Mod name | Short description | Version | Download |
CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090) | Select a area where your pawns should clean | V 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 build | V 1.0.17 | Dropbox (https://www.dropbox.com/s/dyy8x1vyfiufui7/QualityBuilder.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=754637870) |
Mod name | Short description | Version | Download |
CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090) | Select a area where your pawns should clean | V 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 surgeries | V 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 build | V 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 pads | V 1.0.1 | Dropbox (https://www.dropbox.com/s/d129o9upcz07nkl/LongRangePodLauncher.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=819435604) |
Mod name | Short description | Version | Download |
CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090) | Select a area where your pawns should clean | V 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 surgeries | V 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 build | V 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" mark | V 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 pads | V 1.0.1 | Dropbox (https://www.dropbox.com/s/zzq9qz4kw4h5002/LongRangePodLauncher.rar?dl=0) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=819435604) |
Mod name | Short description | Version | Download |
QualitySurgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089) | Only the doctor with best surgery chance will perform surgeries | V 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 build | V 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" mark | V 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 pads | V 1.0.1 | Dropbox (https://www.dropbox.com/s/kyblfzwuk6k19dc/LongRangePodLauncher.rar) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=819435604) |
Mod name | Short description | Version | Download |
CleaningArea (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090) | Select a area where your pawns should clean | V 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 surgeries | V 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 build | V 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" mark | V 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 pads | V 1.0.1 | Dropbox (https://www.dropbox.com/s/zwsekh3973ynmeu/LongRangePodLauncher.rar) |
Mod name | Short description | Version | Download |
AllowDeadMansApparel (https://ludeon.com/forums/index.php?topic=28678.msg289088#msg289088) | New filter for stockpiles/workbenches to allow/deallow dead mans apparel | V 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 clean | V 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 surgeries | V 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 build | V 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" mark | V 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 pads | V 0.18.1 | Dropbox (https://www.dropbox.com/s/qwpt9yzz7gjypec/LongRangePodLauncher.rar) |
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
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()
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.Code SelectInvalid 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()
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.
Quote from: Wishmaster on December 28, 2016, 01:54:57 PMTrading spot is working for A16: https://ludeon.com/forums/index.php?topic=25579.msg259985#msg259985
Any news for an incoming trade caravan spot for A16 ?
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)
Quote from: Hatti on February 22, 2017, 09:15:04 PMSilly question:
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)
Quote from: Hatti on February 23, 2017, 01:09:36 PMI asked because it wasn't clear to me with the mod's post xD
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)
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)
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.
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.
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.
Quote from: Hatti on March 10, 2017, 08:33:45 AMI think you know something ¬¬
...
But A17 update will include something nice:)
Quote from: faltonico on March 10, 2017, 02:34:43 PM
I think you know something ¬¬
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.
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.
Quote from: SpaceDorf on March 14, 2017, 05:28:46 PM
Stupid question. whats N.V.A. ?
Quote(Updated 05.05.2017)
« Reply #40 on: May 02, 2017, 07:08:51 PM »
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 »
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.
Quote from: Hatti on May 20, 2017, 06:59:12 PMQuote 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?
Quote from: Hatti on May 02, 2017, 07:08:51 PM
Some mods are already available for the A17 development branch! have fun
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?
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),...
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.
Quote from: Hatti on May 25, 2017, 12:15:17 PM
All other mods got updated to A17 release version too! Have fun
Quote from: Love on May 25, 2017, 09:15:06 PM
Was the conflict with Smooth Stone Walls addressed?
Quote from: InsKill on June 21, 2017, 10:38:46 PM
Any chances Caravan Spot for A17?
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 :(
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.
Quote from: lorebot on July 03, 2017, 10:15:01 AMQuote 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?
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.
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.
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.
Quote from: Hatti on November 20, 2017, 04:44:27 PMyay! Can't wait for them, those are the last few I need for jumping onto B18
Updated first mods to B18.
QualitySurgeron and CleaningArea will follow of course, as soon as i fixed them
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.
Quote from: Hatti on November 26, 2017, 10:27:55 AM
in the meantime, CleaningArea and QualitySurgeron have been updated to B18!
Quote from: Hatti on November 26, 2017, 10:27:55 AMI just lost a colony so the fact that both Cleaning Area and QS are for B18 are great news!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!
Quote from: TryB4Buy on December 07, 2017, 03:03:13 PM
Can I request the caravan spot be done next?
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.
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.
Quote from: BlackSmokeDMax on January 12, 2018, 03:51:21 PMQuote 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.
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
Quote from: BlackSmokeDMax on February 13, 2018, 04:45:53 AMno i didnt get deadmansapparel only allowdeadman mod from here. Ill try moving it above storage search agencyQuote 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?
Quote from: Hatti on June 18, 2018, 12:25:23 PM
Updated qualitybuilder for 1.0! More mods will follow
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?
Quote from: Son_Of_Diablo on July 11, 2018, 05:16:50 AM
...
Quote from: XeoNovaDan on July 11, 2018, 05:54:26 AMQuote 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.
Quote from: XeoNovaDan on July 11, 2018, 06:47:04 AM
1.0, and it always happens.
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)
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)
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?
Quote from: Hatti on July 30, 2018, 07:08:07 PM
Qualitybuilder is updated and working again!
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)
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!
Quote from: Hatti on August 11, 2018, 11:48:35 AMNo more crashes! Thank you for the quick response!
Thank you for the log! It really helped. Fixed version is uploaded. Please let me know if its working:)
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?
Quote from: Hatti on August 12, 2018, 08:30:50 AMQuote 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...
Quote from: BlackSmokeDMax on August 12, 2018, 09:27:21 AMQuote from: Hatti on August 12, 2018, 08:30:50 AMQuote 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.
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?
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.
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()
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>
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.
Quote from: Canute on August 28, 2019, 02:32:00 AMthat must be it canute. I'll have to let xeo know maybe a fix is in the works
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.
Quote from: Angelix on March 11, 2020, 05:32:40 AM
i miss Cleaning Area so much, can you update?
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...
Quote from: Seiryuu on March 29, 2020, 04:50:03 PM
No "broom" icon for me..
Quote from: Hatti on October 21, 2022, 10:27:56 AM
Updated QualityBuilder and CleaningArea for Rimworld 1.4!
Have fun with Biotech