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RimWorld => Mods => Releases => Topic started by: MarvinKosh on February 12, 2017, 07:35:10 AM

Title: [1.0] Marvin's Stuff
Post by: MarvinKosh on February 12, 2017, 07:35:10 AM
Plans and progress of 1.0 mods (http://marvinkosh.omniloth.net/2018/10/19/plans-for-rimworld-1-0-mods/)

Newsletter

If you would like to be notified by e-mail when mods are updated, go to my site http://marvinkosh.omniloth.net/ and scroll down until you see the box for name and e-mail address. Fill them in and hit subscribe. This will be used only to keep you in the loop regarding mod updates. You can unsubscribe at any time by following the appropriate link in the e-mail.

Downloads

Steam Workshop (http://steamcommunity.com/profiles/76561198038074163/myworkshopfiles/?appid=294100)

1.0 Manual install links (http://marvinkosh.omniloth.net/my-rimworld-1-0-mods/)

Beta 19 Manual install links (http://marvinkosh.omniloth.net/my-rimworld-beta-19-mods/)

Beta 18 Manual install links (http://marvinkosh.omniloth.net/my-rimworld-beta-18-mods/)

Alpha 17 Manual install links (http://marvinkosh.omniloth.net/my-rimworld-alpha-17-mods/)

Alpha 16 Manual install links (http://marvinkosh.omniloth.net/my-rimworld-alpha-16-mods/)

If you would like to support me on Patreon, you can use this link: https://www.patreon.com/marvinkosh

Title: Marvin's Stuff - Mod descriptions in bullet points
Post by: MarvinKosh on February 12, 2017, 07:35:47 AM
Ambush Readiness Tweak



Blight Reloaded aka Screw the Rules - Have Food



Clear The Stockpiles



Combat Readiness Check



Difficulty Expansion: Higher difficulties are now more difficult, lower difficulties slightly less difficult.



Hunting Restriction



Less Annoying UI Sounds



Less Construction Failure



Less Incident Trolling



Less Outdoor Cleaning: Colonists will skip cleaning some outdoor tiles.
Limited Blight: Crop blight spreads from a point of origin and has a limited area of effect.
More Obvious Plague: Plague will become obvious after 10% severity.
Nerf The Overpowered Wool: Wool and camelhair provide less insulation, but also have less mass.



No Doomed Friendlies



No Doomed Newbies



Oiled Doors: Doors (manual and automatic) will make no sound when opening or closing.
Peaceful Fixes: Some vanilla events would fire on Peaceful difficulty and it didn't make sense. This mod fixes that.



Please Haul Perishables



Randy Fix



Silenced Tiny Bell: The bell which tells you when a minor mental break may occur is quieted.
Slower Onset Plague: Plague takes longer to kill (but is not obvious).



Sometimes Raids Go Wrong



This Might Take A While



Ugh You Got Me



We Can't Hold Any More Of That: When you're running out of room for certain items, you'll know about it.
We're All Out Of That: When there's a lack of resources to build something, now you'll know about it.
Weed Cutter: Get rid of chokevine without ruining your grass.
Title: Re: [A16] [Modlist] Marvin's Stuff
Post by: joaonunes on February 12, 2017, 08:08:33 AM
Please check the link for the steam page, it has "%22http//" instead of "http://" so it won't open properly
Title: Re: [A16] [Modlist] Marvin's Stuff
Post by: MarvinKosh on February 12, 2017, 08:18:22 AM
Got it, thanks.
Title: Re: [A16] [Modlist] Marvin's Stuff
Post by: MarvinKosh on February 16, 2017, 11:34:28 AM
v1.0.3 of Less Outdoor Cleaning was uploaded. Download link remains the same.

- Rock rubble (really any kind of filth which doesn't wash with rain but isn't produced by terrain) can now be cleared from terrain which produced filth.
Title: Re: [A16] [Modlist] Marvin's Stuff
Post by: SpaceDorf on February 22, 2017, 11:16:08 AM
Wow .. you just upped my modcount by a dozen ..

What does clear stockpiles do exactly ? The description is a bit lacking.

Title: Re: [A16] [Modlist] Marvin's Stuff
Post by: MarvinKosh on February 22, 2017, 05:23:26 PM
It's for your kitchen, butchering and other work areas where you have items dropped on the floor. It keeps any stockpiles clear of items which do not belong. You can paint a stockpile which doesn't accept any items on the floor of a work area to make sure dropped items are hauled out of there.

I've amended the description accordingly. :)
Title: Re: [A16] [Modlist] Marvin's Stuff
Post by: SpaceDorf on February 22, 2017, 05:46:16 PM
Thank you :)

The about description was usefull enough, so I am allready using the mod :)

Great work, all of them ;)

I use them all, except Less Incident ( it's for puny weakling, and preA14 :) )
Door and Bell Noise ..
Title: Re: [A17] Marvin's Stuff
Post by: MarvinKosh on November 08, 2017, 01:18:08 AM
I've updated the top post. I won't be keeping a list of updated mods here any more, but you can see the up-to-date listing using the provided links.

Please check my Twitter (https://twitter.com/marvinkosh) or look on the RimWorld Discord (https://ludeon.com/forums/index.php?topic=27941.0) for pre-releases of Alpha 18 unstable mods.
Title: Re: [A17] Marvin's Stuff
Post by: MarvinKosh on November 08, 2017, 12:58:45 PM
Testing notes

While testing Combat Readiness Check with the most recent A18 unstable, I've observed that the equipment used by raiders doesn't improve too dramatically compared to tribals.

I've captured an autopistol and a revolver, neither of them in great condition, and it's been relatively easy to not just fend off the raiders but also make sure that their escape is cut off.

Obviously, difficulty setting will alter your experience, but so far my tribals seem to have had a fair match.
Title: Re: [A17] Marvin's Stuff
Post by: justhaze on November 08, 2017, 04:59:27 PM
hey marv,
testing your UghYouGotMe mod right now... sounds like just what i want from the description, so thanks for that! =)

ps: also rly interested for the clear stockpiles 18 update
Title: Re: [A17] Marvin's Stuff
Post by: MarvinKosh on November 08, 2017, 06:38:23 PM
I tried doing Clear the Stockpiles for A17 but it didn't work. Hopefully with a new approach I can get it to work, but that'll take some time.
Title: Re: [A17] Marvin's Stuff
Post by: MarvinKosh on November 12, 2017, 12:03:32 AM
Got a pre-release version of Hunting Restriction for A18 out for testing. As usual with pre-releases, look for it on the RimWorld Discord or on my Twitter (https://twitter.com/marvinkosh).
Title: Re: [A17] Marvin's Stuff
Post by: lperkins2 on November 12, 2017, 10:43:47 PM
If it wouldn't be too hard to do, adding a short delay to the warg spawning from sometimes raids go wrong might not be a bad idea.  While it is somewhat amusing to see the space age raiders in power armour with fully automatic weapons get torn to bits, it seems a bit unreasonable.  Even having the wargs spawn 5-10 tiles away would make a big difference, since it would mostly prevent the raiders from grenading themselves 2 seconds into the fight. 

Even spawning 10 tiles away wouldn't usually save the raiders, but it would slightly decrease the 'hey free stuff!' factor of the mod.
Title: Re: [A17] Marvin's Stuff
Post by: MarvinKosh on November 13, 2017, 03:44:01 PM
It's possible. I'm planning to add some more things to the mod anyway.
Title: Re: [A17] Marvin's Stuff
Post by: MarvinKosh on November 17, 2017, 08:46:59 AM
I've got a pre-release version of a new mod called Less Often Drug Binges for A18. Check Twitter (https://twitter.com/marvinkosh) or Discord.
Title: Re: [A17] Marvin's Stuff
Post by: MarvinKosh on November 18, 2017, 04:03:47 AM
Hey guys,

I'm working on (Steam Workshop) thumbnails for mods this morning. It's not difficult, just time-consuming. :)
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on November 18, 2017, 06:07:25 AM
I've uploaded the following B18 mods to Steam Workshop:

Combat Readiness Check
http://steamcommunity.com/sharedfiles/filedetails/?id=1204144826

Hunting Restriction
http://steamcommunity.com/sharedfiles/filedetails/?id=1204146321

Less Annoying UI Sounds
http://steamcommunity.com/sharedfiles/filedetails/?id=1204147343

Nerf The Overpowered Wool
http://steamcommunity.com/sharedfiles/filedetails/?id=1204148499

Snow Clearance Sanity
http://steamcommunity.com/sharedfiles/filedetails/?id=1204152399

Ugh You Got Me
http://steamcommunity.com/sharedfiles/filedetails/?id=1204155882

Other mods (and direct download links) will follow as time permits. :)
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on November 20, 2017, 03:15:33 AM
Please Haul Perishables is now in testing. No pre-release for it yet, as I've only had a few hours with it (so there may be bugs and things that I didn't anticipate) but I didn't do much, just a recompile.
Title: Re: [B18] Marvin's Stuff
Post by: SpaceDorf on November 20, 2017, 03:29:17 AM
Patiently waiting for the none steam download.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on November 20, 2017, 05:57:02 AM
Okay. I added the recent batch of six mods to my site.
Title: Re: [B18] Marvin's Stuff
Post by: SpaceDorf on November 20, 2017, 06:56:30 AM
Thank you.

I can report, that every link works.  ;D
Title: Re: [B18] Marvin's Stuff
Post by: Tsunamy on November 20, 2017, 08:49:33 PM
Really hope to see the Cleaning mod from A16 updated finally. I used CleaningArea in A17 and while that was okay, I didn't really like the extra micromanagement.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on November 20, 2017, 09:46:09 PM
I'm starting to think I should take on an apprentice, what with all the requests. :)

I'll try and look into it.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on November 23, 2017, 02:41:46 PM
Got a new mod called Weed Cutter out for testing. As usual, see Twitter (https://twitter.com/marvinkosh) or Discord.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 01, 2017, 03:37:37 PM
Been working on Sometimes Raids Go Wrong today.

I've changed the wargs to random manhunters that are native to the map's current biome. Wargs are still used if there isn't a suitable native manhunter.

I've added two new random things to go wrong. One is working, the other one sort of works but isn't quite there yet. I have an idea for at least a couple more things so I'm going to keep plugging away at it. :)
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 03, 2017, 03:05:59 PM
(https://i.imgur.com/lRi3TP0.jpg)

Here's a prerelease version of Sometimes Raids Go Wrong for B18. Feel free to play around with it.

Changes from A17:
- Raiders can be attacked by a variety of manhunters depending on your current biome, not just wargs.
- New thing that can go wrong. Meteorite swarm falls randomly near the raiders.
- New thing that can go wrong. Raiders enter the map on fire and are pursued by a centipede.
- Mod settings. Alter the minimum and maximum possible rolls of the dice. Default 1 to 20, rolls of 1 to 4 actually do something. You can set the minimum and maximum to the same value to test a particular thing that goes wrong.
- Known issue: Raiders coming in by drop pods are not currently affected by a roll of 3 or 4.

In the latest version I've also improved search speed for impact spots for multiple meteors.

Download from Dropbox: https://www.dropbox.com/s/01x491a3a3a3smi/MarvsSometimesRaidsGoWrong114_TEST.zip?dl=0
Title: Re: [B18] Marvin's Stuff
Post by: gearsofcandy on December 03, 2017, 03:27:02 PM
Yes!
It's been updated, I've seriously missed this mod.

Thanks Marvin
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 03, 2017, 04:03:33 PM
Just keep in mind, there's more stuff potentially going into it. :)
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 04, 2017, 07:49:03 PM
Ready for use

Weed Cutter
Adds an order which cuts plants that slow down your colonists, without cutting absolutely everything.

https://www.dropbox.com/s/obnn54247eipgc0/MarvsWeedCutter101.zip?dl=0

More testing required

Less Often Drug Binges
Colonists with the chemical fascination/interest traits will go on drug binges less often, and drug binges are much shorter.

https://www.dropbox.com/s/xtgqeiqgcfvb9jc/MarvsLessOftenDrugBinges.zip?dl=0

Pre-release

Solar Apocalypse & Rogue Planet
Is it getting hot or is it just me? Two permanent game conditions that slowly decrease or increase the temperature to extremes.

https://www.dropbox.com/s/0d2o5igz0wu8zsc/MarvsDisasters108_TEST.zip?dl=0
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 06, 2017, 09:32:27 AM
I've released a bugfixed Hunting Restriction on Workshop and over on my site.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 08, 2017, 03:05:22 PM
I added a little bit to the top post regarding my newsletter for mod updates. This is only very useful if you prefer the direct download versions of the mods, as you will usually always get updates on Steam Workshop.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 09, 2017, 02:12:45 AM
Sometimes Raids Go Wrong
B18 pre-release
v1.2.0 "Dammit Jim I'm a doctor not a miracle worker" update

v1.1.5:

- Raiders that are on fire can be pursued by one or more mechanoids instead of just one.

v1.2.0:
- Raiders no longer suffer instant ageing, but instead suffer a quickly-progressing disease which causes ageing
- Rapid ageing is a disease which can be tended several times a day. Good tends can arrest the ageing process long enough to allow immunity to stop the disease for good.
- Rapid ageing causes Alzheimer's to onset and progress much faster than normal.
- Rapid ageing can cause all the usual chronic conditions that normal ageing can.
- The stages of rapid ageing have thoughts to go with them.
- Known issue: Hair doesn't go grey.

Download from Dropbox: https://www.dropbox.com/s/9il6vg5w14r7c6z/MarvsSometimesRaidsGoWrong120_TEST.zip?dl=0
Title: Re: [B18] Marvin's Stuff
Post by: SpaceDorf on December 10, 2017, 07:30:25 PM
I write it here and in the Rimslaves thread :

I have the combination of Rimslaves, Planet of the Apes ( Monkey Island  ;D ) some few other mods,
and sometimes raids go wrong by MarvinKosh.

What Happened is :
I let a  Refugee Ape joine my Colony.
He was chased by dothraki raiders and a single one turned up to raid.
then the alarm sounded and another one turned up .. and another one, and then a scyther,
a dothraki on fire, a short snouted bear of one of the animal mods ..
and it did not stop ..
every second another raid was triggered ..

==== EDIT ====

I deactivated sometimes raids go wrong and still got following debug messages :

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentWorker_Raid.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 10, 2017, 08:07:50 PM
Well, definitely seems like a mod conflict to me. I don't think it's with RimSlaves or Planet of the Apes though.
Title: Re: [B18] Marvin's Stuff
Post by: SpaceDorf on December 10, 2017, 10:52:36 PM
I actually think it is a bug in RimSLaves, since the Dothraki are defined as Animals and Faction .. which  may have unforseen consequences when generating a raid based on the "fleeing pawn" event.

I reloaded with "raids go wrong" dectivated and the infinite raids continued.
Title: Re: [B18] Marvin's Stuff
Post by: wwWraith on December 11, 2017, 12:28:56 AM
I remember probably the same problem with "infinite raids" while played A17, it most likely was caused by Jecrell's H.P. Lovecraft Storyteller (https://ludeon.com/forums/index.php?topic=26078.msg347502#msg347502). The possible workaround was to switch storyteller briefly at such events.

Also, is it possible to expand Weed Cutter's functionality: cut only fully grown trees, harvest only fully grown plants and cut everything that gives cover (ideally with configurable tresholds)? I know the first task can be accomplished with Colony Manager, but it may be more convenient to do manually. And the last task would be very useful for managing defenses.
Title: Re: [B18] Marvin's Stuff
Post by: SpaceDorf on December 11, 2017, 02:32:44 AM
I have no additional story-tellers installed.
Only Randy.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 11, 2017, 11:46:23 AM
Also, is it possible to expand Weed Cutter's functionality: cut only fully grown trees, harvest only fully grown plants and cut everything that gives cover (ideally with configurable tresholds)? I know the first task can be accomplished with Colony Manager, but it may be more convenient to do manually. And the last task would be very useful for managing defenses.

Honestly, if you're looking to cut full-grown trees only, it's easier to plant your own in a growing zone. It means a lot less time spent carrying logs from far away.

I can add more functionality to mods, but it'll take time.
Title: Re: [B18] Marvin's Stuff
Post by: wwWraith on December 11, 2017, 12:09:48 PM
I think it would be useful in early game, when you often need to get maximum harvested resourses asap, especially with hard starts.
Title: Re: [B18] Marvin's Stuff
Post by: BlackSmokeDMax on December 11, 2017, 12:53:59 PM
I think it would be useful in early game, when you often need to get maximum harvested resourses asap, especially with hard starts.

What I do when I want all plants harvested in an area, but only at full growth is make the entire area a grow zone. then set that grow zone to NOT "Allow Sowing." With this setup your pawns will automatically harvest any plant/tree at full growth within the grow zone. Of course that will be the "Growing" workgiver and not the "Plant Cutting" workgiver at that point due to them being full grown automatically harvested items.
Title: Re: [B18] Marvin's Stuff
Post by: wwWraith on December 11, 2017, 02:58:14 PM
What I do when I want all plants harvested in an area, but only at full growth is make the entire area a grow zone. then set that grow zone to NOT "Allow Sowing." With this setup your pawns will automatically harvest any plant/tree at full growth within the grow zone. Of course that will be the "Growing" workgiver and not the "Plant Cutting" workgiver at that point due to them being full grown automatically harvested items.
Thanks, I forgot about this method :) But it has some disadvantages, it's hard to choose which plants do you want to harvest, e.g. when you want to get berries for starving colonists not wasting the time on cotton/healroot/trees...

Also one more suggestion: cutting only blighted plants. Because it may be annoying to check every single plant manually when blight's overlay sometimes is not very visible.
Title: Re: [B18] Marvin's Stuff
Post by: BlackSmokeDMax on December 11, 2017, 03:20:53 PM
What I do when I want all plants harvested in an area, but only at full growth is make the entire area a grow zone. then set that grow zone to NOT "Allow Sowing." With this setup your pawns will automatically harvest any plant/tree at full growth within the grow zone. Of course that will be the "Growing" workgiver and not the "Plant Cutting" workgiver at that point due to them being full grown automatically harvested items.
Thanks, I forgot about this method :) But it has some disadvantages, it's hard to choose which plants do you want to harvest, e.g. when you want to get berries for starving colonists not wasting the time on cotton/healroot/trees...

Also one more suggestion: cutting only blighted plants. Because it may be annoying to check every single plant manually when blight's overlay sometimes is not very visible.

Good points. I wonder if the "Allow Tool" mod will quickly allow you to select all blighted plants. If not, probably would be an excellent suggestion for that mod if it's possible.
Title: Re: [B18] Marvin's Stuff
Post by: bigheadzach on December 12, 2017, 09:04:07 AM
I wonder if the "Allow Tool" mod will quickly allow you to select all blighted plants. If not, probably would be an excellent suggestion for that mod if it's possible.

As much as I would love to see that added to Allow Tool, I wonder if part of the intended challenge of dealing with blight is the searching for signs of it, much like the real-world crisis would entail. It almost feels like that it's part of the challenge, especially for plants where the green blends in.

Compared to other Allow Tool niceties like "mine the entire vein" and "pick up every item of this kind", which both seem to be straightforward visually.

But I'd still love to see the option.
Title: Re: [B18] Marvin's Stuff
Post by: frenchiveruti on December 12, 2017, 09:11:54 AM
Thanks marv for your mods!
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 12, 2017, 09:44:06 AM
You're welcome. :)

I've got a couple of things I'm going to add to Sometimes Raids Go Wrong and then hopefully it'll get a proper release for B18.
Title: Re: [B18] Marvin's Stuff
Post by: BlackSmokeDMax on December 12, 2017, 10:05:25 AM
I wonder if the "Allow Tool" mod will quickly allow you to select all blighted plants. If not, probably would be an excellent suggestion for that mod if it's possible.

As much as I would love to see that added to Allow Tool, I wonder if part of the intended challenge of dealing with blight is the searching for signs of it, much like the real-world crisis would entail. It almost feels like that it's part of the challenge, especially for plants where the green blends in.

Compared to other Allow Tool niceties like "mine the entire vein" and "pick up every item of this kind", which both seem to be straightforward visually.

But I'd still love to see the option.

Hmm. Yeah, I may agree with you. Will have to think on that for a bit.
Title: Re: [B18] Marvin's Stuff
Post by: wwWraith on December 12, 2017, 11:34:06 AM
I wonder if the "Allow Tool" mod will quickly allow you to select all blighted plants. If not, probably would be an excellent suggestion for that mod if it's possible.

As much as I would love to see that added to Allow Tool, I wonder if part of the intended challenge of dealing with blight is the searching for signs of it, much like the real-world crisis would entail. It almost feels like that it's part of the challenge, especially for plants where the green blends in.

Compared to other Allow Tool niceties like "mine the entire vein" and "pick up every item of this kind", which both seem to be straightforward visually.

But I'd still love to see the option.
If someone wants such challenge, they can simply not use that function. I personally think about it in a way that it's my colonists who have Grower skill, not me, and it's their challenge to search for blight. Like I don't have to be a sharpshooter irl and to manually aim my colonists' weapons.

The reason I think this mod may be more appropriate for suggested functions is because I think AllowTool is oriented more on "big" scale (like "find all steel") while WeedCutter deals with specific parameter ("find plants only with movement reduction cost"), probably providing a good base to implement other checks more easily.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 12, 2017, 10:26:14 PM
Hunting Restriction updated today to v1.1.9 "No dancing in the ring of fire."

- Hunters that kill a boomalope or boomrat will not collect the corpse.
- You can check a box in the mod settings menu so that they do corpse collection despite risk of conflagrating.
Title: Re: [B18] Marvin's Stuff
Post by: Canute on December 13, 2017, 04:35:16 AM
Quote
- Hunters that kill a boomalope or boomrat will not collect the corpse.
Can't you improve the handling, so the hunter extinguish the fire to reach the corpse ?
When i mark a boom-animal for hunting i want the corpse mosttimes, and not to cause forestfires.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 13, 2017, 10:57:57 AM
Sure. Give me a team of C# programmers and testers and we'll figure it out. ;)

I did give it a try, but apparently it isn't quite as easy as I thought.

In the meantime, why not get the Extinguisher mod and have a drafted pawn following the hunter, ready to douse the flames? Or, hunt boomalopes only when it's raining.
Title: Re: [B18] Marvin's Stuff
Post by: Canute on December 13, 2017, 11:32:42 AM
Or these extinquisher belt.
Title: Re: [B18] Marvin's Stuff
Post by: frenchiveruti on December 13, 2017, 01:45:39 PM
Hey Marv will you add ModSync Ninja to your mods? https://ludeon.com/forums/index.php?topic=34447.0;topicseen
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 13, 2017, 02:22:23 PM
I would, but the system is only as good as its weakest link. That would be me remembering to update ModSync.xml and manually sync it on the ModSync Ninja website. Other modders would have a much easier time because they use Github, which is a way of automating the process.

Why don't I use Github? I've never figured out how to use it for mod releases, and I already have a system which works.
Title: Re: [B18] Marvin's Stuff
Post by: frenchiveruti on December 13, 2017, 02:41:45 PM
I would, but the system is only as good as its weakest link. That would be me remembering to update ModSync.xml and manually sync it on the ModSync Ninja website. Other modders would have a much easier time because they use Github, which is a way of automating the process.

Why don't I use Github? I've never figured out how to use it for mod releases, and I already have a system which works.

If I'm honest with you, Github even allows you to keep everything updated without even opening a web browser, just a folder in your PC, and a simple command.
There's a lot of tutorials on how to get even "basically" going, and the release tags are very useful both for you and the user.
But it's ok! I wish you had ModSync to make that mod and yours better, the more modders are into it, more people will use it, and as more people use it, more modders will join it!

Also: https://ludeon.com/forums/index.php?topic=34447.msg384963#msg384963
Title: Re: [B18] Marvin's Stuff
Post by: ajaviide on December 31, 2017, 01:16:11 PM
Hello i wanted to ask about Combat Readiness Check mod before starting new colony.
I lastly played in A16 and had a mod made for personal use, with difficult setting of extreme exept raids, raids where medium difficulty. It was perfect for me, i still  got all mental brakes, slower crops and stuff like that, but raids where smaller so i didnt had to build killboxes. Does this mod have similar effect ? And how much can you feel the effect if you play on extereme difficulty?

Im mostly enjoy survival aspects of the game currently, starting with 1 pawn with nothing and using mods like seeds please and tribal stuff. So raids get too large if caravan dies on my map or i accumulate to much food etc. Was looking for a mod to fix that because i dont enjoy other buffs(expet smaller raids) of lower difficulties .

cheers
sry my english is bad.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on December 31, 2017, 08:19:46 PM
Combat Readiness Check alters the scaling of raids so that most types of item wealth are excluded from the calculation, and also takes into account the reduced capacities of your pawns caused by injuries.

Weapons and armour available to your colonists are considered in the calculation.

You can adjust some of the factors used in the calculation by opening the mod settings menu for Combat Readiness Check.
Title: Re: [B18] Marvin's Stuff
Post by: Modo44 on January 06, 2018, 12:22:16 AM
Rapid aging seems to affect literally every raid I get. Either there's a bug, or the chance is waaay too high. It makes it next to impossible to recruit raiders, which breaks colony progression.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 06, 2018, 05:00:08 AM
Did you set the minimum and maximum roll to 1 in the settings? 'cause that would do it.

Otherwise, the chance is 1 in 20.
Title: Re: [B18] Marvin's Stuff
Post by: ESKOR on January 06, 2018, 10:24:55 AM
Hi all guys!
First, many thanks for your mods!!
I wanted to ask you about "Combat Readiness Check". Your mod can be config in options, but, for i can do this, i need to understand how the game works; then:
- I want that for raiders attacks only count the logical for me, the MILITAR aspect. If i have a weapon, shield, animal train in attack, torrets... ok, it is logical that they count, ok, ok, BUT, if i build for example, a room with a, i dont know, a tailor workbench and a lamp, WHY this things count for the raiders attack, if this things NOTHING to do in a battle?? this is, is not a advantage for me if i have a room with a workbench or other no-militar thing, but the game count this.---> This forces me that, to improve my base, first have to improve the military aspect, because as i do not first, I am dead, because my base wealth grows a lot, in no-militar aspect, but they, the attacks raiders yes, grow in militar aspect. For me this is no normal, your mod can fix this(and how config in mod settings) ?  thanks, and sorry for my english.....

Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 06, 2018, 01:17:27 PM
By default, only 0.15% of building wealth is used with the mod installed. In vanilla, 0.55% is used. So that's less than a third of the usual value.

So for example, you would need to build eight wooden hand tailoring benches to generate one raid point.

The reason why the mod isn't specific about the sort of buildings is because it's taking a general measure of how established the colony is. But unless you have a lot of expensive buildings, you probably won't have to worry about it.

If you really don't want building wealth to count at all, replace 1500 with 0 next to 'points per million building wealth' in the mod settings.
Title: Re: [B18] Marvin's Stuff
Post by: wwWraith on January 06, 2018, 01:43:46 PM
if i build for example, a room with a, i dont know, a tailor workbench and a lamp, WHY this things count for the raiders attack, if this things NOTHING to do in a battle?? this is, is not a advantage for me if i have a room with a workbench or other no-militar thing, but the game count this.

I think the vanilla logic is decently realistic: if you have more wealth then more raiders will wish to come and steal it :)
Title: Re: [B18] Marvin's Stuff
Post by: Modo44 on January 06, 2018, 03:02:01 PM
Did you set the minimum and maximum roll to 1 in the settings? 'cause that would do it.
I didn't touch the settings. It's the default 1/20, but appears to be 1/1 in the raids I am getting.
Title: Re: [B18] Marvin's Stuff
Post by: ESKOR on January 06, 2018, 03:10:15 PM
By default, only 0.15% of building wealth is used with the mod installed. In vanilla, 0.55% is used. So that's less than a third of the usual value.

So for example, you would need to build eight wooden hand tailoring benches to generate one raid point.

The reason why the mod isn't specific about the sort of buildings is because it's taking a general measure of how established the colony is. But unless you have a lot of expensive buildings, you probably won't have to worry about it.

If you really don't want building wealth to count at all, replace 1500 with 0 next to 'points per million building wealth' in the mod settings.


AWESOME!!! Yes ok, i think 0.15% is a good value. Then, this mod for me is no important, is IMPRESCINDIBLE, and Ludeon should consider change his vanilla game with this wealth count system, because as this is now abusive i think. THANKS THANKS THANKS, and please, update this mod for future game updates pleaseeeeeeee
Title: Re: [B18] Marvin's Stuff
Post by: SpaceDorf on January 08, 2018, 03:15:36 AM
Hey Marvin, I was downloading all of your mods again and would like to suggest a QoL addition to your homepage.

Could you add the Date of your last update next to the link of the mod ?
This way I would know better which mods were updated lately and which weren't.

I have subscribed to the newsletter, but are not always willing to check my e-mails to recheck which mod was updated exactly.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 08, 2018, 04:57:05 AM
I'd love to, but the plugin I'm using for downloads isn't easy to mod. :/
Title: Re: [B18] Marvin's Stuff
Post by: SpaceDorf on January 08, 2018, 05:08:57 AM
That sucks.. but thanks for the answer.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 11, 2018, 10:51:04 AM
Hi guys.

So I'm aware that there is a site which distributes copy-pasta versions of my Steam Workshop mods.

Previously, this was a minor annoyance. I left a comment asking that they link to my site instead, they changed it, but only for that mod. Oh, fine. It's not like the user experience is really impaired, and if they want the most up-to-date version of my mod it's just a Google search away, right?

Fast-forward to today. All of my released mods are enrolled in ModSync. However, ModSync Ninja only works when the mod folder name is the same as the original. Whoever submits my mods to the site obviously doesn't care enough to make sure that the folder name is the same so that ModSync Ninja works, even though the ModSync.xml file is right there. Result: some people don't know if I fixed something, possibly they don't even think that the mod works with ModSync Ninja.

Realistically, there's not really much I can do about this. I could spend hours complaining about it, time which I could better put into mod development. All I can do is make you aware of the issue.
Title: Re: [B18] Marvin's Stuff
Post by: ridjack on January 19, 2018, 08:10:08 PM
Any word on 'Please Haul Perishables?'
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 19, 2018, 08:17:58 PM
See further down for the latest test version of Please Haul Perishables for B18.
Title: Re: [B18] Marvin's Stuff
Post by: ridjack on January 19, 2018, 11:09:54 PM
Amazing, thank you! I'll let you know if I run into any issues I can believably trace back to it.
Title: Re: [B18] Marvin's Stuff
Post by: wwWraith on January 20, 2018, 02:45:20 AM
Here's the latest test version of Please Haul Perishables for B18
If I remember correctly, earlier there was a setting for the threshold to leave the items with low hp left unhauled. I don't like this default behavior because with Mending I'd often prefer to get even tattered items to mend it later (maybe even prioritize them before items that won't deteriorate/spoil soon), so I'd like to see mod options for it.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 20, 2018, 03:03:32 AM
Nope, there never has been such a setting. Also, if the apparel is under a roof already, it will only be hauled by the default (low priority) hauling routine. If it isn't under a roof and you don't want it hauled, just forbid it, or set a minimum HP requirement on your apparel stockpile.
Title: Re: [B18] Marvin's Stuff
Post by: wwWraith on January 20, 2018, 03:56:36 AM
Oh, sorry, indeed it was in the Refactored Work Priorities (https://ludeon.com/forums/index.php?topic=26077) mod :)
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 21, 2018, 06:28:41 AM
Here's a new version of Please Haul Perishables for B18.

This one fixes an error that would occur when playing with the Biomes! mod.

https://www.dropbox.com/s/wayvy38xoc8hn59/MarvsPleaseHaulPerishables139_TEST.zip?dl=0
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 21, 2018, 08:23:00 AM
In case you haven't seen it already, Thet's doing a modded RimWorld Beta 18 series. One of the mods he's using is Sometimes Raids Go Wrong, so if you want to see his reaction to a raid going wrong you should check out episode 59 (https://www.youtube.com/watch?v=H4ff-WPvqcY) and 60 (https://www.youtube.com/watch?v=020lmK49-O0) in particular.
Title: Re: [B18] Marvin's Stuff
Post by: zaikman on January 24, 2018, 04:01:20 PM
Does the less annoying UI sounds not work with existing saves? At least that's the conclusion I've drawn after installing the mod
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 24, 2018, 04:20:47 PM
It should work just fine. There may be another mod conflicting.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 25, 2018, 03:41:34 PM
Hey guys,

Here's another test version of Please Haul Perishables, this time with Extended Storage support. Let me know how it performs.

Download from Dropbox: https://www.dropbox.com/s/zekeeqpkhfcdb08/MarvsPleaseHaulPerishables140_TEST.zip?dl=0
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 28, 2018, 10:44:44 PM
Just so you know, I've encountered the lag with the Extended Storage & Please Haul Perishables combo that I've been told about, but I haven't really got a reliable set of reproduction steps yet. Testing continues.
Title: Re: [B18] Marvin's Stuff
Post by: Canute on January 29, 2018, 03:57:11 AM
Curious, i use Extended storage nearly at all of my colonies and never encounter any lag about this.
Ok, i didn't used Please Haul Perishables much so far.
But maybe people forget the storages from "Extended storage" only got one input field, and one someone is allready hauling something to that spot it becomes locked.
When now 3-4 hauler try to haul the new raw potatos you just harvested to just 2-3 storages and don't have other stockpiles for them, i think that may cause the lag.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on January 29, 2018, 08:02:17 AM
Maybe, I don't know. That's why I'm still testing to find the cause. :)
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on April 20, 2018, 05:40:40 PM
Hey guys,

In case you haven't seen, I have a test version of Hunting Restriction for B18 which has options to enable melee hunting.

Download from Dropbox:

https://www.dropbox.com/s/i753j675yv9n6vu/MarvsHuntingRestriction121_TEST.zip?dl=0

v1.2.1 "Sod this shooting lark, I'm going in until I can see the whites of their eyes" test version.

- Adds melee hunting as an option (defaults to off for small, medium, big creatures).
- Adds predator hunting as an option (defaults to off, safer).

Known issues:
- You won't see a reason why melee hunting can't be done if ALL melee hunting is turned off.
- Even with hunting of predators enabled, hunters with ranged weapons will not attack sleeping predators. This is intended behaviour.
- The alert telling you that a hunter lacks a ranged weapon has not been changed and will still appear and incorrectly tell you that you can't hunt with melee.
- Melee hunters will continue to flee as usual if their combat mode is set to flee and the target animal starts fighting back. This may be what you want. If not, set their combat mode to fight.
Title: Re: [B18] Marvin's Stuff
Post by: Canute on April 21, 2018, 03:06:21 AM
Very nice mellee hunting ! :-)
Title: Re: [B18] Marvin's Stuff
Post by: Sarge on May 14, 2018, 06:43:00 AM
No B18 for Please Haul Perishables?

Say there is one... please? So much please. I might have a hissy-fit if I have to keep micromanaging my food into storage.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on May 14, 2018, 09:55:32 AM
Scroll up six or seven posts. :)

I haven't done an official B18 release of the mod because of some performance issues. I'm going to work on a slimmed-down version which doesn't do so many checks.
Title: Re: [B18] Marvin's Stuff
Post by: Sarge on May 14, 2018, 10:14:00 AM
Oooh tyvm. I feel a bit like a dumbass despite looking on your releases page.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on May 14, 2018, 11:50:04 AM
Don't worry about it.

The slimmed-down version is coming along nicely, about to test it.

One rookie mistake which I fixed is that originally, every cell in a stockpile is checked to see whether it is under a roof. Instead, I now just check to see if one cell is inside an enclosed room, because stockpiles are always contiguous and therefore in the same room, so it's a quicker check.

This does mean that if there is no room in indoor stockpiles, perishables will be hauled as general items instead even if there are roofed areas which would work, but that's a fair compromise.
Title: Re: [B18] Marvin's Stuff
Post by: Chaos17 on May 14, 2018, 12:05:35 PM
Hi,

I visited your website to download manually your mods but I didn't saw that one: "Please Haul Perishables"
Could you please upload it on your website too?
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on May 14, 2018, 01:11:55 PM
I have not done an official release of Please haul Perishables for B18. Only test versions are available. This one is the latest:

https://www.dropbox.com/s/93xuwalvndhedwb/MarvsPleaseHaulPerishables142_TEST.zip?dl=0

v1.4.2 disables some of the storage checks and improves efficiency by looking for indoor rooms rather than roofed cells. There are cases where a roofed area without any enclosing walls would be fine for storing perishables, but for the sake of improving performance, only indoor warehouses will be targets for perishables hauling.

Further performance improvements may follow in future test releases.

When I have a release which doesn't cause performance issues, then it will go on the website.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on May 21, 2018, 11:48:49 PM
Before I forget, there's a new test release of Hunting Restriction to fix a bug:

https://www.dropbox.com/s/kv9q4y23uliy39h/MarvsHuntingRestriction122_TEST.zip?dl=0

Changes:
- Hunters who take an order to hunt a predator (when hunting predators is enabled) will now change target if the predator goes to sleep in the time it takes for them to get there.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on May 25, 2018, 05:24:24 AM
Changelist for the v1.2.7 test version of Sometimes Raids Go Wrong.

I changed the Burning Man variant a bit.

I made a couple of minor alterations to Meteorite Swarm.

Rapid Ageing now has more stages, with the actual ageing only happening in the last and most extreme stage.

As for the classic Drop Pods Malfunction, when raider drop pods crash, instead of automatically being downed or dead, there's now also a chance for some injury (but not enough to down) or no injury at all.

I've also replaced the Weapon Breakage with something else. I think you might like it.
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on May 26, 2018, 12:44:18 PM
Here's the test version of Sometimes Raids Go Wrong. The change list is as above.

I recommend that you start a new game with this version of the mod installed.

https://www.dropbox.com/s/w03zfh97hrcp41c/MarvsSometimesRaidsGoWrong127_TEST.zip?dl=0
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on June 11, 2018, 02:47:08 PM
Here's a new test version of Sometimes Raids Go Wrong

v1.2.8 Changes
- Exempts Glitterworld Tanks from rapid ageing or getting drunk.

Download from Dropbox:
https://www.dropbox.com/s/huj3ok6ujkkzebn/MarvsSometimesRaidsGoWrong128_TEST.zip?dl=0
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on June 30, 2018, 03:45:55 AM
Here's a new test version of Less Often Drug Binges for B18.

v1.0.2 Changes
- Colonists with the chemical fascination or chemical interest traits will only have random drug binges when they are about to have a major or extreme break.

Download from Dropbox: https://www.dropbox.com/s/oazar7n680sn0pg/MarvsLessOftenDrugBinges102_TEST.zip?dl=0

Because of the nature of random drug binges, it will take me a while to confirm whether this works on my own. So if you find that it works, please let me know. Thanks!
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on July 15, 2018, 03:13:21 AM
Combat Readiness Check (B19)

v1.1.8 "I'm sure there won't be any problems" stable version

(http://marvinkosh.omniloth.net/wp-content/uploads/2018/09/Thumbnail-CombatReadinessCheck_b19.png)

Change log:
- Reworked the wealth curve a little bit. Because Combat Readiness omits a lot of the usual wealth sources (like that hoard of potatoes in your warehouse) it was generating 0 points for wealth a lot of the time using a vanilla-like curve.
- Added a debug toggle in mod settings so that you can see the building, armoury and colonist points before they get crunched. If these seem a little off, let me know. :)
- Wealth no longer includes weapons or apparel from passing ships. Whoops.
- The points cap is now 20000 for Merciless difficulty.
- Includes adaptation factors from difficulty.
- The points curve capped out a bit too quickly, meaning that the max was actually 3600 points before taking difficulty into consideration. Whoops.
- Uses points and wealth curves like vanilla, but takes longer to get to high values. Like vanilla, these curves flatten out completely at the end.
- There are new settings for the percentages of armour, weapon and building value that will be used, instead of points per million wealth.
- Weapons and armour are considered different wealth than buildings, so the wealth from both categories are looked up on the Combat Readiness wealth curve to get points values, then the points are added together later.
- Armour stored in a colonist's inventory will be counted.
- Just like in B18 and previous versions, the points from colonists are reduced when colonists have injuries or other effects which reduce their combat abilities (consciousness, manipulation, and sight).
- Like vanilla, the overall points are looked up on a points curve to get the final result. Combat Readiness has its own points curve.
- There is a setting for the percentage of animal combat power used in the calculation (vanilla is 9%)
- Only animals which have been trained in Release are counted in the points calculation.
- Ramp-up factor only affect points generated by colonists and animals.
- Like B18 and before, only wealth from armour, weapons and buildings count.
- Like vanilla, the wealth from various sources is halved for a caravan ambush.
- The criteria to decide whether armour is counted has changed, it is counted now if it has a high enough armour value vs sharp.
- Weapons stored in a colonist's inventory will be counted.

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1518256398
Marvin's Mods: http://marvinkosh.omniloth.net/my-rimworld-beta-19-mods/combat-readiness-check/

N.B. Does not work with Raid Limiter v3 (mods conflict, there can be only one).
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on August 01, 2018, 11:19:39 AM
Solar Apocalypse & Rogue Planet (B19)

v1.1.0 "I don't want to set the world on fire... okay maybe I do" test version
- The world map now reflects any changes in temperature due to permanent game conditions. Even ones not included in this mod. ;)
- This means that your caravan dudes can turn into flamesicles or popsicles accordingly. Please send your caravans out with the appropriate insulating gear.
- The 'solar flares stop happening as planet gets further away' feature is temporarily disabled but may return in a later version.

Bugs may happen, please report them.

Download from Dropbox: https://www.dropbox.com/s/fcd17sysjz2q7l3/MarvsDisasters110_TEST.zip?dl=1
Title: Re: [B18] Marvin's Stuff
Post by: MarvinKosh on August 06, 2018, 12:57:14 PM
Adaptation and Random Threat Point Multipliers Cap to One (B19)

v1.0.0 "I had to look up how to do xpath patching again" test version
- The adaptation multiplier caps out at 1 instead of 1.46
- Randy's random threat point multiplier range is 0.33 to 1 instead of 0.5 to 1.5

Please report bugs. Also, this little package will be included in the next version of Combat Readiness Check, so you won't need this if you have that.

Download from Dropbox: https://www.dropbox.com/s/sp2owfo0674gn6w/MarvsAdaptAndRandomToOne100_TEST.zip?dl=1
Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on September 02, 2018, 03:09:55 PM
Ugh You Got Me (B19)

v1.0.4 "I think you're missing an eye" stable version

Simple mod which aims to make social fighting a bit less grim.

Change log:
- Fights will not start if they would stop anyway due to injuries or pain.
- Freshly removed body parts are now checked.
- Whole body is now checked for injuries as well as the torso.
- Colonists who have a romantic relationship can stop fighting sooner than those who dont, hence the title.

Download from Marvin's Mods: http://marvinkosh.omniloth.net/my-rimworld-beta-19-mods/ugh-you-got-me/
Subscribe on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1501639052
Follow me on Twitter: https://twitter.com/marvinkosh
Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on September 15, 2018, 04:12:59 AM
Please Haul Perishables (B19)

The mod which aims to save all your raw food from rotting outside in the rain.

v1.4.3 "Beam the hay up, Scotty" test version

- Updated to B19, nothing new added.

Seems to work fine in testing, but bugs may still be present. Please let me know if there's any unusual behaviour!

Download from Dropbox: https://www.dropbox.com/s/bdu2f3ashrm33gp/MarvsPleaseHaulPerishables143_TEST.zip?dl=1
Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on September 20, 2018, 08:52:48 AM
By the way, I'm keeping an eye out for an null reference exception I saw yesterday when using Please Haul Perishables. Can't quite pin down where that's happening, so if anyone figures out a way of reproducing it that would be great. :)
Title: Re: [B19] Marvin's Stuff
Post by: Tsunamy on September 20, 2018, 04:39:10 PM
Aha, so this is where you've been hiding your mods. I was wondering why you only had a couple on Steam.
Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on September 20, 2018, 09:44:47 PM
I find it doesn't hurt to put up test versions here for a while before releasing on Steam.
Title: Re: [B19] Marvin's Stuff
Post by: Canute on September 21, 2018, 03:05:45 AM
Damn, and i though Steam user are public beta tester now we forum people ! :-))
Title: Re: [B19] Marvin's Stuff
Post by: Tenshi~Akari on September 21, 2018, 08:10:06 AM
By the way, I'm keeping an eye out for an null reference exception I saw yesterday when using Please Haul Perishables. Can't quite pin down where that's happening, so if anyone figures out a way of reproducing it that would be great. :)

You mean like this one?  :) I get this sometimes when I'm trying to use Reverse Commands on some of my production benches, vanilla and custom ones....

Code: [Select]
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at PleaseHaulPerishables.WorkGiver_HaulPerishables.ListPerishables (Verse.Pawn) <0x0026c>
at PleaseHaulPerishables.WorkGiver_HaulPerishables.PotentialWorkThingsGlobal (Verse.Pawn) <0x00024>
at RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders (Verse.IntVec3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool) <0x003ad>
at RimWorld.FloatMenuMakerMap.AddUndraftedOrders (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0036d>
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3,Verse.Pawn) <0x0031b>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x0019f>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x002a4>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on September 21, 2018, 08:23:56 AM
Yep, that's the one. Nice of it to give me something to work with. :P

ListPerishables has null checking, and so I'm not sure why it's throwing an NRE. But, it's possible that I've missed something.
Title: Re: [B19] Marvin's Stuff
Post by: rawrfisher on September 22, 2018, 04:54:02 PM
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
at CRC_Reintegrated.ArmouryUtility.GetColonistArmouryPoints (System.Collections.Generic.IEnumerable`1<Verse.Pawn>,RimWorld.IIncidentTarget,single&,single&) <0x00459>
at CRC_Reintegrated.MarvsStoryTellerUtility.CombatReadinessPoints (RimWorld.IIncidentTarget) <0x0006f>
at CRC_Reintegrated.MarvsStoryTellerUtility.Prefix (RimWorld.IIncidentTarget,single&) <0x00020>
at (wrapper dynamic-method) RimWorld.StorytellerUtility.DefaultThreatPointsNow_Patch1 (RimWorld.IIncidentTarget) <0x0005e>
at RimWorld.HistoryAutoRecorderWorker_ThreatPoints.PullRecord () <0x0004e>
at RimWorld.HistoryAutoRecorder.Tick () <0x00090>
at RimWorld.HistoryAutoRecorderGroup.Tick () <0x00048>
at RimWorld.History.HistoryTick () <0x00048>
at Verse.TickManager.DoSingleTick () <0x008e5>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

If you have some free time can you explain what this means?
Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on September 22, 2018, 05:51:48 PM
Going to need a full output log, not just the error, so that I can rule out mod conflicts.

But essentially the problem here is that a null value has been passed to something which expects a reference to a non-null object, hence 'Null Reference Exception.'
Title: Re: [B19] Marvin's Stuff
Post by: rawrfisher on September 22, 2018, 06:00:08 PM
Hmm I'll have to see if I can trigger it again unless you want the load order I'm working with currently.

Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on September 22, 2018, 06:23:05 PM
A normal log (load saved game and then exit) is fine.
Title: Re: [B19] Marvin's Stuff
Post by: rawrfisher on September 22, 2018, 06:29:56 PM
https://git.io/fAdQB

I wasnt sure if that error meant anything.
Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on September 22, 2018, 07:21:45 PM
Not sure where the problem is coming from. Just have to wait and see if a pattern emerges.
Title: Re: [1.0] Marvin's Stuff
Post by: MarvinKosh on September 27, 2018, 12:44:39 AM
Clear The Stockpiles (1.0)

v1.0.7 "You invalidated my father, prepare to die" stable version

This is a mod which prioritises unclogging stockpiles which are full of dropped items e.g. leather from a butchering table might clog up a nearby corpse stockpile.

Change log:
- Debug mode added in mod settings menu. For troubleshooting only.
- Optimised the search for a good dumping spot by excluding all cells from the haulable's current stockpile (which is where it does not belong).
- Fixed a bug introduced in v1.0.6 which meant that valid dumping spots would become invalid.
- Fixed a bug which would generate out of bounds locations and then try to find edifices there.
- In addition to avoiding positions next to doors as potential dumping spots, colonists will also avoid positions next to or on work tables e.g crafting spots, unless there's an adjacent stockpile which matches the thing they are dumping.
- Bugs fixed.
- You can configure how far away a colonist will look to find a matching stockpile.

Download from Marvin's Mods (direct download): http://marvinkosh.omniloth.net/mod/clear-the-stockpiles-r1/
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1542424055
Source: https://github.com/marvinkosh/clear-the-stockpiles
Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on September 29, 2018, 05:19:35 AM
Snow Clearance Sanity (B19)

v1.0.1 "Oh so that's what that flag does" stable version

This is a quality of life mod for those of you who choose to land in a snowy biome. It prioritises cleaning above clearing snow, and it also stops colonists from clearing snow when it is snowing heavily.

Change log:
- You can always prioritise clearing snow, even if it isn't ideal.

Download from Marvin's Mods: http://marvinkosh.omniloth.net/mod/snow-clearance-sanity-b19/
Subscribe on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1525557407
Follow me on Twitter: https://twitter.com/marvinkosh
Title: Re: [B19] Marvin's Stuff
Post by: MarvinKosh on October 15, 2018, 03:43:04 PM
Found a bug in Clear the Stockpiles. It's fixed in the latest version. If you downloaded from Marvin's Mods (my site) you'll need to download it again. See above for the link! :)
Title: Re: [1.0] Marvin's Stuff
Post by: MarvinKosh on October 18, 2018, 03:58:57 AM
Sometimes Raids Go Wrong (1.0)

v1.3.1 "Dead Mechanoids Chest" stable version

This is the mod which occasionally makes things go wrong for the raiders. From a rapid ageing disease to meteorites raining down from above, they're going to have a bad day.

Changelog:
- Fixed raid letter not being received when drop pod enemies die due to pod crashing and the arrival mode is random drop.
- Bugfixed mech raid chasing the raiders, they will definitely fight back now.
- The mod name and settings labels can now be translated.
- Added a debug mode (debug outputs for some things).
- Reorganised the code a bit.
- Rewrote some code for 1.0.
- Mechanoids chasing raiders are generated from the pool of mechanoid pawn groups (so mods which add new mechanoid pawn groups will work with the mod).
- Mechanoids chasing raiders don't have revolvers or inferno cannons forced on them.

Known issues:
- Malfunctioning drop pods don't explode on impact (not much I can do about it right now).

Want to see how the mod works? A have a video here where I show you what it does: https://www.twitch.tv/videos/328968618

Download from Marvin's Mods:
http://marvinkosh.omniloth.net/mod/sometimes-raids-go-wrong-r1/

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1551336515
Title: Re: [1.0] Marvin's Stuff
Post by: MarvinKosh on November 08, 2018, 02:22:46 PM
Disasters (1.0)

The mod which makes temperature-based permanent game conditions affect caravans on the world map. Adds three new game conditions: Solar Apocalypse, Rogue Planet, and Ice Age, and scenarios for each one. There are also a few item stash quests which your caravans can complete to get some loot.

v1.2.3 "There's pemmican in that nebula" test version

Changelog:
- Added specific item stash quests: Abandoned brewery, old lumber mill, abandoned food depot, abandoned drug lab.
- Seasons now change depending on how much the permanent game condition has affected the temperature. May not be accurate.
- Caravan route planner now accounts for movement difficulty due to winter (because of above fix).
- Fixed a bug in v1.1.9 which would double the world offset when only one permanent game condition is in effect.
- Added the Ice Age game condition.
- Added default scenarios for the Ice Age and Rogue Planet game conditions.
- Unlike the previous version (for B19), in which I wrote that world map reflects changes in world temperature, but didn't qualify it by saying that the change only really affects caravan members getting heatstroke or hypothermia, this one actually does make the appropriate changes to the world map. so now you can make a guess at what kind of insulation your caravan people will need.
- Average, minimum and maximum temperatures are affected by permanent game conditions (but, see Limitations below).
- Travel time can be affected by permanent game conditions.
- Ability for animals to graze is affected by permanent game conditions.
- Growing period - displayed when you click on a zone or look at the terrain info on the world map - is affected by permanent game conditions. Actual ability to grow was always affected by temperature, but now you have an estimate of how long your growing period might be.
- Temperature suitability (used to decide which animals traders bring with them to trade) takes permanent game conditions into account.

Limitations and known issues
- The game only accounts for the current temperature offset created by a game condition. It doesn't predict it in advance.
- The game doesn't apply game conditions until you land, so it may be colder or warmer than you expect. Ice Age starts out 15C colder than normal.

See the video overview here: https://www.twitch.tv/videos/333515754

Download from Dropbox: https://www.dropbox.com/s/ks5378ovv9e292w/MarvsDisasters123_TEST_R1.zip?dl=1
Title: Re: [1.0] Marvin's Stuff
Post by: MarvinKosh on November 12, 2018, 09:25:47 PM
Toxic World (1.0)

The mod which makes it dangerous to travel on the world map when the permanent Toxic Fallout game condition is active.

v0.1.8 "Bugs, bugs never change" test version

New stuff:
- Negative thoughts about being underground for extended periods during toxic fallout will actually be removed. This doesn't seem to be possible at the moment.

Old stuff:
- Default scenario 'The Shelter' added to the mod.
- Toxic buildup actually works for caravans on the world map.
- Toxic buildup will happen for caravans on the world map that are not paused at a location with the Caves feature, or lessened for caravans passing through caves.
- Added a new drug which can be taken to reduce toxic sensitivity (it is available by default when you unlock the Drug Lab). It has a potential adverse reaction which needs medical treatment.

Known issues:
- New drug doesn't appear in existing drug policies. It does appear when you start a new game, however.

Download from Dropbox: https://www.dropbox.com/s/csvahm3ravzkvxm/MarvsToxicWorld018_TEST_R1.zip?dl=1
Title: Re: [1.0] Marvin's Stuff
Post by: MarvinKosh on November 20, 2018, 02:01:46 AM
Please Haul Perishables (1.0)

This is the mod you want if your rice and other things aren't being hauled urgently enough to keep them from rotting away. You don't have to designate anything for hauling, it just works.

v1.5.2 "Destination null, who knew" stable version

Changelog:
- Improved room checking and null handling.
- Added Pick Up and Haul compatibility.
- The stack threshold to haul some things is decided by pawn capacity rather than just by the max stack size.
- Optimisations. The lists of things to haul are not generated as often, and are cached in memory.

Description:
Adds new WorkGivers for hauling, which prioritise hauling perishables or food over non-perishables. Items will be considered perishable if they would rot in less than a year or deteriorate to zero hitpoints in ten days or less.

Rain and water, which both cause higher deterioration rates, will be taken into account.

Perishable items will only be given priority for hauling if they are outside.

A check is made to see if the perishable has a large enough stack size. Things which have a maximum stack size of 1 (weapons and apparel for example) pass automatically. Other perishables must have a high enough stack count for that kind of item. The exact threshold depends on the hauler's current carrying capacity and the ideal carrying capacity for their race, but it only goes as high as 40. The perishable can still pass the check if there are other perishables of the same type nearby, or if it would deteriorate to zero hitpoints in ten days or less.

Food will also be hauled if it needs to go from low to high priority storage.

A new general hauling routine prefers valuable items like silver or big stacks of items for hauling, regardless of whether they are perishable or not. It will look at a square grid and a plus-shaped grid of cells to see if a big stack of the same type of item could be made. The normal general hauling routine picks up any leftovers.

New in this version, if Pick Up and Haul is active, the mod will use its hauling routine instead, but the order in which things will be hauled will still be decided by this mod.

Also, to improve performance, the lists of things to be hauled will be cached in memory and only updated when a certain number of in-game ticks have passed.

A debug mode exists and will give feedback when you right-click a haulable, so if it is not considered perishable or food or a big stack, that will show as a reason for not doing the job, in addition to still allowing you to manually prioritise hauling.

Download from Marvin's Mods (direct download): http://marvinkosh.omniloth.net/mod/please-haul-perishables-r1/
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1542424432