doable though.

Thought about it too but atm i dunno if its possible. Will need to take a deeper look into that

Quote from: Lethe on March 09, 2017, 02:43:46 PM
Or wait, this might be the better idea. Have your mod's settings to allow the player to set what is determined to be quality skill level. Like, with vanilla bills (pretty sure it's vanilla behavior, maybe). I can say, 'cool anyone with X skill in tailoring please craft me this duster'. Having the equivalent "okay, anyone with medicine over 12 go do that surgery" would be awesome. Or anyone with construction over X is good enough to go build my quality stuff thanks.

This is a very bad idea cause the skill level is absolutly irrelevant for QualitySurgeron. The Surgery success chance is relevant. A level 20 doctor with just one eye and one hand and both have heavy scars will have a VERY bad surgery success chance.

But A17 update will include something nice:)

Quote from: Lethe on March 09, 2017, 02:43:46 PM
Sometimes the difference between the skills aren't that much (lv 8 vs lv 9 in construction? Hardly much of a difference, just get it done pawns). Other times the differences in skills can be too dramatic. One guy's is a lv 15 in construction while the next nearest is lv 10? Only the one true highest level pawn is going around getting things finished when the player might be willing to accept a wider skill range.

Something like this will be a new feature for QualityBuilder A17.
Title: Re: [A16] Hatti's Modlist (Updated 08.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: faltonico on March 10, 2017, 02:34:43 PM
Quote from: Hatti on March 10, 2017, 08:33:45 AM
...
But A17 update will include something nice:) 
I think you know something ¬¬
Title: Re: [A16] Hatti's Modlist (Updated 08.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: Hatti on March 10, 2017, 03:07:45 PM
Quote from: faltonico on March 10, 2017, 02:34:43 PM
I think you know something ¬¬

i wish so! but i ment A17 update for my mods.. not vanilla:)
Title: Re: [A16] Hatti's Modlist (Updated 08.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: Lethe on March 11, 2017, 05:07:01 PM
Quote from: Hatti on March 10, 2017, 08:33:45 AM

Thought about it too but atm i dunno if its possible. Will need to take a deeper look into that

This is a very bad idea cause the skill level is absolutly irrelevant for QualitySurgeron. The Surgery success chance is relevant. A level 20 doctor with just one eye and one hand and both have heavy scars will have a VERY bad surgery success chance.

But A17 update will include something nice:)

Something like this will be a new feature for QualityBuilder A17.

Oh, yeah, that makes perfect sense. D'oh! [For the surgery skill success being the relevant factor vs skill lv (as no eye + missing hand lv doc is worse than a lower skilled one)]. Guess I'll just go back to hoping a17 core adds a more full fledged bill system for surgeries.
Title: Re: [A16] Hatti's Modlist (Updated 08.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: Pichu0102 on March 13, 2017, 07:15:54 PM
Issue with QualitySurgeon: Sometimes the best surgeon in your colony does not have doctor priority 1. This leads to a problem where people are waiting for an operation that will never happen unless you change your work priorities.
Title: Re: [A16] Hatti's Modlist (Updated 08.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: Hatti on March 14, 2017, 01:30:14 PM
Quote from: Pichu0102 on March 13, 2017, 07:15:54 PM
Issue with QualitySurgeon: Sometimes the best surgeon in your colony does not have doctor priority 1. This leads to a problem where people are waiting for an operation that will never happen unless you change your work priorities.

Thats not a issue in general. Of course you need to set your priorities correctly. The mod wouldn't make sense if a bad surgeron performes the surgery instead.

And as a example without the mod: If all your doctors have a lower priority on their jobs and are always bussy with other things, they wouldn't perform the surgery too which is not a issue of the base game cause you set those priorities.

The next update will consider medicine. As example, if you use glittertech meds which gives 170% potency, a doctor with a base surgery success chance of 60% gets a 102% success chance at the end. So every doc, who reach 100% at minimum will be able to perform the operation too.
Title: Re: [A16] Hatti's Modlist (Updated 14.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: SpaceDorf on March 14, 2017, 05:28:46 PM
Stupid question. whats N.V.A. ?
Title: Re: [A16] Hatti's Modlist (Updated 14.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: Hatti on March 14, 2017, 07:05:49 PM
Quote from: SpaceDorf on March 14, 2017, 05:28:46 PM
Stupid question. whats N.V.A. ?

Nandonalt's Visual Addons
Title: Re: [A16] Hatti's Modlist (Updated 17.03.2017) NEW MOD! AllowDeadMansApparel!
Post by: poolday on April 01, 2017, 12:41:07 PM
Hi, first of all thank you and congratulations on this great mods.

I've found a bug on the QualitySurgeon mod when trying to create a new random scenario, there is an item called QualitySurgeonInit that shouldn't be there (screenshot attached).

[attachment deleted by admin due to age]
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 05.05.2017)
Post by: Hatti on May 02, 2017, 07:08:51 PM
Some mods are already available for the A17 development branch! have fun
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 05.05.2017)
Post by: Canute on May 03, 2017, 03:11:34 AM
Do you live in the future ? :-)
Quote(Updated 05.05.2017)
« Reply #40 on: May 02, 2017, 07:08:51 PM »
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 05.05.2017)
Post by: Hatti on May 03, 2017, 04:04:46 AM
Quote from: Canute on May 03, 2017, 03:11:34 AM
Do you live in the future ? :-)
Quote(Updated 05.05.2017)
« Reply #40 on: May 02, 2017, 07:08:51 PM »

Nope! A17 is available for steam beta branch
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Love on May 18, 2017, 12:37:32 AM
Quality Builder for A17 has a blueprint bug. Whenever you deconstruct a wall, it will immediately create a 'replacement' blueprint and try to rebuild what you just deconstructed.
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Hatti on May 20, 2017, 06:59:12 PM
Quote from: Love on May 18, 2017, 12:37:32 AM
Quality Builder for A17 has a blueprint bug. Whenever you deconstruct a wall, it will immediately create a 'replacement' blueprint and try to rebuild what you just deconstructed.

Can you please confirm if its still like this? I cant reproduce it at this time with current build (1543). Do you have any other mods enabled?
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Love on May 20, 2017, 07:20:45 PM
Quote from: Hatti on May 20, 2017, 06:59:12 PM
Quote from: Love on May 18, 2017, 12:37:32 AM
Quality Builder for A17 has a blueprint bug. Whenever you deconstruct a wall, it will immediately create a 'replacement' blueprint and try to rebuild what you just deconstructed.

Can you please confirm if its still like this? I cant reproduce it at this time with current build (1543). Do you have any other mods enabled?

At the time I tested, it was with only QualityBuilder enabled. Walls were marked for quality build for some reason.

Does not seem to be happening anymore. Very mysterious.
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: faltonico on May 20, 2017, 09:47:19 PM
Very rarely with the A16 version of QualityBuilder, when you manually set to deconstruct a piece of furniture after you reached the desired quality (eg want to get rid of regular beds to upgrade to royal), the blueprint and designator to build it again appears on it yet again.
It has happened very rarely, and it has no associated errors whenever it happens, so i never bother you reporting it till now. It might be related to what is happening to Love.
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 05.05.2017)
Post by: SihvMan on May 21, 2017, 01:09:33 AM
Quote from: Hatti on May 02, 2017, 07:08:51 PM
Some mods are already available for the A17 development branch! have fun

Yay QualityBuilder!
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Love on May 21, 2017, 02:47:21 PM
Question on Cleaning Area, why is it no matter what you pick the icon has an X over it?
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Love on May 21, 2017, 03:11:49 PM
Okay, so that blueprint bug I was talking about before? It's happening again. No build changes, no changes in what mods I'm using...

It only seems to affect walls that spawned on the map, not walls I built.

Edit: There's a mod conflict somewhere, it seems. Now I gotta spend half an hour turning mods off and on figurin this out...
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Love on May 21, 2017, 04:44:03 PM
I've found the cuprit. It's Rainbeau's Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329371#msg329371)
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Awe on May 23, 2017, 12:27:28 PM
Thanks for QB and CA update. :)
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Hatti on May 23, 2017, 02:41:33 PM
Big thanks for pinpointing the bug! really saves time. I will take a look into the mod and see if i can make it compatible.

Quote from: Love on May 21, 2017, 02:47:21 PM
Question on Cleaning Area, why is it no matter what you pick the icon has an X over it?

This is because i looked into existing code how the icons are made up. There is another button type without the red x ( like in NVA mod ) which i will use too for the A17 release version of cleaning area


Quote from: faltonico on May 20, 2017, 09:47:19 PM
Very rarely with the A16 version of QualityBuilder, when you manually set to deconstruct a piece of furniture after you reached the desired quality (eg want to get rid of regular beds to upgrade to royal),...

I can imagine how this can be done.. If you place a blueprint with quality and put some materials in it so the frame is placed. If you save the game and reload, it might can happen.. just a guess cause this was a scenario which caused huge bugs in the development progress
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Awe on May 24, 2017, 08:39:45 AM
Seems like bug in Quality Builder. Portion of materials delivered to last blueprint just dropped to floor instead of placing into frame. Floors, walls, buildings - doesnt matter. For example - pawn carry 45 bricks to 9 wall blueprints. With first 8 wall frames all ok - frames created, bricks placed into, but at last blueprint frame only created and bricks just dropped to the ground.
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Hatti on May 25, 2017, 12:15:17 PM
Quote from: Awe on May 24, 2017, 08:39:45 AM
Seems like bug in Quality Builder. Portion of materials delivered to last blueprint just dropped to floor instead of placing into frame. Floors, walls, buildings - doesnt matter. For example - pawn carry 45 bricks to 9 wall blueprints. With first 8 wall frames all ok - frames created, bricks placed into, but at last blueprint frame only created and bricks just dropped to the ground.

Thanks for reporting! Its fixed in version 0.17.3

All other mods got updated to A17 release version too! Have fun
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Love on May 25, 2017, 09:15:06 PM
Was the conflict with Smooth Stone Walls addressed?
Title: Re: [A16] [A17DEV] Hatti's Modlist (Updated 16.05.2017)
Post by: Awe on May 26, 2017, 02:14:37 AM
Quote from: Hatti on May 25, 2017, 12:15:17 PM
All other mods got updated to A17 release version too! Have fun

Tyvm.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Hatti on May 26, 2017, 08:07:16 PM
Quote from: Love on May 25, 2017, 09:15:06 PM
Was the conflict with Smooth Stone Walls addressed?

Not yet
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: InsKill on June 21, 2017, 10:38:46 PM
Any chances Caravan Spot for A17?
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Pichu0102 on June 21, 2017, 10:42:57 PM
Quote from: InsKill on June 21, 2017, 10:38:46 PM
Any chances Caravan Spot for A17?

It's already built in to a17.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: lorebot on July 02, 2017, 04:05:05 PM
I believe I'm having an issue with Quality Surgeon. My best Doctor can't/won't perform any surgeries for me. I'm trying to excise a carcinoma from the foot of one of my colonists, Quality Surgeon is preventing all my other doctors from doing the operation (at least I think it's Quality Surgeon) and says their skill is not high enough when I try to click on the option in the right click menu. But the option doesn't even appear in the right click menu when I have my best doctor selected. I've had to install a few wooden legs and a denture to, the other doctors are able to do those. But again, my best doctor doesn't even have the option in the right click menu.

It's extremely frustrating and I'm not sure what to do about it or if it's safe for me to uninstall the mod to confirm it's really the problem. I'm playing on permadeath mode atm so I can't make backup saves to experiment with :(
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: SihvMan on July 03, 2017, 04:37:39 AM
Quote from: lorebot on July 02, 2017, 04:05:05 PM
I believe I'm having an issue with Quality Surgeon. My best Doctor can't/won't perform any surgeries for me. I'm trying to excise a carcinoma from the foot of one of my colonists, Quality Surgeon is preventing all my other doctors from doing the operation (at least I think it's Quality Surgeon) and says their skill is not high enough when I try to click on the option in the right click menu. But the option doesn't even appear in the right click menu when I have my best doctor selected. I've had to install a few wooden legs and a denture to, the other doctors are able to do those. But again, my best doctor doesn't even have the option in the right click menu.

It's extremely frustrating and I'm not sure what to do about it or if it's safe for me to uninstall the mod to confirm it's really the problem. I'm playing on permadeath mode atm so I can't make backup saves to experiment with :(

Emphasis mine. The "skill not high enough" isn't from Quality Surgeon. Removing carcinoma requires a surgeon w/ skill level 10. If your highest level doc doesn't have Medicine 10, they can't do the surgery.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: lorebot on July 03, 2017, 10:15:01 AM
Quote from: SihvMan on July 03, 2017, 04:37:39 AM
Emphasis mine. The "skill not high enough" isn't from Quality Surgeon. Removing carcinoma requires a surgeon w/ skill level 10. If your highest level doc doesn't have Medicine 10, they can't do the surgery.

Okay, I was not aware of that. I don't recall what skill level my best doctor was at the time, but I should have still seen something on the right click menu shouldn't I? Why did all my other Doctors get the 'Skill not high enough' right click menu option but my best doc didn't?
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: SihvMan on July 04, 2017, 03:26:13 AM
Quote from: lorebot on July 03, 2017, 10:15:01 AM
Quote from: SihvMan on July 03, 2017, 04:37:39 AM
Emphasis mine. The "skill not high enough" isn't from Quality Surgeon. Removing carcinoma requires a surgeon w/ skill level 10. If your highest level doc doesn't have Medicine 10, they can't do the surgery.

Okay, I was not aware of that. I don't recall what skill level my best doctor was at the time, but I should have still seen something on the right click menu shouldn't I? Why did all my other Doctors get the 'Skill not high enough' right click menu option but my best doc didn't?

If you aren't getting any option when right clicking, check the med tab of the pawn you want to surgery. Specifically, if you have them set to herbal med only, that can stop some surgeries. For reasons unknown, certain surgeries require non-herbal medicine, but give no UI notice at all. This is a vanilla issue.

Set the medicine to glitter med and see if the option comes up.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: lorebot on July 04, 2017, 07:24:18 AM
Quote from: SihvMan on July 04, 2017, 03:26:13 AM

If you aren't getting any option when right clicking, check the med tab of the pawn you want to surgery. Specifically, if you have them set to herbal med only, that can stop some surgeries. For reasons unknown, certain surgeries require non-herbal medicine, but give no UI notice at all. This is a vanilla issue.

Set the medicine to glitter med and see if the option comes up.

I'm certain that's not the issue. I didn't know about the bug, but I always increase the medicine limit to glitter when performing surgery so I can get the best results.

I've started noticing the issue with other skills now too and I'm not sure what's causing it. I have a herd of pygmy muffalo that have been walking around my colony for half a year without being milked or sheared when I have 5 colonists set to Handling 1. When I noticed it I tried to command them to do it manually and the option to prioritize Handling doesn't appear when I right click on the animal with one of my Handling 1 colonists. So now I have no idea which mod is causing it or even if this issue is related to the issue I had with not being able to do surgery...
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: stigma on July 08, 2017, 03:59:50 PM
Cleaningarea is really nice and works well.

Great being able to seperate areas you should put out fires from where it should be clean. It's nice if your crops don't burn down - but trying to keep the cornfield clean ... literally cleaning dirt ... seems slightly insane.

The mod still has very poor feedback though. I thought for a long time it was broken or conflicting - it always has the red X, and it never shows any indication of what area is currently selected. Basically no user feedback whatsoever. That could definitely be improved.

The ability to select multiple areas would also be nice - but not essential by any means since you can work around it pretty easy by having a zone that marks cleaning and nothing else.

Keep up the good work.
My OCD would kill me if I didn't have qualitybuilder. Can't imagine playing without that now :)

-Stigma
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: platypus on July 28, 2017, 07:05:41 PM
Does the Quality Surgeon mod allow you to manually order a doctor with lower skill to perform the surgery? I'm no longer able to manually order surgery with pawns other than the top doctor, the operate option simply doesn't show up when right clicking. I would prefer the option to manually order a different doctor to perform so I can train other doctors on the less risky surgeries.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Penitent Engine on August 07, 2017, 04:25:47 AM
Is caravanspot updated/still relevant? I haven't played since A13 but it seems like a mod that I would want if that functionality isn't in game.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Canute on August 07, 2017, 06:34:12 AM
Caravanspot is a A16 mod, the function is integrated in A17.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Penitent Engine on August 07, 2017, 07:20:05 AM
Thanks.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: faltonico on September 18, 2017, 03:15:20 AM
Cleaning Area is working like a charm.
Thanks a lot for it.
Really helps maintaining sanity.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Luckspeare on October 04, 2017, 05:11:26 PM
Quality Builder produces two errors for me:

(1) "OnLevelWasLoaded was found on ModInitializerComponent; This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed"

(2) "Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread."

I suspect these are cautionary and not a big deal, but I thought I would point them out in case it's helpful.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Nightinggale on October 11, 2017, 04:00:56 PM
I have a problem with CleaningArea. I select an animal area and rename it to Cleaning and set cleaning to that area. The colonists then go to clean that area, just as intended. Once there is no more dirt, they should ignore cleaning, but they don't. They figure that there is dirt in the home area, assigns themselves to clean that and moves like max 10%(often way less than that) of the way from the current tile to the next. Then it clears the task and the pawn jumps back to the center of the tile. Here it assigns itself to a new task, which happens to be clearing the dirt once again and this loops. This means the pawns suddenly starts jerking in place and everything starts to lag due to this being CPU heavy.

This happens both to colonists and prisoners in Prison Labor (https://ludeon.com/forums/index.php?topic=34465.0). The latter has another issue, which colonists could also encounter with Locks (https://ludeon.com/forums/index.php?topic=35913.0), which is that the pawn might not be able to reach the entire cleaning area. However it happens with colonists being able to access everything, meaning it's not just a question of access. Still I can't rule out a conflict between mods.

It's an awesome mod and I really like it, but what is happening here is just game breaking.

I tried removing CleaningArea, but that broke the UI. I added it again (in the same location!) and the game could load. I then removed all cleaning duties from all pawns, saved, removed mod and loaded. Now the game works and the prisoners can figure out to not clean if the prison is clean even though other places are dirty. It's no longer CPU heavy, but I'm back to the original issue of colonists cleaning the entire home area, including the grow zones. Removing those from home means they are also removed from fire fighting.
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Kori on October 16, 2017, 02:54:02 PM
Quote from: Nightinggale on October 11, 2017, 04:00:56 PM
I have a problem with CleaningArea. I select an animal area and rename it to Cleaning and set cleaning to that area. The colonists then go to clean that area, just as intended. Once there is no more dirt, they should ignore cleaning, but they don't. They figure that there is dirt in the home area, assigns themselves to clean that and moves like max 10%(often way less than that) of the way from the current tile to the next. Then it clears the task and the pawn jumps back to the center of the tile. Here it assigns itself to a new task, which happens to be clearing the dirt once again and this loops. This means the pawns suddenly starts jerking in place and everything starts to lag due to this being CPU heavy.

This happens both to colonists and prisoners in Prison Labor (https://ludeon.com/forums/index.php?topic=34465.0). The latter has another issue, which colonists could also encounter with Locks (https://ludeon.com/forums/index.php?topic=35913.0), which is that the pawn might not be able to reach the entire cleaning area. However it happens with colonists being able to access everything, meaning it's not just a question of access. Still I can't rule out a conflict between mods.

It's an awesome mod and I really like it, but what is happening here is just game breaking.

I tried removing CleaningArea, but that broke the UI. I added it again (in the same location!) and the game could load. I then removed all cleaning duties from all pawns, saved, removed mod and loaded. Now the game works and the prisoners can figure out to not clean if the prison is clean even though other places are dirty. It's no longer CPU heavy, but I'm back to the original issue of colonists cleaning the entire home area, including the grow zones. Removing those from home means they are also removed from fire fighting.

I have the very same problem, it's definitely an incompatibility between Cleaning Area and one of the new features of Prison Labor since 0.8, probably the prison labor area. Before 0.8, both mods were working fine together.

I also tried to temporarily disable Cleaning Area and it broke my UI, so thanks for your solution, I will try that.
I hope both mods will be compatible again soon, I really like the Cleaning Area feature!
Title: Re: [A17] Hatti's Modlist (Updated 25.05.2017)
Post by: Kori on October 22, 2017, 05:11:06 PM
Quote from: platypus on July 28, 2017, 07:05:41 PM
Does the Quality Surgeon mod allow you to manually order a doctor with lower skill to perform the surgery? I'm no longer able to manually order surgery with pawns other than the top doctor, the operate option simply doesn't show up when right clicking. I would prefer the option to manually order a different doctor to perform so I can train other doctors on the less risky surgeries.

+1
The option to manually order a doctor to perform a surgery would be very useful!
Title: Re: [A18][A17] Hatti's Modlist (Updated 25.10.2017)
Post by: Hatti on October 25, 2017, 02:04:56 PM
First mods updated! Have fun with them in A18.

For QualitySurgeron: The option to force to do operation will be added for sure!
Title: Re: [A18][A17] Hatti's Modlist (Updated 25.10.2017)
Post by: PGMP1979 on October 31, 2017, 10:13:05 AM
Thansk a lot for the early A18 updates, testing and testing ;D
Title: Re: [A18][A17] Hatti's Modlist (Updated 25.10.2017)
Post by: Awe on November 06, 2017, 01:49:43 PM
Thanks.
Title: Re: [A18][A17] Hatti's Modlist (Updated 25.10.2017)
Post by: Rock5 on November 17, 2017, 12:37:14 AM
Please update CleaningArea for A18.

This has always been a problem. I can't believe a separate cleaning zone hasn't been added to vanilla yet.
Title: Re: [B18] Hatti's Modlist (Updated 20.11.2017)
Post by: Hatti on November 20, 2017, 04:44:27 PM
Updated first mods to B18.
QualitySurgeron and CleaningArea will follow of course, as soon as i fixed them
Title: Re: [B18] Hatti's Modlist (Updated 20.11.2017)
Post by: frenchiveruti on November 22, 2017, 04:34:39 PM
Quote from: Hatti on November 20, 2017, 04:44:27 PM
Updated first mods to B18.
QualitySurgeron and CleaningArea will follow of course, as soon as i fixed them
yay! Can't wait for them, those are the last few I need for jumping onto B18
Title: Re: [B18] Hatti's Modlist (Updated 20.11.2017)
Post by: frenchiveruti on November 23, 2017, 05:39:34 PM
I think there's a bug with QualityBuilder as there's no options in the mod options menu.
I recall being able to set the default quality setting for builds.
Title: Re: [B18] Hatti's Modlist (Updated 20.11.2017)
Post by: Hatti on November 26, 2017, 10:27:55 AM
Quote from: frenchiveruti on November 23, 2017, 05:39:34 PM
I think there's a bug with QualityBuilder as there's no options in the mod options menu.
I recall being able to set the default quality setting for builds.

Its not a bug, its a feature:) No really, i was planning to add default quality to the mod menu, but in a bit more complex way (map specific) and some other stuff. I just dont have time ATM to do it.

in the meantime, CleaningArea and QualitySurgeron have been updated to B18!
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: kaptain_kavern on November 26, 2017, 10:43:17 AM
Quote from: Hatti on November 26, 2017, 10:27:55 AM
in the meantime, CleaningArea and QualitySurgeron have been updated to B18!

Thank you!
Title: Re: [B18] Hatti's Modlist (Updated 20.11.2017)
Post by: frenchiveruti on November 26, 2017, 01:22:51 PM
Quote from: Hatti on November 26, 2017, 10:27:55 AM
Quote from: frenchiveruti on November 23, 2017, 05:39:34 PM
I think there's a bug with QualityBuilder as there's no options in the mod options menu.
I recall being able to set the default quality setting for builds.

Its not a bug, its a feature:) No really, i was planning to add default quality to the mod menu, but in a bit more complex way (map specific) and some other stuff. I just dont have time ATM to do it.

in the meantime, CleaningArea and QualitySurgeron have been updated to B18!
I just lost a colony so the fact that both Cleaning Area and QS are for B18 are great news!
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Rock5 on November 26, 2017, 07:03:45 PM
Great news on the CleaningArea update. That was one of the mods I refused to start a game without. QualitySurgoen sounds good too. I'll add that as well.
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Layd on November 29, 2017, 03:00:11 PM
QualityBuilder V 0.18.3 displays an error in log:
Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.
Verse.Log:Warning(String)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: TryB4Buy on December 07, 2017, 03:03:13 PM
Can I request the caravan spot be done next?
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: kaptain_kavern on December 07, 2017, 03:16:31 PM
It is in vanilla now  ;D
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: BlackSmokeDMax on December 07, 2017, 05:28:15 PM
Quote from: TryB4Buy on December 07, 2017, 03:03:13 PM
Can I request the caravan spot be done next?

As Kaptain mentioned, that is in vanilla. Unless you actually mean "Trading Spot"?

Caravan Spot ==> where your caravan gets loaded.
Trading Spot ==> where visiting traders center their wandering around. If you are looking for this one: https://ludeon.com/forums/index.php?topic=33669.0
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: TryB4Buy on December 23, 2017, 06:54:56 PM
Yes, trading spot. Thank you.
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: lux3y on January 12, 2018, 03:39:18 AM
Is it possible to let Quality Surgeon mod ignore Scythers, nobody (except my main doc) does the operational tasks on them to remove the blades and shut them down, unless i disable this mod then all my wanderer guys go in and do the job, i don't understand why this mod is doing that, the surgery stuff that it does is nice, just wish it would fully ignore scythers tho because if i don't manually prioritize it my doc never gets around to doing that (as it seems a low priority task) or i have to keep disabling the mod when i get a big scyther raid. It also seems to be part of the "wardening" skill i noticed wich i find even more confusing. Hope u can sort that minor issue out.
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: SpaceDorf on January 12, 2018, 05:02:05 AM
since removing scyther blades has a chance of failure, I would prefer if my best worker could do it. Though the checked skill is crafting.

What I would really prefer is a way to haul/rescue downed Mechanoids to my base,
so the Operator doesn't need to walk across the map several times.
Also this way I could remove the blades under a roof and not have them lying in the rain for a week.
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Harry_Dicks on January 12, 2018, 11:44:47 AM
Quote from: SpaceDorf on January 12, 2018, 05:02:05 AM
since removing scyther blades has a chance of failure, I would prefer if my best worker could do it. Though the checked skill is crafting.

What I would really prefer is a way to haul/rescue downed Mechanoids to my base,
so the Operator doesn't need to walk across the map several times.
Also this way I could remove the blades under a roof and not have them lying in the rain for a week.

Agree completely. Always thought it was a bit silly having to watch your pawn have to go all the way across the map to perform the operation. Let's bring the downed scythers back to our high tech, CLEAN laboratory to remove those blades!
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: BlackSmokeDMax on January 12, 2018, 03:51:21 PM
Quote from: SpaceDorf on January 12, 2018, 05:02:05 AM
since removing scyther blades has a chance of failure, I would prefer if my best worker could do it. Though the checked skill is crafting.

What I would really prefer is a way to haul/rescue downed Mechanoids to my base,
so the Operator doesn't need to walk across the map several times.
Also this way I could remove the blades under a roof and not have them lying in the rain for a week.

Wonder if allowing "rescuing" them could be the way to do this. Rescue them to a new "live mech spot", then go ahead and do the operations.
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Harry_Dicks on January 12, 2018, 04:06:27 PM
Quote from: BlackSmokeDMax on January 12, 2018, 03:51:21 PM
Quote from: SpaceDorf on January 12, 2018, 05:02:05 AM
since removing scyther blades has a chance of failure, I would prefer if my best worker could do it. Though the checked skill is crafting.

What I would really prefer is a way to haul/rescue downed Mechanoids to my base,
so the Operator doesn't need to walk across the map several times.
Also this way I could remove the blades under a roof and not have them lying in the rain for a week.

Wonder if allowing "rescuing" them could be the way to do this. Rescue them to a new "live mech spot", then go ahead and do the operations.

Oh you mean my corpse freezer, attached to the meat locker freezer and autopsy/organ harvesting/bionics recovery room? :P But yes, I would like to bring them to there, and perform the operation at base.
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Ruisuki on February 13, 2018, 12:18:55 AM
for allow deadman apparel im not seeing it as a filter in my stockpile. Should it go before or after Killface's storage search agency in the modlist? Ive added it very low but dont see it
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: BlackSmokeDMax on February 13, 2018, 04:45:53 AM
Quote from: Ruisuki on February 13, 2018, 12:18:55 AM
for allow deadman apparel im not seeing it as a filter in my stockpile. Should it go before or after Killface's storage search agency in the modlist? Ive added it very low but dont see it

I put it before storage search and it works without any issues. You didn't accidentally grab Hatti's mod that removes deadman's did you?
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Ruisuki on February 13, 2018, 02:46:23 PM
Quote from: BlackSmokeDMax on February 13, 2018, 04:45:53 AM
Quote from: Ruisuki on February 13, 2018, 12:18:55 AM
for allow deadman apparel im not seeing it as a filter in my stockpile. Should it go before or after Killface's storage search agency in the modlist? Ive added it very low but dont see it

I put it before storage search and it works without any issues. You didn't accidentally grab Hatti's mod that removes deadman's did you?
no i didnt get deadmansapparel only allowdeadman mod from here. Ill try moving it above storage search agency
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Skafsgaard on April 21, 2018, 11:42:52 AM
Hi Hatti!
I've been enjoying a bunch of your mods. Excellent work. :)

Sadly, I've run into quite a huge bug, that seems to be caused by your CleaningArea - I can't say if it's a compatibility issue or not, however.

So, the bug:
Suddenly, when my pawns go into my hospital, or are right outside of it, they'll stop doing anything. Their current activity is just set to "Standing". Every second or so, they'll kind of "bump", like try to move to a new tile, but then just stop in place. When they bump, it says for a split second their current activity is "Cleaning dirt". This only seems to happen in or near my hospital. The only way I can get them out is to draft them and move them some distance away from my hospital, or manually assign them a task with the right click menu.

I couldn't load my save without your mod when I tried, but if I drafted them all, quit, disabled the mod and then loaded my save again, I was able to load without your mod. I'm sad to see it go, however.

This is my log file: https://gist.github.com/HugsLibRecordKeeper/dc1bbb8d33f27066d7175d36d0d73243

I believe it has to do with this error in the log, that you'll see many multiples of, and the log is just from a game I had loaded for a few seconds:
Amanda started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_18388079)) , (Clean (Job_18388081)) , (Clean (Job_18388082)) , (Clean (Job_18388083)) , (Clean (Job_18388084)) , (Clean (Job_18388085)) , (Clean (Job_18388086)) , (Clean (Job_18388087)) , (Clean (Job_18388088)) , and (Clean (Job_18388089)) lastJobGiver=RimWorld.JobGiver_Work, curJob.def=Clean, curDriver=CleaningArea.JobDriver_CleanFilth_CleaningArea

I've since started another colony, and figured I'd give the mod another go. I've just run into the exact same issue now. Here's the logfile for that game: https://git.io/vpYKY
This time it didn't happen in or near my hospital, but rather just a normal bedroom.

I hope you might be able to fix it, as I really find your mod very useful! :)

Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Kori on April 21, 2018, 01:22:27 PM
Could be an incompatible mod like Prison Labor.
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Skafsgaard on April 22, 2018, 04:30:47 PM
I don't have Prison Labor installed. You can check my modlist in the log. I don't believe there should be any conflicts, but what do I know. There's none that I could imagine would conflict, and I've been careful to read mod descriptions, taking note of any compatibility issues they might have listed.

Thanks, though. :)
Title: Re: [B18] Hatti's Modlist (Updated 26.11.2017)
Post by: Arky on May 01, 2018, 07:36:05 AM
I knew that some people have same problem ! Very thanks !
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: Hatti on June 18, 2018, 12:25:23 PM
Updated qualitybuilder for 1.0! More mods will follow
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: tonsrd on June 18, 2018, 02:56:45 PM
Quote from: Hatti on June 18, 2018, 12:25:23 PM
Updated qualitybuilder for 1.0! More mods will follow

did trade spot in b18 change ?> I remember in 16-17 where friendlies would gather on my trade spot ( by only have one trade spot on the map at one time it meant I could move my re-inforcements around )

in b18 im not able to do this-im using harder factions so friendlies are needed more is it possible for b18-1.0 to make friendless move to trade spot in next patch of mod ??
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: CraigDeVonne on June 21, 2018, 02:09:42 PM
For QualityBuilder the version at the top (the header) says B18, is that a mistake? Did you mean for it to say 1.0?
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: Anni on June 26, 2018, 10:41:34 AM
Quote from: CraigDeVonne on June 21, 2018, 02:09:42 PM
For QualityBuilder the version at the top (the header) says B18, is that a mistake? Did you mean for it to say 1.0?

Yes. When you load it in the mods list it comes up at 1.0
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: Son_Of_Diablo on July 11, 2018, 05:16:50 AM
First of all I just want to say that I absolutely love your mods!
So useful!

But, there is one mod I miss, that you made for B16, DisableableArt.
I know you said on the Steam page that you made it it fix a bug that has later been fixed in vanilla, but it's pretty useful if you place art in rooms to pretty them up, but don't want your pawns to look at them for joy (example being a sculpture in a bedroom, so you don't get disturbed sleep debuffs).

Is there any chance that you would revive the mod?
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: XeoNovaDan on July 11, 2018, 05:54:26 AM
Quote from: Son_Of_Diablo on July 11, 2018, 05:16:50 AM
...

From what I've gathered, that functionality is basically vanilla now, so there's no need for Hatti to update that.
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: Son_Of_Diablo on July 11, 2018, 05:58:44 AM
Quote from: XeoNovaDan on July 11, 2018, 05:54:26 AM
Quote from: Son_Of_Diablo on July 11, 2018, 05:16:50 AM
...

From what I've gathered, that functionality is basically vanilla now, so there's no need for Hatti to update that.

Is that new to 1.0?
Because in 0.18 I can't find that option anywhere what so ever.. I might just be blind though, that happens now and again.
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: XeoNovaDan on July 11, 2018, 06:47:04 AM
1.0, and it always happens.
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: Son_Of_Diablo on July 11, 2018, 06:58:32 AM
Quote from: XeoNovaDan on July 11, 2018, 06:47:04 AM
1.0, and it always happens.

Ahh thanks man, I haven't checked out 1.0 yet and haven't gotten around to read the change log.
But happy to hear that, that is now in vanilla!  :D
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: qurffe on July 21, 2018, 01:10:21 PM
Quality Builder got broken in the latest patch. Furniture than can have quality shows no icons at all (no option to Deconstruct/Install/Set Quality etc.).
On loading the game:

Exception spawning loaded thing PlantPot777882: System.MissingFieldException: Field 'Verse.ThingDef.isFrame' not found.
  at Verse.ThingWithComps.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x0002a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:231
  at Verse.Building.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00020] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Building.cs:55
  at RimWorld.Building_PlantGrower.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_PlantGrower.cs:60
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, WipeMode wipeMode, Boolean respawningAfterLoad) [0x0027d] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:105
  at Verse.GenSpawn.SpawnBuildingAsPossible (Verse.Building building, Verse.Map map, Boolean respawningAfterLoad) [0x0013c] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:184
  at Verse.Map.FinalizeLoading () [0x00181] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:443
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.Map:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:447)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:478)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:39)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)


When i tried to spawn and then click on bed with no other mods enabled:

Root level exception in OnGUI(): System.MissingFieldException: Field 'Verse.ThingDef.isFrame' not found.
  at Verse.ThingWithComps.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x0002a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:231
  at Verse.Building.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00020] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Building.cs:55
  at RimWorld.Building_Bed.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_Bed.cs:278
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, WipeMode wipeMode, Boolean respawningAfterLoad) [0x0027d] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:105
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x000b7] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Build.cs:286
  at Verse.DesignatorManager.ProcessInputEvents () [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Designator\DesignatorManager.cs:71
  at RimWorld.MapInterface.HandleMapClicks () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:147
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00176] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:105
  at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)

System.MissingFieldException: Field 'Verse.ThingDef.isFrame' not found.
  at Verse.ThingWithComps+<GetGizmos>c__Iterator1.MoveNext () [0x000b8] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:390
  at Verse.Building+<GetGizmos>c__Iterator0.MoveNext () [0x00096] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Building.cs:273
  at RimWorld.Building_Bed+<GetGizmos>c__Iterator1.MoveNext () [0x00096] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_Bed.cs:336
  at System.Collections.Generic.List`1[Verse.Gizmo].AddEnumerable (IEnumerable`1 enumerable) [0x0001a] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128
  at System.Collections.Generic.List`1[Verse.Gizmo].AddRange (IEnumerable`1 collection) [0x00020] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:142
  at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable`1 selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x0004e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:240
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1, Gizmo&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:291)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:94)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:70)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: Asteru on July 22, 2018, 03:19:52 AM
I guess this is a testament to how good of a mod quality builder is,  Because I decided to play 1.0 for the first time in a week and found that the mod wasnt working after a patch. Instead of just doing it manually, I decided, forget it, and moved back to another game until the mod is updated. So I wanted to say thanks for the long time support of this mod that I've now realized Is a requirement for me to play rimworld
Now.
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: KittenRaee on July 22, 2018, 08:38:57 AM
Hey Quality Bulder broke with latest 1.0 release. When you click on any furniture/blueprint, all options vanish and keybindings (eg. [C] for cancel and
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: EgotisticalElf on July 24, 2018, 05:33:57 PM
ya, they removed / renamed a field. a bunch of mods broke with it. If you remove QualityBuilder, you'll get those options back.

I couldn't find the source, so I couldn't fix it, even for my local copy.
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: Ruisuki on July 24, 2018, 11:51:10 PM
why not patch cleaning area with prison labor?
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: Hatti on July 30, 2018, 07:08:07 PM
Qualitybuilder is updated and working again!
QualitySurgeron is updated as well for 1.0.0. I wasn´t able to reproduce the stonecutting bug which was mentioned on steam. If its happen, any help would be appreciated:)
CleaningArea is updated as well for 1.0.0. If Prison labor is done for 1.0.0, i will add compability due to public demand:)
And all other mods too. Also fixed typos on mod page.


Quote from: Son_Of_Diablo on July 11, 2018, 05:16:50 AM
But, there is one mod I miss, that you made for B16, DisableableArt.
Is there any chance that you would revive the mod?

As said, its in vanilla now. My mod was way more fine-grained which is not needed for vanilla
Title: Re: [1.0] Hatti's Modlist (Updated 18.06.2018)
Post by: Kranzius on August 01, 2018, 02:30:54 AM
Quote from: Hatti on July 30, 2018, 07:08:07 PM
Qualitybuilder is updated and working again!

You´re great. Thank you.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: Hatti on August 10, 2018, 03:35:27 PM
New version of QualityBuilder available! Now with IMPLEMENTED mod settings

Check this out (https://ludeon.com/forums/index.php?topic=28678.msg289091#msg289091)
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: drd23 on August 11, 2018, 02:21:09 AM
I tried to add this to my current 0.19 colony as I loved using it in b19 but it threw pages and pages of errors very similar to the below as the colony was loading.  Once it was loaded I wasn't able to access my colony at all.  All I could see was the world screen
Could not resolve reference to object with loadID Thing_Human429194 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=(KilledMySpouse, moodPowerFactor=1, age=0) curPathRelToParent=
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:58)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\LoadedObjectDirectory.cs:94)
Verse.CrossRefHandler:TakeResolvedRef(String, IExposable) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:102)
Verse.CrossRefHandler:TakeResolvedRef(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:114)
Verse.Scribe_References:Look(Pawn&, String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_References.cs:78)
RimWorld.Thought_Memory:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\Thoughts\Thought_Memory.cs:70)
RimWorld.Thought_MemorySocial:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Thought\Thoughts\Thought_MemorySocial.cs:37)
Verse.CrossRefHandler:ResolveAllCrossReferences() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:84)
Verse.ScribeLoader:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeLoader.cs:126)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:471)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:39)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 58)

FWIW Rimworld Conflict Checker says it has 2 "core conflicts", one each with Misc. Map Generator and Fluffy's Medical tab
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: Hatti on August 11, 2018, 04:30:50 AM
mh did you changed any other mods too? unfortunatly there is no real info about the mod (if any) which is causing problems. Maybe its those conflict mods you said. Havnt used those
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: superresistant on August 11, 2018, 07:55:16 AM

QualityBuilder V 1.0.4 crash the game. Took me an hour to figure out.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: MisterVertigo on August 11, 2018, 09:59:36 AM
I'm having trouble with QualityBuilder as well. As soon as I finish choosing my colonists and go to start the game, it gives an error that it cannot create the world. It works fine if I disable QualityBuilder. Here are my logs:

https://git.io/fN5RW

I love this mod, so I hope that helps. Thank you!
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: Hatti on August 11, 2018, 11:48:35 AM
Quote from: MisterVertigo on August 11, 2018, 09:59:36 AM
I'm having trouble with QualityBuilder as well. As soon as I finish choosing my colonists and go to start the game, it gives an error that it cannot create the world. It works fine if I disable QualityBuilder. Here are my logs:

https://git.io/fN5RW

I love this mod, so I hope that helps. Thank you!

Thank you for the log! It really helped. Fixed version is uploaded. Please let me know if its working:)
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: MisterVertigo on August 11, 2018, 05:20:31 PM
Quote from: Hatti on August 11, 2018, 11:48:35 AM
Thank you for the log! It really helped. Fixed version is uploaded. Please let me know if its working:)
No more crashes! Thank you for the quick response!
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: BlackSmokeDMax on August 11, 2018, 08:37:40 PM
Hatti,

I see you have "AllowDeadMansApparel" updated for 1.0(B19). Is there something in your mod different than what vanilla now contains?
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: drd23 on August 12, 2018, 07:32:51 AM
Whatever you changed in the update to QualityBuilder fixed my issue too fwiw.  Thanks very much
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: Hatti on August 12, 2018, 08:30:50 AM
Quote from: BlackSmokeDMax on August 11, 2018, 08:37:40 PM
Hatti,

I see you have "AllowDeadMansApparel" updated for 1.0(B19). Is there something in your mod different than what vanilla now contains?

Is this filter finally in vanilla now? I havnt changed anything on the mod besides the version number...
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: ChippedChap on August 12, 2018, 08:48:33 AM
For Cleaning Area, if there's nothing left to clean in the cleaning area will pawns start cleaning things in the home area?
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: BlackSmokeDMax on August 12, 2018, 09:27:21 AM
Quote from: Hatti on August 12, 2018, 08:30:50 AM
Quote from: BlackSmokeDMax on August 11, 2018, 08:37:40 PM
Hatti,

I see you have "AllowDeadMansApparel" updated for 1.0(B19). Is there something in your mod different than what vanilla now contains?

Is this filter finally in vanilla now? I havnt changed anything on the mod besides the version number...

Yes. With the unstable version Tynan included filters so that there are three full sets:

Rotten
Fresh

Tainted
Non-tainted

Smeltable
Non-Smeltable

So, I'm fairly sure if yours is not doing anything else you can retire that one.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: Hatti on August 12, 2018, 09:55:41 AM
Quote from: BlackSmokeDMax on August 12, 2018, 09:27:21 AM
Quote from: Hatti on August 12, 2018, 08:30:50 AM
Quote from: BlackSmokeDMax on August 11, 2018, 08:37:40 PM
Hatti,

I see you have "AllowDeadMansApparel" updated for 1.0(B19). Is there something in your mod different than what vanilla now contains?

Is this filter finally in vanilla now? I havnt changed anything on the mod besides the version number...

Yes. With the unstable version Tynan included filters so that there are three full sets:

Rotten
Fresh

Tainted
Non-tainted

Smeltable
Non-Smeltable

So, I'm fairly sure if yours is not doing anything else you can retire that one.

Finally! Thanks for the info. Will retire that mod then.


Quote from: ChippedChap on August 12, 2018, 08:48:33 AM
For Cleaning Area, if there's nothing left to clean in the cleaning area will pawns start cleaning things in the home area?

No. If nothing is left to clean in the selected area, they are done cleaning
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: Canute on August 25, 2018, 06:01:08 AM
Selfea,
you are playing the unstable version, do you know what that means ?
Nearly daily new version, so new downloads. And some of these new version can break mods.
But you allways provide some useful information beside "it isn't working".
Please take a look at "How to report a mod bug"
https://ludeon.com/forums/index.php?topic=38291.0
and attach some error logs so the mod author got something he can look into.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: Selfea on August 27, 2018, 01:55:15 AM
Quote from: Canute on August 25, 2018, 06:01:08 AM
Selfea,
you are playing the unstable version, do you know what that means ?
Nearly daily new version, so new downloads. And some of these new version can break mods.
But you allways provide some useful information beside "it isn't working".
Please take a look at "How to report a mod bug"
https://ludeon.com/forums/index.php?topic=38291.0
and attach some error logs so the mod author got something he can look into.

Thanks for your completely unnecessarily sarcastic response. I've deleted my previous message - the main point of which was actually the broken Dropbox link; which now seems to be corrected.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: Canute on August 27, 2018, 03:15:09 AM
Sorry if i missunderstood you.
It wasn't clear that you just mention the download link and not the mod itself.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: ChiefBigFeather on August 28, 2018, 12:42:15 PM
Do quality surgeon/builder work with a19? Or are they unstable branch only? Thanks in advance!
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 10.08.2018)
Post by: Awe on August 30, 2018, 01:25:32 PM
Quality builder is working.
Title: Re: [B19] Hatti's Modlist, Home of QualityBuilder (Updated 31.08.2018)
Post by: Hatti on August 30, 2018, 07:12:26 PM
Updated links and mods to B19!
Title: Re: [B19] Hatti's Modlist, Home of QualityBuilder (Updated 31.08.2018)
Post by: spyderwebsc on August 31, 2018, 11:42:05 PM
RimWorld 0.19.2009

Get this yellow error in debug log:
Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.

This is with just HugsLib 5.0.2 and Quality Builder activated.

When I activate it with all of my mods I get even more errors similar to this unless QB is last in the mod order. Errors simillar to these:

Type Blur probably needs a StaticConstructorOnStartup attribute, because it has a field m_Material of type Material. All assets must be loaded in the main thread.

Type SectionLayer_BridgeProps probably needs a StaticConstructorOnStartup attribute, because it has a field PropsLoopMat of type Material. All assets must be loaded in the main thread.

Type CompPowerPlantSolar probably needs a StaticConstructorOnStartup attribute, because it has a field PowerPlantSolarBarFilledMat of type Material. All assets must be loaded in the main thread.

I get no errors at all with all of the mods I use as long as I don't activate your mod.
Title: Re: [B19] Hatti's Modlist, Home of QualityBuilder (Updated 31.08.2018)
Post by: Rock5 on September 03, 2018, 05:12:34 AM
Quality Builder needs it's own priority.
My best constructionist is also my best crafter. If I prioritize crafting then quality furniture never gets built while he's crafting. If I prioritize construction then that urgent piece of clothing or weapon doesn't get made while there is any construction to do.
Ideally I'd like to prioritize quality building first, then crafting (tailoring and smithing), then other constructions.

Is that possible?
Title: Re: [B19] Hatti's Modlist, Home of QualityBuilder (Updated 31.08.2018)
Post by: deliveryservice on September 04, 2018, 10:57:56 AM
I get this from Quality builder mod:
Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()


Title: Re: [B19] Hatti's Modlist, Home of QualityBuilder (Updated 31.08.2018)
Post by: xDahaka2012x on September 19, 2018, 09:49:37 AM
Hello, everyone!
I have the following problem: my colonists (each and every one) refuse to automatically cook bulk meals (I have VGP installed). Same also applies to bulk stonecutting. Even with every other work-type disabled, they would just start wandering. On the other hand, you can still force them to do bulk recipies but it's a bit too much of a hassle at this point. Also, preparing single recipies works just fine. I tried turning on devmode and what I got was this error, as soon as I undraft the assigned colonist (Aelina):
Exception in BreadthFirstTraverse: System.InvalidOperationException: Medical bill on non-pawn.
at QualitySurgeon.QualitySurgeon.GiverPawn (RimWorld.IBillGiver) <0x0011d>
at QualitySurgeon.QualitySurgeon.checkForDoc (Verse.Pawn,RimWorld.IBillGiver,Verse.RecipeDef) <0x00085>
at QualitySurgeon.QualitySurgeon.Postfix (Verse.AI.Job&,Verse.Pawn,Verse.Thing,bool) <0x00139>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.JobOnThing_Patch1 (object,Verse.Pawn,Verse.Thing,bool) <0x003bb>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region) <0x00320>
at Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x000f7>
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x00130>


Exception in BreadthFirstTraverse: System.InvalidOperationException: Medical bill on non-pawn.
at QualitySurgeon.QualitySurgeon.GiverPawn (RimWorld.IBillGiver) <0x0011d>
at QualitySurgeon.QualitySurgeon.checkForDoc (Verse.Pawn,RimWorld.IBillGiver,Verse.RecipeDef) <0x00085>
at QualitySurgeon.QualitySurgeon.Postfix (Verse.AI.Job&,Verse.Pawn,Verse.Thing,bool) <0x00139>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.JobOnThing_Patch1 (object,Verse.Pawn,Verse.Thing,bool) <0x003bb>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region) <0x00320>
at Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x000f7>
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x00130>


Aelina threw exception in WorkGiver DoBillsBulkCutStoneElec: System.InvalidOperationException: Medical bill on non-pawn.
at QualitySurgeon.QualitySurgeon.GiverPawn (RimWorld.IBillGiver) <0x0011d>
at QualitySurgeon.QualitySurgeon.checkForDoc (Verse.Pawn,RimWorld.IBillGiver,Verse.RecipeDef) <0x00085>
at QualitySurgeon.QualitySurgeon.Postfix (Verse.AI.Job&,Verse.Pawn,Verse.Thing,bool) <0x00139>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.JobOnThing_Patch1 (object,Verse.Pawn,Verse.Thing,bool) <0x003bb>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000fa>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x00214>
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x00505>
at ExpandedRoofing.ClosestThingReachableHelper.ClosestThingReachableWrapper (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x001a3>
at (wrapper dynamic-method) RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1 (object,Verse.Pawn,Verse.AI.JobIssueParams) <0x0131b>

Full log available here (https://gist.github.com/HugsLibRecordKeeper/41cb2af4a4dbd69d0ebe925a300d24d6).
I suppose the problem is with QualitySurgeon because after looking at the logs myself and disabling this mod everything fixes itself. Which is pity, because this mod saves me a lot of hassle.
Thank you for your time and consideration!
Title: Re: [B19] Hatti's Modlist, Home of QualityBuilder (Updated 31.08.2018)
Post by: bigheadzach on September 19, 2018, 09:56:02 AM
That's the same fix as I applied. QS does something weird with job scheduling and removing it cured a lot of weirdness for me. Fortunately the dev for it is aware so maybe we'll get a fix.

Has anyone determined if operation bills can be colonist-restricted with ImprovedWorkbenches? It would accomplish the same purpose.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 17.10.2018)
Post by: Hatti on October 17, 2018, 04:25:07 PM
QualityBuilder is ready for 1.0!
More mods will follow.. and a propper fix for QualitySurgeron
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 17.10.2018)
Post by: shadowstitch on October 26, 2018, 05:38:22 PM
I'm using Qualitybuilder for 1.0, and it's still doing that thing where, after defeating an enemy base/outpost and claiming the furniture, if you deconstruct a buildable furniture object, the object is automatically replaced with a Qualitybuilder blueprint of the same thing, awaiting reconstruction.

I don't know if this is strictly Qualitybuilder's fault, or some other mod interfering with it, but it's done it to me since at least b18.

And thank you so much for Deadmansclothing. Permanently tainted clothes is one of the dumber nonsense additions to Rimworld.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 17.10.2018)
Post by: Canute on October 27, 2018, 03:15:50 AM
I think this is more about the vanilla feature to rebuild destroyed structures at the home area.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 17.10.2018)
Post by: Ruisuki on November 01, 2018, 04:13:19 AM
hey hatti im aware you patched the problem with cleaning area and prison labor for 1.0 but does this also apply to b19 saves? if not is it safe to remove the mod mid save? I love CA but I have yet to try Prison labor so just want to know if I can
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 17.10.2018)
Post by: MisterVertigo on November 08, 2018, 01:51:41 PM
Does the currently posted version of Area Cleaner work with 1.0? It's one of the last mods I really miss from my earlier play throughs! Keep up the great work! I love your mods!
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 17.10.2018)
Post by: Tanelorn on November 13, 2018, 09:22:12 PM
Thank you Hatti for updating your mods. I'm eagerly anticipating Cleaning Area. It's a must-have and Tynan really should adopt it.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Hatti on November 21, 2018, 06:21:15 PM
QualityBuilder update! Look in the changelog on first post for detailed info!!

QualitySurgeron finally 1.0 and with bugfix for modded workbenches! Thanks for help and patients for all!

CleaningArea will follow, with PrisonLabor compablity. The current version is working for 1.0, but i cant say how combatible with mods. PrisonLabor is not.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: alset85 on November 21, 2018, 07:23:22 PM
About Cleaning Area, could you also make a Don't Clean Area that's still home zone? There's an old mod that did this but relied on CCL and was abandoned.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Hatti on November 21, 2018, 08:47:11 PM
Quote from: alset85 on November 21, 2018, 07:23:22 PM
About Cleaning Area, could you also make a Don't Clean Area that's still home zone? There's an old mod that did this but relied on CCL and was abandoned.

Mh you can right click on the little broom on the right bottom of the screen and select any area that should be cleaned. Why need a 'non clening' Homezone if you have it by selecting a other zone to clean?
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: crusader2010 on December 03, 2018, 04:34:34 PM
Hello. About QualityBuilder: any ideas why it doesn't take into consideration the pawn with the best construction skill?

Everyone is building everything regardless of the QB setting I choose. If it happens that the best builder builds it and the quality of the item is below the set level, only then does a deconstruct order appear on the item.

There are no errors in the log and all the mod options are set correctly. Does the load order matter regarding the mod StaticQuality+ for example? A while ago it was working properly and the only thing I did was to add the mods "DoorsCloseFastAgain", "Nature is beautiful" and remove "Mad Skills" (since it's already included in StaticQuality+). Any known incompatibilities with those mods?

Thanks


[attachment deleted due to age]
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Merudo on January 07, 2019, 06:14:08 PM
Regarding "QualityBuilder", I just got the following error when I started a secondary base:

Type _Designator_SkilledBuilder probably needs a StaticConstructorOnStartup attribute, because it has a field skilled of type Texture2D. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: EntityFramework on January 19, 2019, 02:23:10 PM
Hi hatti's. Would you by any chance provide the source code of CLeaning Area? Maybe uploading it into github? I would like to fork it to improve ir or integrate it to other mods..
THANKS!
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Son_Of_Diablo on August 02, 2019, 06:04:24 AM
Greetings Hatti,

I'm a huge fan of QualityBuilder and QualitySurgeon, but I was wondering if you would consider a mod (or an addition to QualityBuilder) that handled art?   
Mainly to have art be auto-deconstructed if it's of a lower quality than you have set the bill to be.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Ruisuki on August 28, 2019, 02:00:07 AM
Does quality builder need to be before anything? My colonists don't respect the tag and build irrespective of level. I have tried it at the top and bottom of the modlist. Any known incompatibilities?
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Canute on August 28, 2019, 02:32:00 AM
I never got problems with it so far. But when you use another mod that change the job for construction like maybe Survival tools (i didn't used it yet) i think it can happen that it interfere with it.
I notice too other mod's like Minions which can do constroctions too, don't follow quality build. Same for quests with Hospitality.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Ruisuki on August 28, 2019, 10:46:56 PM
Quote from: Canute on August 28, 2019, 02:32:00 AM
I never got problems with it so far. But when you use another mod that change the job for construction like maybe Survival tools (i didn't used it yet) i think it can happen that it interfere with it.
I notice too other mod's like Minions which can do constroctions too, don't follow quality build. Same for quests with Hospitality.
that must be it canute. I'll have to let xeo know maybe a fix is in the works
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Angelix on March 11, 2020, 05:32:40 AM
i miss Cleaning Area so much, can you update?
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: BlackSmokeDMax on March 12, 2020, 02:32:30 PM
Quote from: Angelix on March 11, 2020, 05:32:40 AM
i miss Cleaning Area so much, can you update?

It's updated on Steam if you want to grab it there.
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Angelix on March 12, 2020, 05:19:29 PM
Quote from: BlackSmokeDMax on March 12, 2020, 02:32:30 PMIt's updated on Steam if you want to grab it there.
not everyone own steam version. and not every steamworkshop mod can be downloaded by downloaders...
if you have access to it share pls
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Hatti on March 12, 2020, 07:30:31 PM
Will update the non steam mods on weekend
Title: Re: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)
Post by: Angelix on March 13, 2020, 04:18:14 AM
good news)
Title: Re: [1.1] Hatti's Modlist, Home of QualityBuilder (Updated 14.03.2020)
Post by: Hatti on March 14, 2020, 11:18:07 AM
Updated! Have fun!
Title: Re: [1.1] Hatti's Modlist, Home of QualityBuilder (Updated 14.03.2020)
Post by: KEBW1144 on March 29, 2020, 01:13:38 PM
Some Icons I did cause I was bored you can use em if you want.

Cheers!
Title: Re: [1.1] Hatti's Modlist, Home of QualityBuilder (Updated 14.03.2020)
Post by: KEBW1144 on March 29, 2020, 01:14:37 PM
The rest
Title: Re: [1.1] Hatti's Modlist, Home of QualityBuilder (Updated 14.03.2020)
Post by: Seiryuu on March 29, 2020, 04:50:03 PM
No "broom" icon for me..
Title: Re: [1.1] Hatti's Modlist, Home of QualityBuilder (Updated 14.03.2020)
Post by: KEBW1144 on March 30, 2020, 08:13:47 AM
Quote from: Seiryuu on March 29, 2020, 04:50:03 PM
No "broom" icon for me..

What do you need a broom icon for?
Title: Re: [1.1] Hatti's Modlist, Home of QualityBuilder (Updated 14.03.2020)
Post by: mohreb on February 28, 2021, 10:58:55 AM
Is there a 1.2 version (non steam) for Cleaning Area out?
Title: Re: [1.1] Hatti's Modlist, Home of QualityBuilder (Updated 14.03.2020)
Post by: Canute on February 28, 2021, 11:33:57 AM
Why you don't use the steam version ?
How to download workshop mod's as non-steam user  (https://ludeon.com/forums/index.php?topic=52498.0)
Title: Re: [1.3] Hatti's Modlist, Home of QualityBuilder (Updated 05.07.2021)
Post by: Hatti on July 05, 2021, 05:19:09 PM
Updated to 1.3
Title: Re: [1.3] Hatti's Modlist, Home of QualityBuilder (Updated 05.07.2021)
Post by: harpo99999 on July 05, 2021, 07:02:51 PM
the 1.2/3 quality builder goes to quality surgeon, is this correct?
Title: Re: [1.3] Hatti's Modlist, Home of QualityBuilder (Updated 05.07.2021)
Post by: Xgkkp on July 06, 2021, 06:48:35 AM
The update to CleaningArea seems to have completely broken on 1.2.3005. All pawns wander around idle, even with lots to do, and the icon has disappeared. Disabling CleaningArea, loading, then recruit/unrecruit seems to clear whatever state they have gotten stuck in.

(1.2.3005, on steam, long list of other mods)
Title: Re: [1.3] Hatti's Modlist, Home of QualityBuilder (Updated 05.07.2021)
Post by: Hatti on July 07, 2021, 04:07:50 PM
Dropbox link to QualityBuilder fixed and fixed CleaningArea for 1.2.
Messed up a folder there. Sorry
Title: Re: [1.3] Hatti's Modlist, Home of QualityBuilder (Updated 17.07.2021)
Post by: Hatti on July 17, 2021, 07:14:46 AM
Fixed CleaningArea missing ui bug after newest rim patch
Title: Re: [1.3] Hatti's Modlist, Home of QualityBuilder (Updated 17.07.2021)
Post by: gendalf on October 11, 2021, 10:34:18 AM
QualityBuilder is inconsistent, it was showing the icons on new game, but after a save reload the icons are gone and the mod setting in the mod options isn't affecting anything, it requires another reload to work, but the presets on queued jobs are gone, they set themselves to awful quality.

RimWorld 1.3.3117+Royalty+Ideology
Title: Re: [1.3] Hatti's Modlist, Home of QualityBuilder (Updated 17.07.2021)
Post by: gendalf on October 15, 2021, 09:21:32 AM
How to replace quality words with numbers? I remember it being the case in older versions.
Title: Re: [1.4] Hatti's Modlist, Home of QualityBuilder (Updated 21.10.2022)
Post by: Hatti on October 21, 2022, 10:27:56 AM
Updated QualityBuilder and CleaningArea for Rimworld 1.4!
Have fun with Biotech
Title: Re: [1.4] Hatti's Modlist, Home of QualityBuilder (Updated 21.10.2022)
Post by: sai05 on December 17, 2022, 02:03:48 PM
Quote from: Hatti on October 21, 2022, 10:27:56 AM
Updated QualityBuilder and CleaningArea for Rimworld 1.4!
Have fun with Biotech


Thanks alot