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RimWorld => Releases => Mods => Outdated => Topic started by: Wishmaster on February 20, 2017, 05:34:05 PM

Title: [1.0] Smarter Food Selection, Hydroponics with lamps and more...
Post by: Wishmaster on February 20, 2017, 05:34:05 PM
(https://i.imgur.com/EM3Gni2.png)



All mods require HugsLib.
Get HugsLib here (https://ludeon.com/forums/index.php?topic=28066.0)



If you like my mods, please consider to support me on Patreon (https://www.patreon.com/wishmaster_rimworld)
Or just pay me a coffee... (https://ko-fi.com/A8411U3G)

...and perhaps expect for more !














Stable 1.0
Smarter food selectionSteam      (http://steamcommunity.com/sharedfiles/filedetails/?id=887716138)Homepage / Download (https://github.com/juliencsharp/Smarter.food.selection)
Hydroponics with lampsSteam (http://steamcommunity.com/sharedfiles/filedetails/?id=943373441)Homepage / Download (https://github.com/juliencsharp/Hydroponics.with.lamps)
Beta 19
Self launching podsSteam (http://steamcommunity.com/sharedfiles/filedetails/?id=1169411104)Homepage / Download (https://github.com/juliencsharp/Self.Launching.Pods)
Too Many LeathersSteam (http://steamcommunity.com/sharedfiles/filedetails/?id=887718687)Homepage / Download (https://github.com/juliencsharp/Too.many.leathers)
Alpha 16
Smarter food selectionDownload (http://bit.ly/2mSnuLQ)   2017.03.20Allows you to assign food policies to your pawns (colonists, prisoners, pets). Sharply improves the food selection. Comes along with many cool other features.
MedivacSteam (https://steamcommunity.com/sharedfiles/filedetails/?id=887718932)Download (http://bit.ly/2iQUcKA)2017.01.22Allows you to put downed pawns into pods. Also optimizes medical beds selection.
Sync GrowthSteam (https://steamcommunity.com/sharedfiles/filedetails/?id=887719487)Download (http://bit.ly/2mKSIke)2017.02.20Helps your crops to become mature at the same time.
Reuse podsSteam (https://steamcommunity.com/sharedfiles/filedetails/?id=887719112)Download (http://bit.ly/2ipNI5a)2016.12.30Allows you to reuse your transport pods.
Too Many LeathersDownload (http://bit.ly/2lZfJ4u)2017.03.02Merges all identical leathers from different animals. Works with any mod.
Alpha 15
No thoughts for hostile prisoners      Download (http://bit.ly/2g8SBMf)2016.11.24   Negates all thoughts related to prisoners from a hostile faction (death, sold, executed, organ harvested).




(https://i.imgur.com/btvKsnx.png) (https://ludeon.com/forums/index.php?topic=30708.msg313430#msg313430)


Have a better control over your food for all your pawns. (prisoners, colonists, pets, visitors).

* Feed prisoners with simple meals instead of lavish meals.
* Protect your crops. Prevents your pets from ingesting crops, meals instead of their kibble.
* Allow visitors to use the paste dispenser.
* Force the dispenser to output meals.
* Tons of other improvements.

More information bellow (https://ludeon.com/forums/index.php?topic=30708#msg313430)

Github (source only) (https://github.com/Wishmaster01/Smarter.food.selection)
Do not install from github




(https://i.imgur.com/2EzxXE0.png)

Requesting medivac !

Allows you to put downed pawns into transport pods.

Smarter medical bed selection.

Colonists will now go to the best medical beds (eg: Hospital bed with vital monitor) if they need tending, immunity or surgery.
They will leave FREE the best beds if they are tended already but need recovering.

If they need urgent tending however (for severe blood loss for example), they will just reach the closest medical bed.

This works for rescue as well.


Download latest (http://bit.ly/2iQUcKA)

Github (source only) (https://github.com/Wishmaster01/Medivac)





(https://i.imgur.com/tL4pqpb.png)

Helps your crops to be mature at the same time, avoiding your farmers to lose time when only few or your crops are fully mature.

This works by magically redistributing the growth between your adjacent crops.
Crops grown above the average of the group will grow slower and those bellow the average will grow faster. The average growth remains the same.

This does NOT work if your plants have more than 8% of growth difference.

You can see what effects the magic has by clicking on your crops.


Download latest (http://bit.ly/2hZqqiv)

Github (source only) (https://github.com/Wishmaster01/SyncGrowth)





(https://i.imgur.com/D1pnJr2.png)

Are you sick of building pods again and again to communicate with your trading outpost ?
This mod allows you to reuse your pods under certain conditions.


Q: How do I reuse a pod ?

When launching a pods group, target a location within the range (max 20 tiles) of a Landing controler and one Pod launcher for every pods you want to reuse.

Q: What happens then ?

If conditions are fulfied upon arrival, pods will land next to pod launchers, at fueling ports where you can launch them again.

Q: What's if I have more pods than pod launchers at destination ?

Pods that can't land at a fueling port will act like vanilla: they land at a random location and vanish.

Q: Is it balanced ? What is the drawback of that ?

All you need is to have Pod launchers at the destination and the new Landing controler building (looks like a trade beacon). ONLY ONE IS REQUIRED.
It costs 15 gold, 120 steel and 3 components and has 300 hitpoints.

Q: I have an error message when starting the game.
If you are talking about the warning (yellow!) message of HugsLib, it's an HARMLESS message. Otherwise please report it bellow. Compatibility
It should be compatible with Mid-Range Drop Pods by Thundercraft and LongRangePodLauncher by xhatti.
However you should load this mod before and you will loose the place helper (lines to the landing controller) when placing the Pod Launcher blueprint. (to be tested).



(https://i.imgur.com/KDAjLIq.png)

Groups all identical leathers into tiered leathers item.

Their names become "tier X leather" where "X" is the tier of the leather. The tier is a ranking based on the stats of the leather.
In vanilla, thrumbo leathers should be tier 1.

Identical means: Same stats, same market value, same commonality.

Does not requires a new save and will ask you for updating all world items when using an already existing one.

Does not make your save game dependent on the mod either.

Should be compatible with anything.

On game start, a report should be available in the log. Here is what it is without other mods.

[WM_Too_Many_Leathers] Merged 49 leather types into 18 tiers. 12 unique types left untouched.
Created [Tier 1 leather (thrumbo)] (defname: Thrumbo_Leather) with leathers from species: thrumbo
Created [Tier 2 leather (arctic wolf)] (defname: WolfArctic_Leather) with leathers from species: arctic wolf
Created [Tier 3 leather (lynx)] (defname: Lynx_Leather) with leathers from species: lynx
Created [Tier 4 leather (pig)] (defname: Pig_Leather) with leathers from species: pig
Created [Tier 5 leather] (defname: Alpaca_Leather) with leathers from species: alpaca ; snowhare ; yorkshire terrier ; wild boar ; warg
Created [Tier 6 leather (chinchilla)] (defname: Chinchilla_Leather) with leathers from species: chinchilla
Created [Tier 7 leather] (defname: Muffalo_Leather) with leathers from species: muffalo ; dromedary ; grizzly bear ; polar bear ; Megasloth ; husky ; elk ; caribou ; timber wolf ; fennec fox ; red fox ; arctic fox
Created [Tier 8 leather (hare)] (defname: Hare_Leather) with leathers from species: hare
Created [Tier 9 leather] (defname: Cougar_Leather) with leathers from species: cougar ; panther ; labrador retriever ; cat ; deer ; ibex ; boomalope
Created [Tier 10 leather (squirrel)] (defname: Squirrel_Leather) with leathers from species: squirrel
Created [Tier 11 leather (cow)] (defname: Cow_Leather) with leathers from species: cow
Created [Tier 12 leather (alphabeaver)] (defname: Alphabeaver_Leather) with leathers from species: alphabeaver
Created [Tier 13 leather] (defname: Gazelle_Leather) with leathers from species: gazelle ; capybara ; monkey
Created [Tier 14 leather] (defname: Boomrat_Leather) with leathers from species: boomrat ; Raccoon ; rat
Created [Tier 15 leather (human)] (defname: Human_Leather) with leathers from species: human
Created [Tier 16 leather (rhinoceros)] (defname: Rhinoceros_Leather) with leathers from species: rhinoceros
Created [Tier 17 leather (elephant)] (defname: Elephant_Leather) with leathers from species: elephant
Created [Tier 18 leather] (defname: Iguana_Leather) with leathers from species: iguana ; cassowary ; emu ; ostrich ; turkey ; tortoise ; cobra




[A15] No thoughts for hostile prisoners.

No more bad thought for prisoners you captured from an hostile faction.

Download latest (http://bit.ly/2g8SBMf)








[A15] No thoughts for hostile prisoners
The mod

You may now treat prisoners from an hostile faction as you wish without getting bad thoughts.
This means : execute / kill, sell or harvest organs.

Executing, selling or treating badly a pawn from a non-hostile faction (such as your own colony) will still get you bad thoughts.
Other prisoners will still get bad thoughts if the badly treated pawn is from a non-hostile faction or their own faction.

Unlike the "no organs thoughts" or "no thoughts on prisoners died or sold", this mod won't overwrite the vanilla thoughts but it's all about faction relations instead.

Known issues

Please report any issues you may have.

Download (http://bit.ly/2g8SBMf)




You may include my mod in your mods, but give credits.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 20, 2017, 05:34:29 PM
(https://i.imgur.com/btvKsnx.png)
(https://s17.postimg.org/rijqm2jj3/smarter_food_selection_preview.png)
Features

This mod improves the food selection for all your pawn (colonists, prisoners, pets).

Food priority order


* Prisoners

Nutrient paste > Simple meal > Fine meal > Raw tasty* > Raw food > Lavish meal > Corpse > Humanlike corpse

* Pets (when part of their diet).

that's a long list...
Grass > Hunting (predator race) > Humanlike corpse > Hay > Kibble > Human raw meat > Insect raw meat > Raw food bad > Raw food tasty* > Corpses > Insect corpses > Nutrient paste > Simple meal > Fine meal > Lavish meal

For example:

* Muffalo's diet: Grass > Hay > Kibble > Nutrient paste > Simple meals > Vegetables > Raw food tasty*

* Husky's diet: Humanlike corpse > Kibble > Human raw meat > Insect raw meat > Corpses > Insect corpses > Nutrient paste > Simple meal > Raw food bad > Raw food tasty* > Fine meal > Lavish meal

* Warg's diet: Hunting > Humanlike corpse > Human raw meat > Insect raw meat > Raw food bad > Corpses > Insect corpses


*Raw food tasty = (berries, milk)

Compatibility

Smarter food selection should now be compatible with most mods that adds new food

Combat Extended
Colonists trying to tame will repeatedly pick up and drop food as fast as possible, throwing an exception.


However some foods could be wrongly categorized driving your pawns to incorrectly select their food (in the wrong priority order).
You can easily create a compatibility patch for a specific mod:
Go to the the Defs/Compatibility folder of the mod and use core.xml as a template. A quick guide to how to make a patch is provided.

Detour list:

Planet.CaravanInventoryUtility.TryGetBestFood
FoodUtility.TryFindBestFoodSourceFor
FoodUtility.DebugFoodSearchFromMouse_OnGUI
FoodUtility.DebugFoodSearchFromMouse_Update
JobGiver_GetFood.TryGiveJob
Toils_Ingest.TakeMealFromDispenser
WorkGiver_InteractAnimal.TakeFoodForAnimalInteractJob
WorkGiver_InteractAnimal.HasFoodToInteractAnimal
WorkGiver_Warden_DeliverFood.FoodAvailableInRoomTo


Known issues and limitations


* You CANNOT assign a policy to a pawn in a caravan. However the latest policy you assigned him will be active while he's traveling.

* HARMLESS. With Psychology, you will get an error message on start. This is harmless and you can totally play normaly with this.
* Colonists will not fill the hoppers to get food from the NPD.
* Taming colonists will pick unlimited quantities of food when no appropriate food is available for the tamee. ONLY when "control pets" option is disabled.
* (Maybe) some performance issues when having a lot of pets.
* Some pets like cats will wrongly prefer simple and nutrient paste over kibble.

Please report any other issue...

Update log
2.0 changelog

New features:

    New: Added fully customizable policies. Visitors and other friendly have their own policy you cannot set however.
    New: Added UI to individually set policy for a pawn.

    New: Improved food selection algorithm. More reliable.
        New: Food score optimized (again). Now takes into account wasted nutrition aswell as the cost of the food (based on the most cost efficient recipe).
        (for example meals require 55% of their nutrition as raw food to be made).
   
    New: Strongly improved "Draw food search From mouse" feature in dev mode. Useful to see the effect of the mod or of a custom policy.
            -Use Hotkey (default "\") to cycle through modes.
            -Displays all score factors for a given food (distance, thoughts, policy factor...)
            -Highlights the best foods from the cursor and from the pawn's position.
            -Now shows the score for preys and plants aswell.
                -Will only show the score of items within a radius around the cursor.
            -Draws the allowed area of the selected.
            -Stability: if the drawing throws an error, the option is automatically turned off.

    New: Can now define a max hunt strength ratio for your predators pets. They will not hunt preys beyond this ratio. Ca
   
    New: Pets will not hunt downed enemies you are capturing.
    New: Can now allow pets to eat trees (useful for those hungry thrumbos).
    New:  NPD now has an "animal" mode which prefers ingredients that most humans hate the most (human meat > insect meat > everything else).

Performances improvement:

    New: Added food search cache to improve (again) performances.
    New: Limited food search amount for pawns (configurable).

Bug fixes:

    MAJOR fix: Predators that converge on visitors when they arrive.
                The reason was wild animals will actually never hunt... except visitors.
               
    Fix: Can't use foods for training/taming animals in some cases.
    Fix: colonist not being able to feed downed pets with food outside of their allowed area.
    Fix: Pets will now eat moss and dandelions like they eat grass. They won't however if they are in a plant pot.
    Fix: Pawn in Mental state will ignore their food policy.

Miscallaneous

    New: Slightly improved compatibility report. Can now be printed on command (with different modes). Also will always be printed on start instead of being an option.
    New: Added French translation
    New: Updated ingame mod description

    Fix: Code rework
    New: Completely rewrote the vanilla food selection related code (fully instead of partially)
    Fix: "Food pref" is now named "food category". Sounds better...

v1.1d (2017.02.21)

v1.1c (2017.01.14)

v1.1b (2017.01.06)

v1.1a (2016.12.20)

v1.0b (2016.12.07) (unstable)

v1.0a (2016.11.24)

Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 20, 2017, 05:34:41 PM
(https://steamuserimages-a.akamaihd.net/ugc/847088265641595756/2609C6AE857A2D193044B829CFB3F1C04A0D9345/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 20, 2017, 05:34:58 PM
(Reserved)
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 20, 2017, 05:35:18 PM
(Reserved)
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 20, 2017, 05:35:27 PM
(Reserved)
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wacoede on February 20, 2017, 05:49:47 PM
any chance of you uploading your mods to steam workshop?
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 20, 2017, 06:00:21 PM
Unfortunately no. If I could I would do since so many ask it for good reasons.
Title: Re: [A16] Smart Food selection
Post by: mirsan on February 21, 2017, 11:26:39 AM
Can I control Pawns to use hay first for taming and feed hurt animal with hay?

I'm lack of food and stupid pawns are feeding animal with raw food and cooked ones.
Title: Re: [A16] Smart Food selection
Post by: Wishmaster on February 21, 2017, 11:38:15 AM
Quote from: mirsan on February 21, 2017, 11:26:39 AM
Can I control Pawns to use hay first for taming and feed hurt animal with hay?

I'm lack of food and stupid pawns are feeding animal with raw food and cooked ones.

For some reasons, you can't use hay. Your colonists will get kibble first instead.
Btw you don't really control your pawns. The mod just changes how they behave however, you can customize that with options.

edit: Actually you can use hay, and even grass ! That's right. Your colonist you pick up grass to feed it to your muffalo.

However, your colonist will only pick food within the allowed area of your pet.
Also using grass to feed injured pets takes a lot of time... I should fix that.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wacoede on February 21, 2017, 01:58:04 PM
Quote from: Wishmaster on February 20, 2017, 06:00:21 PM
Unfortunately no. If I could I would do since so many ask it for good reasons.

ok now I'm curious why can you not upload to workshop? no steam account?
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 21, 2017, 02:11:08 PM
I don't use steam for my games for some reasons.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: cbtendo on February 23, 2017, 11:44:20 PM
hmmm?
i didn't see any "ex-prisoner still eat using prisoner routine after they were recruited when using hospitality" in known issues. Is it already been fixed?
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Iwillbenicetou on February 24, 2017, 02:18:12 AM
how do you use the compatibility version of Smarter food selection for VG. I would really like to use both mods.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Killerdoom14 on February 24, 2017, 03:11:58 AM
Hey, I find that if a visitor comes by or traders, that every single carnivor like Cougars and Jaguars will all converge on that location to hunt 1 single pawn. Is this normal? Any way to fix this? So many bad relations...
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 24, 2017, 08:58:40 AM
Quote from: cbtendo on February 23, 2017, 11:44:20 PM
hmmm?
i didn't see any "ex-prisoner still eat using prisoner routine after they were recruited when using hospitality" in known issues. Is it already been fixed?

That was the case back in A15. It is indeed not with A16 anymore.

Quote from: Iwillbenicetou on February 24, 2017, 02:18:12 AM
how do you use the compatibility version of Smarter food selection for VG. I would really like to use both mods.

The normal version of the mod is already (supposed to be) compatible with VG.
You can have a look at the compatibility report (see mod options) and check if the food preferences are correct. I had a look myself and they seem correct.
Also please make sure you are using the latest version.

Quote from: Killerdoom14 on February 24, 2017, 03:11:58 AM
Hey, I find that if a visitor comes by or traders, that every single carnivor like Cougars and Jaguars will all converge on that location to hunt 1 single pawn. Is this normal? Any way to fix this? So many bad relations...

This issue has been reported already however, I can't make it happen. Nor with caravans, nor visitors nor travelers.
With hospitality or not.
Can I have your complete mod list please ?
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Lethe on February 27, 2017, 05:11:44 PM
I'm having the same problem Killerdoom14 is having. I had no idea it might be your mod. To be honest, I thought that was either just default vanilla behavior or just how the Hospitality mod do. I guess it's not intended to be default behavior? I asked a friend who plays with less mods than me, and he doesn't have the problem, so this mod might be the cause of it.

When I have guests show up, after they arrive to my base (but thankfully not on the way to my base) ALL of the predator animals in the nearby area make a beeline for the pawn. Foxes, wolves, lynxes, etc. Suddenly everyone is hungry and MUST eat my guest pawn. If a predator is on the very outskirts on the map they don't agro to the pawn. I assumed it was vanilla behavior and my colonist were only exempt from the predatory hunt as my first colony is on base builder mode. 

My mod load: http://pastebin.com/jrwqBvg6

Lmk if you want me to forward you a save. I think I might have one laying around with guests around.

To combat this experience I restricted guests to indoors only as the second they go outdoors animals want to eat them. Not my tamed animals. I also built a massive wall that Trump supporters would be proud of. It's a giant wall. A beautiful wall. The best wall you ever seen. [Okay, it's probably not that amazing, but humility has no place in this joke.]

Edit: I know Achtung changes some behavior, but I only recently put that mod on. I was experiencing this issue long before I put Achtung so you can rule that one out. Same with Feed the Colonists, and Animal Feed Trough (which is just an object anyways). Not that it would but RW_ColonistBar, LessArbitrarySurgery, ASD, EPOE can be ruled out. They were installed after the animal behavior was observed.

I'm using Hospitality e, not f. I'm on hugs 2.4.2 (2.42?). 2.4.3 (2.43?) latest edition only added translations it seems, so that's basically up to date.

Perhaps CK_AnimalPlant_Pack_A16_fork might be the cause? Maybe Taiga Creatures? They've been installed for long enough to fit the bill.

Note: I have been running version c of your mod, I'm updating to 1.1d today and I'll report back if the behavior no longer exists in the update.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 27, 2017, 05:56:36 PM
Thank you for the precious information you provided.
There is no reason the d version fixes anything about that. Yet this needs to be verified.

I'm investigating on your mod lists now.

Also did you change the default mod settings ? if so, which ones ?

To be more technical I suspect that a mod sets a faction to wild animals. In vanilla, wild animals have a null faction and SFS uses this to determine wheter the animal is wild and therefore should act like it does in vanilla.

edit:
After using a certain number of your mods, I figured out that there is definitely something wrong with wild animal's behavior.
However the issue is that they don't hunt when they should... That polar bear will prefer to leave the map instead of hunting the hare he stands next to o_o.

edit 2:
this is confirmed to happen even when no other mods is active, with both 1.1c and 1.1d version. But I can't make that hunt on visitors happen at all.
Still I just figured out a bug I'm really not happy about. And perhaps fixing this will fix that other issue I can't recreate.
Even if you they don't care that much, I suspect that very few users will report bugs.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Lethe on February 27, 2017, 07:18:43 PM
Attached a picture of my wm food settings selection. I'm not sure what your mod defaults normally are, but I probably changed one or two of them. You were just only referring to your mod's defaults? Lmk if you wanted some other settings [game, other mod's settings etc]

Cheers

Note: I don't particularly care if the mod interaction is 'fixed'/worked around for myself, I just wanted to chime in that 'yeah, this is something that exists' and provide a mod load because that other poster never gave you the info you needed. I mean, so far they're the only person who said anything/cares if this issue is fixed or not. You could wait till they post a mod list and cross reference which mods we're both running if you wanted to narrow it down. I figured providing info about the same problem would be useful and hopefully make it easier on you.

Like I mentioned before, this unintended effect is easily worked around. Make an indoor area for your guests. Do not let them go outside. It's a good idea to do that anyways because of raids and man eaters. The guests do not get attacked on the way to your base, only after they arrive to your base. [I did have one stubborn guest who didn't go into their allowed zone fast enough as they were too busy 'wandering'. Had to feigned off two hungry animals to save them. But whatever, this is Rimworld, not Disney Park simulator 2016. I saved the guest and the guest eventually got their butt into the safe zone and it was cool.] I've been playing Rimworld less than a month. I'm on my second colony, which has 5 colonists. It is super easy to just work around the animal attacks.

Tl;dr version: No rush, I don't care at all and the only person who does isn't providing you any info.

Tl;dr version 2 - I can see someone posting this unintended behavior intentionally as a way to make Hospitality more hardcore lol

Edit: Figured I should point out that passerby's and traders are not affected at all. Nor raiders. Animals do not attack any of them; only guests. I wouldn't mind if they helped fight off the raiders, but no... the animals only hunger for the soft, tasty underbelly of guests. Just like my two cannibal colonists. Qwq

[attachment deleted by admin due to age]
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: AngleWyrm on February 27, 2017, 08:33:31 PM
Quote from: Wishmaster on February 20, 2017, 05:34:29 PM
Smarter Food Selection
Please be aware that this does NOT allows your to directly set the food of your pawns. Instead, the mod makes them select their food in a more efficient way.
I'd like to see ordered lists in the GUI that I can organize to my heart's content.
That would be fun to mess around with.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Lethe on February 28, 2017, 12:02:01 AM
Did you redo your food selection mod? The version 1.1c has WM Smarter Food Selection.dll in Assemblies. Your 1.1d master on github doesn't have any dll's in it and no assemblies folder.

The github version doesn't seem to work...it says there's no useable data in your mods xml's [storage crates, dandelions etc]. I think it's because it's missing it's dll... I'm not going to plug in the old c's dll as I'm pretty sure you changed the dll in d and I'm sure it'd just lead to some problems somewhere if I did.

Btw, I've downloaded both copies of your mod from your github. [I don't use steam.] Perhaps this is the source of our problems in the mod's animal behavior too? Perhaps your github versions are differing than your steam's...
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 28, 2017, 05:12:28 AM
@AngleWyrm

I'm working on fully user-definable food policies right now. Not on other features so far because I'm not very good at making GUIs.
Btw what food order would you use yourself ? for which pawns ?

"Sort by how much saturation each portion gives, and the hungry would go down the list until they run into something with too much saturation".

It's already implemented somehow. The food score goes down is the pawn has less hunger than the nutrition points the food provides.
For example, if your starving cat wants to eat a simple meal, the food score will get a malus of -800 * (0.8-0.2) = -480 which is very important. (0.8 is how much nutrition points a simple meal provides and 0.2 is the max food need of cat).
Therefore he will typically prefer eating few units of raw food or better: pemmican (more cost efficient).

@Lethe


You should not download the mod from github or only if you want sources. Use the dropbox links provided in the topic.
I truly should precise this...
To be honest I'm not sure I'm using github really fine ! But at least all sources are here.
And of course all version have assemblies. There is no way to do such a mod without assemblies :).
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Lethe on February 28, 2017, 12:34:26 PM
Oh, well... I feel like bit of an idiot now. I never tried your bit.ly links as I always assumed they'd redirect me to steam. Downloading 1.1d from dropbox. My bad.

The food policies mod you mentioned working on...is it for just animals, or like colonists too? O.Q *stares*

@AngleWyrm

Okay, I can't figure out why it'd ever be necessary to change the food preferences (on demand at the user's end) of animals based on in stock/out of stock availability. Vanilla handles this fine on it's own, if it's out of stock they'd just move down to the next item... Or like, did you mean overall item availability (such as if there's less than 20 of X in stock no longer eat X & go on to the next item)?

QuoteContain all food items that can be made with bills from the current equipment.

This seems like it'd have sooo many problems. With other mods that modify recipes or adds them, issues with loading/saving after you removed (or updated a mod and it changed/removed a recipe) [because the policy would no longer be able to point to it], possible issues with in-progress constructing, re-installing, or deconstructing benches, perhaps conflicting with other mods that alters the stockpiles... It'd be a complete nightmare to implement.

If you were able to custom order your food preferences, why would such a way be needed? Especially if she/he let's us have multiple profiles. User should know what types of food they're always swimming in.

Just how big is your colony? :o
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on February 28, 2017, 12:53:15 PM
The food policy would be fully customizable, for every category of foods and every type of pawn (colonists/guests, prisoners, pets, ascetic, cannibal).

QuoteContain all food items that can be made with bills from the current equipment.

Well that's actually possible to implement even with mods, just like I did for food classification in 1.1d.
But tbh I don't understand the purpose.

QuoteAssign lists to various categories of feed-able creatures, or assemble a group of specific people/animals

Perhaps I will do a pawn specific food setting thing. But I'm really not into GUI mod for RimWorld, I could have a bad time tried to do that. Still I can do a lot of things with HugsLib provided mod settings. (let's say to define a policy for colonists, incapacitated, cannibal exactly).

But tbh I still don't get
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: AngleWyrm on March 01, 2017, 05:19:33 PM
Typically my colony is around a dozen or so, plus animals and robots.

Rationale for some support of user-specified meal rankings
Changes in recipe availability through research, better skills or equipment construction out-dates some current stock.
Testing out recipes and observing preferences leaves some less desirable food cluttering inventory.

So the work on default ranking order may be quite good, even preferable. It's the consumption of the stock that is ranked inferior by new competing products, or through recipe exploration to discover the best products, or through stock arrival by other means.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 02, 2017, 04:02:37 PM
Released a now mod: "Too Many Leathers"

Merges identical leathers from different animals.


http://bit.ly/2lZfJ4u (http://bit.ly/2lZfJ4u)

@AngleWyrm

sorry but I think I still don't get it ^^'.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: AngleWyrm on March 02, 2017, 08:13:43 PM
Maybe you have a guy whose a great cook but not so hot on crafting, but you need granite blocks: What do you do? Change the colonist work priorities to take care of the present issues, and then change them back when the situation is resolved.

Same with food priorities: Maybe Fine meals are better than Steaks, but you have a fridge full of steaks and the latest caravan just left. Change the food priorities so they eat the Steaks until the current situation is resolved.

It gives a way to interact with the detail provided by the many available food sources.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 03, 2017, 07:02:09 AM
I think I get it now.
I that case, why not simply forbid your fine meals ? Or who should be allow to eat them while the situation is solved ?
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: BlueWinds on March 03, 2017, 03:42:09 PM
Too Many Leathers looks awesome, I've wanted something like that for a long time. A suggestion to make it a little more appealing:

1. If there's only one entry in a given tier, name it after the animal (or skip modifying it).
2. That leaves 6 leather groups in core. Any chance these could get names? Since you already have them sorted, you could use 'superior, good, average and poor', with the list expanding up and down (legendary, masterwork, excellent, shoddy, awful) to accommodate mods as necessary.
3. Then fall back to numbered groups if there are any left (you ran out of names).
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 03, 2017, 04:01:00 PM
Quote from: BlueWinds on March 03, 2017, 03:42:09 PM
Too Many Leathers looks awesome, I've wanted something like that for a long time. A suggestion to make it a little more appealing:

1. If there's only one entry in a given tier, name it after the animal (or skip modifying it).
2. That leaves 6 leather groups in core. Any chance these could get names? Since you already have them sorted, you could use 'superior, good, average and poor', with the list expanding up and down (legendary, masterwork, excellent, shoddy, awful) to accommodate mods as necessary.
3. Then fall back to numbered groups if there are any left (you ran out of names).

1. It is the case already. Thrumbo leather is named "Tier 1 leather (thrumbo)". If you want the original name, I could make that an option however.
2/3. It's a good idea, looks better than that cold numbered thing. But this tiered ranking system is quite objective already. It's simply a sum of all leather stats. "Superior", or "average" could be objective.
But same here, I can make it optional.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Lethe on March 04, 2017, 11:25:45 AM
Quote from: AngleWyrm on March 01, 2017, 05:19:33 PM
Typically my colony is around a dozen or so, plus animals and robots.

Rationale for some support of user-specified meal rankings
Changes in recipe availability through research, better skills or equipment construction out-dates some current stock.
Testing out recipes and observing preferences leaves some less desirable food cluttering inventory.

So the work on default ranking order may be quite good, even preferable. It's the consumption of the stock that is ranked inferior by new competing products, or through recipe exploration to discover the best products, or through stock arrival by other means.

Oh! I think she's/he's trying to get compatibility with something like vegetable garden. Or perhaps another mod. Think in vanilla the only research recipe gained is pemmican. There also seems to be no food preferences in vanilla one would need to experiment with [ignoring cannibal and ascetic, they could have their own profiles hardcoded].

@anglewurm what sort of mods are you looking to get it playing epically with?

I also read about your food stock problems. Have you checked out this mod? https://ludeon.com/forums/index.php?topic=28653.0
Solved my so much corn and rice issues.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: BlueWinds on March 05, 2017, 11:22:32 AM
Quote from: Wishmaster on March 03, 2017, 04:01:00 PM
1. It is the case already. Thrumbo leather is named "Tier 1 leather (thrumbo)". If you want the original name, I could make that an option however.
2/3. It's a good idea, looks better than that cold numbered thing. But this tiered ranking system is quite objective already. It's simply a sum of all leather stats. "Superior", or "average" could be objective.
But same here, I can make it optional.

I understand that the rankings are objective - they're just... numbers, instead of nice-looking adjectives. :) That's what I'm interested in, how to make it look/read pretty in the gui.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: AngleWyrm on March 09, 2017, 06:14:59 AM
Quote from: Wishmaster on March 03, 2017, 07:02:09 AM
I think I get it now.
I that case, why not simply forbid your fine meals ? Or who should be allow to eat them while the situation is solved ?


Quote from: AngleWyrm on February 27, 2017, 08:33:31 PM
I'd like to see ordered lists in the GUI that I can organize to my heart's content.
  • Contain all food items currently in stock
  • Contain all food items that can be made with bills from the current equipment.
  • Sort by how much saturation each portion gives, and the hungry would go down the list until they run into something with too much saturation
  • Sort by player-specified order so that specific foods could be prioritized or prevented
  • Assign lists to various categories of feed-able creatures, or assemble a group of specific people/animals
That would be fun to mess around with.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 09, 2017, 07:40:28 AM
Quote from: AngleWyrm on March 02, 2017, 08:13:43 PM
Maybe you have a guy whose a great cook but not so hot on crafting, but you need granite blocks: What do you do? Change the colonist work priorities to take care of the present issues, and then change them back when the situation is resolved.

Same with food priorities: Maybe Fine meals are better than Steaks, but you have a fridge full of steaks and the latest caravan just left. Change the food priorities so they eat the Steaks until the current situation is resolved.

It gives a way to interact with the detail provided by the many available food sources.

I working on 1.2 and what I've done so far, is a fully customizable policy system.
In game, you can switch your colonist from an unrestricted policy (lavish meals > fine meals > simple meals...), to a custom policy (any order your want, what ever steak is in).
So if I understand well what you want, you can do it.

There are also other parameters:

My main problem is now right is the food score system. The vanilla system uses a score system and my mod adds several factors to it such a how prioritized is a food for a given pawn.
But for the upcoming version, I've tried to add more factors: food cost factor, wasted nutrition factor (already existed but improving), mood effect factor (improving too).

But this sometime leads to unpredictable or unexpected behavior.
But if food selection is done by an actual sort, it has its set of issues too.
Your colonist may cross the map to fetch that package survival meal instead of that simple meal your cook just made. The food score system has a distance factor to prevent such things.

Maybe I can try to combine both...

I am open to suggestions.

Summary

Quote from: AngleWyrm on February 27, 2017, 08:33:31 PM
I'd like to see ordered lists in the GUI that I can organize to my heart's content.

       
  • Contain all food items currently in stock -> not planned, GUI is not my thing.
  • Contain all food items that can be made with bills from the current equipment. -> not planned but the food selection system takes it into account.
  • Sort by how much saturation each portion gives, and the hungry would go down the list until they run into something with too much saturation -> No sort, but a food score factor based on how much nutrition a pawn will waste eating a given food.
  • Sort by player-specified order so that specific foods could be prioritized or prevented -> Done ! Through fully customisable policy, but only with XML and no GUI, not very user friendly.
  • Assign lists to various categories of feed-able creatures, or assemble a group of specific people/animals -> Almost done, you can choose to assign a policy to a very specific group of pawns (colonists or human & ascetic or colonists & cannibal or prisoners you are trying to recruit and more). Define specific races is planned.
:
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Sinza on March 10, 2017, 04:13:19 AM
Hey Wishmaster,

i had a bug where the chicken in my colony werent eating grass from outside. They were rather starving to death if they had not any other source of food. After disabling the "Control over Pets" in the advancend options it was fine again.
Also i recognize that my colonists dont seem to prefer the meals from the nutrient paste dispenser. For one they dont even use the nutrient paste dispenser and when i let the nutrient paste dispenser give out some meals they still prefer the berries from the hopper for the dispenser.
I'll post my log file and my modlist just in case they might help you.

Greeting Cedric

[attachment deleted by admin due to age]
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Canute on March 10, 2017, 04:55:00 AM
Berries allways was a more enjoyable food then nutri meal.
You should plant rice,corn or potatos if your pawns should use the NPD.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 10, 2017, 05:09:18 AM
Quote from: Sinza on March 10, 2017, 04:13:19 AM
Hey Wishmaster,

i had a bug where the chicken in my colony werent eating grass from outside. They were rather starving to death if they had not any other source of food. After disabling the "Control over Pets" in the advancend options it was fine again.
Also i recognize that my colonists dont seem to prefer the meals from the nutrient paste dispenser. For one they dont even use the nutrient paste dispenser and when i let the nutrient paste dispenser give out some meals they still prefer the berries from the hopper for the dispenser.
I'll post my log file and my modlist just in case they might help you.

Greeting Cedric

Quote from: Canute on March 10, 2017, 04:55:00 AM
Berries allways was a more enjoyable food then nutri meal.
You should plant rice,corn or potatos if your pawns should use the NPD.


No, he is right. The mod has a default setting so pawns should prefer paste meal over berries and milk (they 4 times more cost efficient !).
It's very likely because the "waste" factor I set in food selection in too important: human pawns should indeed prefer nutri paste but only if they are starving or close to (try it out !).
Otherwise they "think" they're wasting too much nutrition with a meal that gives a just little more nutrition than required.

I'm sad SFS is so buggy I'll fix this in the next version aswell as some other issues.
It will also take the meal costs into account.

And thank you for the log. While it doesn't help about the related issue, I got precious information related to compatibility with other mods !
Defs such as AIRobot_Hauler_Corpse from Misc. Robots seem to be considered like humanlike corpses.

edit:
Seems like AI robot corpses are never seen as they explode on death (thank you falconito). I don't use this mod !
Log still has a useful compatibility report for other mods.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: faltonico on March 10, 2017, 05:14:12 AM
Quote from: Wishmaster on March 10, 2017, 05:09:18 AM
...
And thank you for the log. While it doesn't help about the related issue, I got precious information related to compatibility with other mods !
Defs such as AIRobot_Hauler_Corpse from Misc. Robots seem to be considered like humanlike corpses.
Actually, you never get to see one of those... they explode on death.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Sinza on March 10, 2017, 01:57:30 PM
Quote from: Wishmaster on March 10, 2017, 05:09:18 AM
Quote from: Sinza on March 10, 2017, 04:13:19 AM
Hey Wishmaster,

i had a bug where the chicken in my colony werent eating grass from outside. They were rather starving to death if they had not any other source of food. After disabling the "Control over Pets" in the advancend options it was fine again.
Also i recognize that my colonists dont seem to prefer the meals from the nutrient paste dispenser. For one they dont even use the nutrient paste dispenser and when i let the nutrient paste dispenser give out some meals they still prefer the berries from the hopper for the dispenser.
I'll post my log file and my modlist just in case they might help you.

Greeting Cedric

Quote from: Canute on March 10, 2017, 04:55:00 AM
Berries allways was a more enjoyable food then nutri meal.
You should plant rice,corn or potatos if your pawns should use the NPD.


No, he is right. The mod has a default setting so pawns should prefer paste meal over berries and milk (they 4 times more cost efficient !).
It's very likely because the "waste" factor I set in food selection in too important: human pawns should indeed prefer nutri paste but only if they are starving or close to (try it out !).
Otherwise they "think" they're wasting too much nutrition with a meal that gives a just little more nutrition than required.

I'm sad SFS is so buggy I'll fix this in the next version aswell as some other issues.
It will also take the meal costs into account.

And thank you for the log. While it doesn't help about the related issue, I got precious information related to compatibility with other mods !
Defs such as AIRobot_Hauler_Corpse from Misc. Robots seem to be considered like humanlike corpses.

edit:
Seems like AI robot corpses are never seen as they explode on death (thank you falconito). I don't use this mod !
Log still has a useful compatibility report for other mods.

Kudos for your fast answer!
Well, i dont mind if it's still a bit bugged. It does already improve the gameplay expierience!
Your Mod "Too many Leathers" is nice too. But i think i recognized that the different Tiers are all sold for the same price. Is this intended? And also... wouldn't it be even more practical if there are less Tiers to reduce the clutter further?
Greetings
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 10, 2017, 02:37:48 PM
Quote from: Sinza on March 10, 2017, 01:57:30 PM

Kudos for your fast answer!
Well, i dont mind if it's still a bit bugged. It does already improve the gameplay expierience!
Your Mod "Too many Leathers" is nice too. But i think i recognized that the different Tiers are all sold for the same price. Is this intended? And also... wouldn't it be even more practical if there are less Tiers to reduce the clutter further?
Greetings

There are as many tiers as different leathers.
Different tiers are sold for the same price because all merged leathers have the exact same market value.

Quote
Their names become "tier X leather" where "X" is the tier of the leather. The tier is a ranking based on the stats of the leather.
In vanilla, thrumbo leathers should be tier 1.

Identical means: Same stats, same market value, same commonality.

What do you mean less tiers ? Every pawn made of flesh has a leather def.
I can't reduce the number of tiers/leathers further losslessly. It would ends up overriding original leathers stats, what mod currently does not.
I could however give back original names to leathers that are only dropped by a single race....


And regarding SFS's bugs, I totally mind ! :(
Did you notice that wild animals will actually never hunt ? Except visitors, sometime.
That first part of the bug was very unnoticed but may seriously negatively affect the gameplay.
And I'm quite mad about it because in code, it was such a dumb mistake aha.

And well, thank you for your support anyway ! I would have much less motivation in modding without feedback.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: ambivalence on March 12, 2017, 12:10:58 AM
WM, could you comment on the compatibility of Medivac and Patient Sanity (https://ludeon.com/forums/index.php?topic=17094.0)? Your mods seem to be very close to each other and I'd really like both of them to work, but...

«Patient Sanity»'s about.xml:

Pawns not needing treatment, just bed rest now stop lying in bed (if bed rest is unticked).

Removed the check for disturbed sleep that might be causing those needing treatment to get
out of bed anyway.

Changed emergency patient to be for needing any treatment, not just while bleeding badly.

Added emergency flag to rescue and non critical doctoring work.

Swapped default priority of doctoring and patienting, so that doctors do not lie in bed
waiting for treatment instead of treating someone else.

a16: Removed the previous versions restriction to not eat raw corpses. a16 changed this to
only when above 40% malnurishment. Note doctors feeding patient code was left unchanged,
so they are still likely to feed their patients human corpses.


I'm also interested in the need of Quality Surgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089) with these mods. Thank you in advance.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 12, 2017, 05:40:25 AM
I'll have a look at Patient Sanity.

Quality Surgeon however should not conflict given the mod info, to be checked.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Sinza on March 13, 2017, 08:56:33 AM
Quote from: Wishmaster on March 10, 2017, 02:37:48 PM

There are as many tiers as different leathers.
Different tiers are sold for the same price because all merged leathers have the exact same market value.

What do you mean less tiers ? Every pawn made of flesh has a leather def.
I can't reduce the number of tiers/leathers further losslessly. It would ends up overriding original leathers stats, what mod currently does not.
I could however give back original names to leathers that are only dropped by a single race....

...

What i had in mind is what is done by the Mod Vegetable Garden. It gives the possibility to merge different leathers into a combined leather to avoid having small useless stacks of specific leathers.
I didn't try it out yet but i'm curios to see if it works with your mod.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 13, 2017, 10:02:37 AM
Quote from: Sinza on March 13, 2017, 08:56:33 AM
What i had in mind is what is done by the Mod Vegetable Garden. It gives the possibility to merge different leathers into a combined leather to avoid having small useless stacks of specific leathers.
I didn't try it out yet but i'm curios to see if it works with your mod.

I didn't know about that VG feature.
My mod overrides leathers defs so they "naturally" stack, and you can use identical leathers from different specifies together for tailoring.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Sinza on March 14, 2017, 07:16:11 AM
QuoteI didn't know about that VG feature.
My mod overrides leathers defs so they "naturally" stack, and you can use identical leathers from different specifies together for tailoring.
Great. I didnt know about the second feature (Using different spcifies together).
Does this prompt (see attachment) come from your mod or from the VG mod?


[attachment deleted by admin due to age]
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 14, 2017, 10:17:33 AM
Yes, it's Too Many Leathers that shows this dialog.
I should have mention in the dialog it comes from my mod...

I forgot to mention this feature on the topic...
actually I did.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Sinza on March 14, 2017, 12:30:49 PM
Ok. Good to know.
Will you release an update for SFS?
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 14, 2017, 01:12:39 PM
Quote from: Sinza on March 14, 2017, 12:30:49 PM
Ok. Good to know.
Will you release an update for SFS?

2.0 version coming soon ! With UI, customizable policies, fixes and more !
Also that bug with wild animals hunting visitors will be fixed.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Sinza on March 14, 2017, 05:14:13 PM
Quote from: Wishmaster on March 14, 2017, 01:12:39 PM
2.0 version coming soon ! With UI, customizable policies, fixes and more !
Also that bug with wild animals hunting visitors will be fixed.

Great! I'm loking forward to that.
Keep up your good work.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: ambivalence on March 15, 2017, 02:27:46 AM
WM, one more thing I wanted to ask: how does «Too Many Leathers» will work with mods like «Patchwork Leather (http://steamcommunity.com/sharedfiles/filedetails/?id=833735722)» (file (https://dl.dropboxusercontent.com/u/7717507/RimWorld/PatchWorkLeather.zip))? Does your mod allow to «unglue» combined leathers back from the tiered system?

Any news on «Patient Sanity», btw? or SFS? Again, thanks for the your mods.
Title: Re: [A16] WM Mods | New mod: Too Many Leathers | 2017.03.02
Post by: Wishmaster on March 15, 2017, 09:43:58 AM
Quote from: ambivalence on March 15, 2017, 02:27:46 AM
WM, one more thing I wanted to ask: how does «Too Many Leathers» will work with mods like «Patchwork Leather (http://steamcommunity.com/sharedfiles/filedetails/?id=833735722)» (file (https://dl.dropboxusercontent.com/u/7717507/RimWorld/PatchWorkLeather.zip))? Does your mod allow to «unglue» combined leathers back from the tiered system?

Any news on «Patient Sanity», btw? or SFS? Again, thanks for the your mods.

I didn't know about "Patchwork Leather".
Patchwork Leather will allow you to mix all leathers, even tiered leathers.
And no, Too Many Leathers does not allow to unglue leathers to their vanilla origin.

I've tested patient sanity and it seems not to conflict with Medivac. At least the medical bed selection of Medivac is intact.

Regarding SFS, look above :).

If you have other questions, let me know.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 20, 2017, 11:20:07 AM
Updated SFS to version 2.0a.

Fixed that sick bug with wild predators, and added UI.
Hopefully it is stable because I made A LOT of changes and rewrote almost everything.
Please let me know if you find a bug !

All my mods are now on steam.

Complete change log here.

2.0 changelog

New features:

    New: Added fully customizable policies. Visitors and other friendly have their own policy you cannot set however.
    New: Added UI to individually set policy for a pawn.

    New: Improved food selection algorithm. More reliable.
        New: Food score optimized (again). Now takes into account wasted nutrition aswell as the cost of the food (based on the most cost efficient recipe).
        (for example meals require 55% of their nutrition as raw food to be made).
   
    New: Strongly improved "Draw food search From mouse" feature in dev mode. Useful to see the effect of the mod or of a custom policy.
            -Use Hotkey (default "\") to cycle through modes.
            -Displays all score factors for a given food (distance, thoughts, policy factor...)
            -Highlights the best foods from the cursor and from the pawn's position.
            -Now shows the score for preys and plants aswell.
                -Will only show the score of items within a radius arround the cursor.
            -Draws the allowed area of the selected.
            -Stability: if the drawing throws an error, the option is automatically turned off.

    New: Can now define a max hunt strength ratio for your predators pets. They will not hunt preys beyond this ratio. Ca
   
    New: Pets will not hunt downed enemies you are capturing.
    New: Can now allow pets to eat trees (useful for those hungry thrumbos).
    New:  NPD now has an "animal" mode which prefers ingredients that most humans hate the most (human meat > insect meat > everything else).

Performances improvement:

    New: Added food search cache to improve (again) performances.
    New: Limited food search amount for pawns (configurable).

Bug fixes:

    MAJOR fix: Predators that converge on visitors when they arrive.
                The reason was wild animals will actually never hunt... except visitors.
               
    Fix: Can't use foods for training/taming animals in some cases.
    Fix: colonist not being able to feed downed pets with food outside of their allowed area.
    Fix: Pets will now eat moss and dandelions like they eat grass. They won't however if they are in a plant pot.
    Fix: Pawn in Mental state will ignore their food policy.

Miscallaneous

    New: Slightly improved compatibility report. Can now be printed on command (with different modes). Also will always be printed on start instead of being an option.
    New: Added French translation
    New: Updated ingame mod description

    Fix: Code rework
    New: Completely rewrote the vanilla food selection related code (fully instead of partially)
    Fix: "Food pref" is now named "food category". Sounds better...
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Lethe on March 20, 2017, 11:52:58 AM
Quote from: Wishmaster on March 20, 2017, 11:20:07 AM
Updated SFS to version 2.0a.

Fixed that sick bug with wild predators, and added UI.
Hopefully it is stable because I made A LOT of changes and rewrote almost everything.
Please let me know if you find a bug !

Bug fixes:

    MAJOR fix: Predators that converge on visitors when they arrive.
                The reason was wild animals will actually never hunt... except visitors.

Congratulations~ I'm glad you figured it out! It seemed like it was really driving you nuts. It's neat that they were connected in the end. Would you care to say what the bug was? It always seemed interesting.

QuoteNew: Can now define a max hunt strength ratio for your predators pets. They will not hunt preys beyond this ratio.

I thought there was a settings option for this before, was it borking a bit previously?

QuoteNew: Added UI to individually set policy for a pawn.
Cool, I want to give my unskilled useless Jealous-traited hauler a poor diet, but since he's already jealous might not. :\ Still want to punish him for sleeping with his daughter-in-law and causing my two best pawns to be upset for 25 days aka 2 whole forevers. I hate Vlad so much. Everyday I think about killing him.

I'm psyched I can have my cannibals eat their food without having some idiot eat it then complain about cooked cannibalism! Like, if you knew it was there, why did you eat it?! >_>+ *string of curses*
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 20, 2017, 12:08:04 PM
QuoteCongratulations~ I'm glad you figured it out! It seemed like it was really driving you nuts. It's neat that they were connected in the end. Would you care to say what the bug was? It always seemed interesting.

The problem was since I implemented prioritized hunt for pets. At some point, the mod will determine if a pawn should hunt or not, and wrongfully says "no" always, if the animal is wild.

I never noticed it because I never had a look at wild animals behavior nor did anyone, since they should be left completely unaffected by the mod....

That makes wild predators animals most often starving.
However they will allow themselves to hunt visitors (only, not caravans) but not all the time. The reason of this is still a mystery. But It seems that it only happen with hospitality.

So to summarize:
Step 1) Wild predator animals starve all the time.
Step 2) Visitors arrive and become the only available food for them...

QuoteI thought there was a settings option for this before, was it borking a bit previously?

Nope but there were an option to get your pets hunting on priority or not. Now this option is part of the new UI.

QuoteCool, I want to give my unskilled useless Jealous-traited hauler a poor diet, but since he's already jealous might not. :\ Still want to punish him for sleeping with his daughter-in-law and causing my two best pawns to be upset for 25 days aka 2 whole forevers. I hate Vlad so much. Everyday I think about killing him.

Aha. Don't you want to make him eat corpses forbid him food completely ? You now can do that !
Quote
I'm psyched I can have my cannibals eat their food without having some idiot eat it then complain about cooked cannibalism! Like, if you knew it was there, why did you eat it?! >_>+ *string of curses*

SFS should completely fix that issue. More: if you have both human meat and normal food in your dispenser, the dispenser will make a human meat meal for your cannibal guy ! :)

Thanks for your interest to the mod. I would not make mods without support.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Lethe on March 20, 2017, 02:20:12 PM
QuoteNope but there were an option to get your pets hunting on priority or not. Now this option is part of the new UI.

This picture is from 1.1d. Also, from your changelog:
Quotev1.1d (2017.02.21)

New: Nutrient paste dispenser rework.
New: Your pets won't hunt animals marked for taming.
New: Can now set a strength ratio limit for your pet's preys (mod default is 0.25, vanilla is 0.5).

Seems like the strength ratio is in 1.1d. Did it change in someway in 2.0? Guess I'm not understanding something...

QuoteAha. Don't you want to make him eat corpses forbid him food completely ? You now can do that !

Damn, I--I kinda wanna do that now. I did not think about forcing him to eat corpses exclusively before, but now that you mention it, that's a rather attractive idea...

Quotewill make a human meat meal for your cannibal guy ! :)
Well, I'll have you know that I have a female and male cannibal. Women can be cannibals too! #checkyourprivileged  </joke> ;p

QuoteI would make mods without support.
Good! You go modder! Let nothing stop you or get you down! You're a strong independent modder who don't need no fanbase.

[attachment deleted by admin due to age]
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 20, 2017, 02:46:07 PM
Quote from: Lethe on March 20, 2017, 02:20:12 PM
QuoteI would make mods without support.
Good! You go modder! Let nothing stop you or get you down! You're a strong independent modder who don't need no fanbase.

My brain meant "I would not* make mods without support". My hands typed otherwise.

And well you were right about the ratio... I don't even remember what I've done ! Somehow I've reworked how this works a lot too.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Pinkstache on March 20, 2017, 11:50:39 PM
The section you added on the needs tab makes it to where I can't see anything above the joy bar. Is there any option to put it somewhere else. Like the assign tab maybe?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: AngleWyrm on March 21, 2017, 12:29:14 AM
An odd behavior, Smarter Food Selection

I had an injured harpy chick recuperating in an animal bed, and so one of the colonists went to feed it some grass, as is their preference. He picked a little bit of grass from an adjacent tile and then fed it to the chick.

During that time the little bit of grass regrew and he picked it again, and again and again. It looked rather like he was glitching out. Of course it can't be a glitch if you understand what's going on... :P

Anyway, my work-around to watching a guy spend all day wiggling next to a chick was to pave over all the nearby ground, but that sort of imposes on artistic expression for the sake of game mechanics.

Would it be possible to up the minimum amount of food they're willing to pick/haul/feed, so they don't pick a brand new sprout?
(https://s6.postimg.org/5qxb8xyhd/injured_Harpy.png)
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: faltonico on March 21, 2017, 04:43:40 AM
I thank you for your dedication and perseverance.
Thank you!
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: AngleWyrm on March 21, 2017, 06:46:30 AM
Further testing
It turns out that the flooring solution didn't work, and the pawns continued their behavior after a pause generated by unrelated outside events. The image of grass appearing and disappearing nearby is more likely dropped grass being repeatedly picked up.

I went into the menu and saw several possible priority orders, so I changed it from "Animals" to "*default" -- the one on the bottom of the list that says it's the vanilla behavior. The pawn stopped playing with grass, went to the kitchen and and grabbed a fine meal, and fed that to the chick.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 21, 2017, 08:37:55 AM
That behavior grass was unexpected. The temporary solution would be to assign them a policy without grass...
I will try to be possible to pick several stacks of grass or to set a minimum amount of nutrition.

Quote from: Pinkstache on March 20, 2017, 11:50:39 PM
The section you added on the needs tab makes it to where I can't see anything above the joy bar. Is there any option to put it somewhere else. Like the assign tab maybe?

So you are not the only one to complain about that... The UI is a bit invasive despite the spoiler button.
I could make the spoiler button hide everything.
But tbh I don't know where to put hit.
I did not want to create a specific root tab (on the bottom) because I think it would be more convenient to access pawn settings directly.
I did not want to create a new inspector tab (on the bottom left) because the maximum is 6.
Perhaps a floating window like moody will make it.

Fortunately I can make updates more often for steam users.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Pinkstache on March 21, 2017, 12:55:46 PM
Well, for now, I was able to fix it by setting my scale to .75, but I'll have to mess around with that since it's made a lot of things hard to read. Maybe add a message to SFS that if the UI is getting cut off go into LoalLow/Ludeon Studios/Rimworld by Ludeon Studios/Config and open Prefs.xml and lower the UIscale until they find a balance between seeing everything and being able to read that they like.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 21, 2017, 01:36:37 PM
Quote from: Pinkstache on March 21, 2017, 12:55:46 PM
Well, for now, I was able to fix it by setting my scale to .75, but I'll have to mess around with that since it's made a lot of things hard to read. Maybe add a message to SFS that if the UI is getting cut off go into LoalLow/Ludeon Studios/Rimworld by Ludeon Studios/Config and open Prefs.xml and lower the UIscale until they find a balance between seeing everything and being able to read that they like.

I'll find another way !
But why is it hidding everything above joy ? I mean It does not take a lot of space unless you spoil it or you have a low resolution.
Sorry but I have to ask: did you press the button again to hide the settings again ?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Pinkstache on March 21, 2017, 01:43:47 PM
Quote from: Wishmaster on March 21, 2017, 01:36:37 PM

I'll find another way !
But why is it hidding everything above joy ? I mean It does not take a lot of space unless you spoil it or you have a low resolution.
Sorry but I have to ask: did you press the button again to hide the settings again ?
The reason it was hiding everything it because of my resolution. I'm hooked up to a homemade TV (my brother-in-law likes to build things) and it's resolution is wonky, so I can only play in 1024x760 (or some 700). The UI in such low resolutions tends to be REALLY BIG. IDK if this was anyone else's problem, but for me, I think it's just the game being an issue not really your mod. Really this actually helped me since it made me look up how to manually edit the UIscale and now my furniture tab doesn't take up the whole screen lol.  If you want I can take a couple screenshots so that you can see what I'm talking about exactly.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 21, 2017, 02:01:38 PM
Oh well 1024x760.... !!
So I've slightly reduce the UI size can you have a look https://imgur.com/a/siU6l
And that's fine for screenshots, thanks. I can set my game resolution to 1024x too. Tried and it is, indeed...well...
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Pinkstache on March 21, 2017, 02:22:51 PM
Quote from: Wishmaster on March 21, 2017, 02:01:38 PM
Oh well 1024x760.... !!
So I've slightly reduce the UI size can you have a look https://imgur.com/a/siU6l
And that's fine for screenshots, thanks. I can set my game resolution to 1024x too. Tried and it is, indeed...well...

I honestly forgot you could change your resolution lol.
And that look really good. Did you take the screenshots on 1024x760?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 21, 2017, 02:41:02 PM
Quote from: Pinkstache on March 21, 2017, 02:22:51 PM
Quote from: Wishmaster on March 21, 2017, 02:01:38 PM
Oh well 1024x760.... !!
So I've slightly reduce the UI size can you have a look https://imgur.com/a/siU6l
And that's fine for screenshots, thanks. I can set my game resolution to 1024x too. Tried and it is, indeed...well...

I honestly forgot you could change your resolution lol.
And that look really good. Did you take the screenshots on 1024x760?

No... But the UI is a bit less tall. Honestly I don't know how I can adapt it 1024x760 and... few people are on 1024x760.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Pinkstache on March 21, 2017, 02:55:09 PM
Quote from: Wishmaster on March 21, 2017, 02:41:02 PM
Quote from: Pinkstache on March 21, 2017, 02:22:51 PM
Quote from: Wishmaster on March 21, 2017, 02:01:38 PM
Oh well 1024x760.... !!
So I've slightly reduce the UI size can you have a look https://imgur.com/a/siU6l
And that's fine for screenshots, thanks. I can set my game resolution to 1024x too. Tried and it is, indeed...well...

I honestly forgot you could change your resolution lol.
And that look really good. Did you take the screenshots on 1024x760?

No... But the UI is a bit less tall. Honestly I don't know how I can adapt it 1024x760 and... few people are on 1024x760.

Yeah, I was pretty certain it was something that couldn't be fixed except with changing UIscale. Most games don't take into account low-end so most mods don't either (or can't). It's all good. Still love the mod.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Pinkstache on March 21, 2017, 03:01:43 PM
Oh also you probably already thought of this, but you should probably also see which other resolutions the UI gets cut off on as well. Maybe it's just 1024x760, but knowing which resolutions do it will probably help you troubleshoot when other people tell you their UI is getting cut off.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Canute on March 21, 2017, 04:45:50 PM
Tynan mention a minimum resolution, i think it was 1024x768.
Thats why you can't proper use it on netbooks with just 800x600.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Hans Lemurson on March 22, 2017, 03:38:14 AM
I'm curious as to the math behind the Growth Sync mod.  How does it actually go about balancing the growth between adjacent plots, and what is the reason for the 8% limit? 
Is it an arbitrary delineation to let different growth phases to be preserved? 
Or is it perhaps because each tile has 8 neighbors?
Curious minds must know!
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 22, 2017, 07:43:54 AM
Quote from: Hans Lemurson on March 22, 2017, 03:38:14 AM
I'm curious as to the math behind the Growth Sync mod.  How does it actually go about balancing the growth between adjacent plots, and what is the reason for the 8% limit? 
Is it an arbitrary delineation to let different growth phases to be preserved? 
Or is it perhaps because each tile has 8 neighbors?
Curious minds must know!

It's 8 % because it feels correct to me ! Yes, the rate is arbitrary somehow. And no, there is no connection with the fact that each tile has 8 neighbors.
If you are asking why there is a limit, it's because crops at 10% in a group where average growth is 70% would grow at a ridiculous rate.

The math is quite simple simplistic since i'm not very good at math.

growth delta = (average growth - plant growth) * 8

(yes, 8 again, no connection with the 8% limit either).
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Tenshi~Akari on March 22, 2017, 09:24:22 AM
Thank you for the updates! Quick question though: Will the UI fix for the SFS update be available soon? Just asking, as a user w/ a very awkward 1366 x 768 resolution as max and also running across the visual issue of not seeing anything above the Joy need.  (UGH... who's bright idea was that to stop the screen sizes there?) :o
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 22, 2017, 09:31:35 AM
Quote from: Tenshi~Akari on March 22, 2017, 09:24:22 AM
Thank you for the updates! Quick question though: Will the UI fix for the SFS update be available soon? Just asking, as a user w/ a very awkward 1366 x 768 resolution as max and also running across the visual issue of not seeing anything above the Joy need.  (UGH... who's bright idea was that to stop the screen sizes there?) :o

I'm releasing a hotfix likely today for UI and other things. The second in 3 days already. Definitely better to be on steam !

Quote- Error with caravans when a pawn is hungry and you don't only carry food.
- Visitors NOT using the dispenser (as they use to in previous versions).
- Colonists fetching grass to feed injured animals.... Could be nice if it did not take ages to feed it completely.
- UI error when trying to spoil options for visitors or friendlies.
- Needs tab moved.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: xion1088 on March 26, 2017, 12:30:40 PM
Can you make the UI like the Health tab options?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 26, 2017, 01:13:30 PM
I think about this but that may limit the possibility to have custom policies.
I plan to change the UI anyway and maybe move it to the restrict tab/ assign tab or even a new root tab.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: wenify on March 29, 2017, 10:09:51 PM
Hi, new player here. I must say that Too Many Leathers is one of the most useful mods I have used. It works wonderfully, however, I have encountered a bug/clash few times in conjunction with the hospitality mod.

So, when visitors are happy with the stay they leave gifts behind(hospitality mod), sometimes leathers. The leather would not be converted until after the game is loaded again. All is fine until one of the haulers come and try to haul it away. Error occurs and the hauler would freeze near the leather and give up on the task, then another hauler would come over...The attached image shows the debug log, with the leather in question selected. As you can see there is an item name mismatch. The last line ("the given key was not present in the dictionary") is what happens when I try to destroy the leather.

Sometimes the leather would disappear after loading, sometimes it would be fine. I am reporting this because recently it just crashed my save upon loading. I am not sure if the problem can be solved by simply switching the order of the mods; maybe load Too Many Leathers first. I have rearranged the order and will see what happens. Thanks!

Edit: Clarification: after the save crashed I loaded an earlier save and was able to reproduce the same gifts, saved and loaded, that's how I got the screenshot. I S/L again afterward, and the leather disappeared.

[attachment deleted by admin due to age]
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: PreDiabetic on March 30, 2017, 06:05:58 AM
Smarter food selection makes Needs section HUGE because of that you can't see upperside of that. I had to disable to see mood,rest etc. And Is there a way to FORCE colonist to use DISPENSER instead of meals?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.20
Post by: Wishmaster on March 30, 2017, 07:31:23 AM
Quote from: wenify on March 29, 2017, 10:09:51 PM
Hi, new player here. I must say that Too Many Leathers is one of the most useful mods I have used. It works wonderfully, however, I have encountered a bug/clash few times in conjunction with the hospitality mod.

So, when visitors are happy with the stay they leave gifts behind(hospitality mod), sometimes leathers. The leather would not be converted until after the game is loaded again. All is fine until one of the haulers come and try to haul it away. Error occurs and the hauler would freeze near the leather and give up on the task, then another hauler would come over...The attached image shows the debug log, with the leather in question selected. As you can see there is an item name mismatch. The last line ("the given key was not present in the dictionary") is what happens when I try to destroy the leather.

Sometimes the leather would disappear after loading, sometimes it would be fine. I am reporting this because recently it just crashed my save upon loading. I am not sure if the problem can be solved by simply switching the order of the mods; maybe load Too Many Leathers first. I have rearranged the order and will see what happens. Thanks!

Edit: Clarification: after the save crashed I loaded an earlier save and was able to reproduce the same gifts, saved and loaded, that's how I got the screenshot. I S/L again afterward, and the leather disappeared.

Thank you for your support and for reporting this.
I would need the complete log or at least the detailed information about the errors.

Too Many Leathers does not delete any leathers definition but will replace what animals drop when butchered instead, so visitors, traders still have some of those vanilla leathers.

If everything works fine too, you should be prompted when loading a game if the world has any discarded leather somewhere. Were those leathers already converted ?

Quote from: damngrl on March 30, 2017, 06:05:58 AM
Smarter food selection makes Needs section HUGE because of that you can't see upperside of that. I had to disable to see mood,rest etc. And Is there a way to FORCE colonist to use DISPENSER instead of meals?

It is not up to date here... unlike it is on steam. Fixing this ! The updated version fixes that UI issue.
You can, select the policy "Meals only (worst 1st)". You may not see it for now as the standalone version was not updated.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: PreDiabetic on March 30, 2017, 08:19:29 AM
"I did not want to create a new inspector tab (on the bottom left) because the maximum is 6."
Is this the HealthTab,Need,Character tab? If it is my quests have 7 Tab.

                                                   ,Guest
Psyche,Social,Gear,Character,Need,Health

My tab is like this.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on March 30, 2017, 08:41:28 AM
Quote from: damngrl on March 30, 2017, 08:19:29 AM
"I did not want to create a new inspector tab (on the bottom left) because the maximum is 6."
Is this the HealthTab,Need,Character tab? If it is my quests have 7 Tab.

                                                   ,Guest
Psyche,Social,Gear,Character,Need,Health

My tab is like this.

Uh, really ?
I swear that the vanilla maximum is 6.

... I just had a look at this and actually, psychology does override this limit, just like SFS now does.

So having both mods will NOT create conflicts but will print an error message on start (harmless).

Now the way the tabs are drawn will depend which of both mods is loaded first. Chose the one you prefer !

(When I first tried to add a "food" tab I did not want to take the risk to change how the tabs are drawn but potential conflict purposes, changed my mind since then.)

Psychology way

(http://i.imgur.com/efg0O3l.jpg)

Smarter Food Selection Way


(http://i.imgur.com/doVsdpL.jpg)
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: PreDiabetic on March 30, 2017, 12:30:05 PM
[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method InspectPaneUtility.DoTabs to InspectPaneUtility.DoTabs (assembly: WM Smarter Food Selection) ---> System.Exception: method was already detoured to Psychology.Detour._InspectPaneUtility._DoTabs.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()


Is this harmless one?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on March 30, 2017, 12:47:20 PM
Yes, exactly.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: sadris on March 30, 2017, 08:53:10 PM
Can you tell me what is going on?

It says he wants to eat nutrient paste, yet he is currently eating Baked Polenta... It seems they pick up polenta to keep one food in their inventory, then end up eating their inventory food instead of the acceptable Paste.


(https://s3.amazonaws.com/sadris/food-selection.png)
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on March 30, 2017, 09:35:26 PM
That current best food thing in UI is a bit broken...

They will eat what's in inventory first.
What I wonder is why he picked this in inventory. Did he when he had nutrient paste to eat ?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: wenify on March 30, 2017, 09:50:09 PM
Sorry for the late reply. Here is the error (images with more details attached):

JobDriver threw exception in initAction. Pawn=Blackjack, Job=HaulToCell A=Thing_Cougar_Leather1158578 B=(133, 0, 62), Exception: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.ThingDef,System.Collections.Generic.List`1[Verse.Thing]].get_Item (Verse.ThingDef key) [0x00000] in <filename unknown>:0
  at Verse.ListerThings.Remove (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.Thing.DeSpawn () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.DeSpawn () [0x00000] in <filename unknown>:0
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingContainer.TryAdd (Verse.Thing item, Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Haul+<StartCarryThing>c__AnonStorey41A.<>m__67B () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

[attachment deleted by admin due to age]
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: wenify on March 30, 2017, 09:51:58 PM
Another example, and what happens when loading the save with converted leather.
Edit: you can see that the leathers have been converted. But error shows the leather being completely different things
(ie. Bearskin to muffalo leather, and catskin to cougar leather)

[attachment deleted by admin due to age]
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on March 31, 2017, 03:08:06 AM
Have you tried not updating the leathers when loading a save game ? I think that update feature might be broken :/
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: ZLF on March 31, 2017, 09:19:55 AM
<ControlColonists>Enable control over colonists</ControlColonists>
<ControlColonists_desc>Enable control over colonists</ControlColonists_desc>
<ControlVisitors>Enable control over visitors</ControlVisitors>
<ControlColonists_desc>If disabled, visitors will use their vanilla behavior.</ControlColonists_desc>

The description label of 'ControlVisitors' seems to be mistyped.
I also got a yellow warning below:
QuoteType Resources probably needs a StaticConstructorOnStartup attribute, because it has a field NutrientPaste of type Texture2D. All assets must be loaded in the main thread.
It seems harmless, just a bit annoying.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on March 31, 2017, 10:43:13 AM
Quote from: ZLF on March 31, 2017, 09:19:55 AM
   <ControlColonists>Enable control over colonists</ControlColonists>
   <ControlColonists_desc>Enable control over colonists</ControlColonists_desc>
   <ControlVisitors>Enable control over visitors</ControlVisitors>
   <ControlColonists_desc>If disabled, visitors will use their vanilla behavior.</ControlColonists_desc>

The description label of 'ControlVisitors' seems to be mistyped.
I also got a yellow warning below:
QuoteType Resources probably needs a StaticConstructorOnStartup attribute, because it has a field NutrientPaste of type Texture2D. All assets must be loaded in the main thread.
It seems harmless, just a bit annoying.

Good find, thank you !
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Pichu0102 on April 01, 2017, 06:53:57 PM
Is there a way to reduce the search range for food when someone is hungry? On the largest map size, the game hitches when anything wants to eat.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on April 01, 2017, 07:27:08 PM
Quote from: Pichu0102 on April 01, 2017, 06:53:57 PM
Is there a way to reduce the search range for food when someone is hungry? On the largest map size, the game hitches when anything wants to eat.

I thought I fixed performances issues for good.

You can limit the search amount in settings, which does not set but limits the search radius (will take the closest food sources).
Since the default amount is quite high, this in most often effective for grass eating animals.

Note that wild animals use their script vanilla behavior and are not affected by the mod in any way.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Canute on April 08, 2017, 02:38:45 PM
The "Too Many Leathers" is very nice, but i think 16 tiers are still too much ! :-))
I know you didn't touch the any stats and just merged identical stats leather into a  Tier.
But many leather just little vari from some other.
I think with just 8 tiers the bandwight of all leather could be covered.


And i have another issue, not sure if Smarter food selection cause this or something else.
My animal trainer(s) pickup nearly any food for training, and the colony remain foodless after a while. It is nice cheat when they pickup all the fruits they got harvested a bit away. But carrying 100+ fruits+meals is far too much.
I didn't notice any similar problem at the threads i was reading, so i think its maybe a strange behavior mod conflict.

That colony was a fresh start.
Loading game with mods Core, Humanoid Alien Races 2.0, Apini Playable Race, RimWorld Minions V3, EdB Prepare Carefully, HugsLib, Animal Tab, Hand Me That Brick, Hospitality, Melee Rebalance, MineItAll, Hunt for Me, Pests, Wildlife Tab, Organized Research Tab, QualityBuilder, PrisonerRansom, RBSE Hardcore Edition, RePower, Shooting Skill Rebalanced v1.2, Stack Merger, WM Smarter food selection, Sync growth, WM Too Many Leathers, The A1000, Additional Joy Objects, Blowguns, ExtendedStorageFluffy, FashionRIMsta,
Glass+Lights, JTExport, Mending, More Furniture, MiningCo. ForceField, MiningCo. MiningHelmet, MiningCo. PowerFist, Core Driller, Core Driller - Stone Addon, Modular Power Armor, Camping Stuff, Set-Up Camp, Colony Leadership, PowerSwitch, RedistHeat, RimFridge, RT Fuse, RT Power Switch, RT Quantum Storage, RT Solar Flare Shield, [sd] advanced powergeneration, [sd] medicaddons, SS Lightning Rod, Turret Collection, Vegetable Garden , WM Medivac, Reuse pods, and AC-Enhanced Crafting

Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on April 08, 2017, 03:32:23 PM
The purpose of Too Many Leathers is just to merge all leathers and strictly save the vanilla game play.
16 tiers might be too much, but I'm personally happy to have 16 tiers instead of 40+ =) .

And yes the bug you are talking about is related to SFS.
Tbh I got quite lazy to completely fix it.
Also it is mentioned on the steam page. (I'm lazy slothful to synchronize both pages as well  ;D ).

Quote* Taming colonists will pick unlimited quantities of food when no appropriate food is available for the tamee. ONLY when "control pets" option is disabled.

Please let me know if it's not the case, if the issue I describe is not accurate.

And thank you for your support anyway !
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Canute on April 08, 2017, 08:54:02 PM
Yep, enable these option at the mod option help's indeed.
Now the rest of the colony don't need to starve anymore.

About the leather,
maybe just create a 2.version with extremly only 4 tiers of leather. :-)
1- all small animals
2- simple class leather
3- better class leather
4- superb class leather (thrumbo).
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on April 08, 2017, 09:13:57 PM
I don't know... and how will the stats be calculated ? average for each 1/4 ?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: AngleWyrm on April 08, 2017, 09:20:15 PM

(https://s-media-cache-ak0.pinimg.com/736x/ed/3e/c9/ed3ec9249beddd7cf39f4c013333d9b7.jpg)
Quote from: Canute on April 08, 2017, 08:54:02 PM
About the leather, maybe just create a 2.version with extremly only 4 tiers of leather. :-)
1- all small animals
2- simple class leather
3- better class leather
4- superb class leather (thrumbo).

This reminds me of the sight of what might be called pre-arranged folder structures; the application of an idea of structure into which future need is supposed to settle. While the intent of organization is commendable, it seems just a little bit premature, in that what actually arrives to be sorted does not necessarily arrange itself neatly into those bins.

So I'd like to suggest another approach: Observation sorting.
A group of things accumulates until it looks like it's going to be a large and unwieldy hassle. Then the developer observes the set until some natural order becomes apparent that can split out a substantial portion of the things into their own sub-group.

And so we have the growth of a folder tree, according to the need of it's contents.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Canute on April 08, 2017, 09:49:34 PM
Yep, more or less main criteria are the defence ability.
Tier 1 worest one.
Tier 2 blunt average
Tier 3 sharp average
Tier 4 both (thrumbo)

People will maybe miss the temperature varie from fur kind of leathers, but they still got the wool.
But i bet there will be people they  enjoy the simple of the new leather system, special when they fill up their storage with leather scraps anymore.

Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: DukeAl on April 12, 2017, 08:56:42 AM
Hi, I have been using your leather mod for my last colony and loving it so far.
When I tried to load it today i got an error message and returned to the main menu.
I think it is connected to your mod because of the last messages in the output_log but I'm not sure. Maybe you could take a look at it.



[attachment deleted by admin due to age]
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on April 12, 2017, 09:37:27 AM
Unfortunately I think the update feature of existing save game is broken.
You may have been prompted to update existing leathers right ?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Dr_Zhivago on April 12, 2017, 02:03:44 PM
I used this and the cave biome and caveworld flora mod. Doesn't seem compatible. Any plans to patch?

https://ludeon.com/forums/index.php?topic=13172.0
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on April 12, 2017, 07:25:01 PM
I have used those mods too and didn't have any problems or at least did not notice it.
The only one I've noticed was with Sync growth...

edit: All it happens it that the inspection string prints an error. But growth of those plants is not affected. You will just get an error when selecting them.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Dr_Zhivago on April 12, 2017, 07:47:29 PM
Quote from: Wishmaster on April 12, 2017, 07:25:01 PM
I have used those mods too and didn't have any problems or at least did not notice it.
The only one I've noticed was with Sync growth...

Right I should have been more specific. Cluster Root appeared to have issues with sync growth, as well as the added crops.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: DukeAl on April 15, 2017, 03:16:40 AM
Quote from: Wishmaster on April 12, 2017, 09:37:27 AM
Unfortunately I think the update feature of existing save game is broken.
You may have been prompted to update existing leathers right ?

Yes, I updated  the leathers two or three times before the save broke.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: DanielLeal on April 21, 2017, 05:46:16 PM
Quote from: Wishmaster on February 20, 2017, 05:34:41 PM

Since i started to use your mod ( too manny leathers ) i cannot sell my leathers in big stacks and sometimes i have to sell 100 leathers 1 one by one  very annoying i should say :-\
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Canute on April 22, 2017, 01:59:38 AM
Must be a modconflict. I don't got this issue and noone else reported a similar problem.
Try to move the mod up or down at the modlist and look if that solve the problem. If not try to post attach your modconfig.xml or open the dev. console and let hugslib made an error report and post the link.
Then Wishmaster can have a closer look.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on April 22, 2017, 09:14:12 AM
I have no idea this can come from. Perhaps a mod conflict as Canute.
Nor I ever had this issue...
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: dburgdorf on April 25, 2017, 08:43:00 PM
It's been reported to me that my "Wild Cultivation" mod and your "Sync Growth" aren't entirely playing well together.  Specifically, I'm told that the agave plants (which I edit so that they can be cultivated in addition to growing wild) don't in fact sync the way they're supposed to.

A quick look at your mod didn't provide any insight, as since my mod does nothing but change XML defs, and your mod does nothing but alter the code governing growth, I really don't see how they even *could* be conflicting.

Before I start trying to look more closely through your code, though, I figured I'd check to see if you were already aware of anything I might have done in the XML definition which might inadvertently have created a problem.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on April 26, 2017, 07:01:51 AM
It is possible SyncGrowth does not make sufficient checks for non vanilla stuff... I don't a XML mod should be an issue.
But I'm not working on my mods for now...
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: dburgdorf on April 26, 2017, 09:59:56 AM
Quote from: Wishmaster on April 26, 2017, 07:01:51 AMBut I'm not working on my mods for now...

Fair enough. I just figured I'd check to see if there were any potential issues on your end that you already knew about, before I dug too far into it myself. Thanks anyway!
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Ondoslpay on April 28, 2017, 11:13:39 AM
do different crops get put on the same group?
i think my crops are growing too slow maybe bcs of the devilstrand
P.S. the devilstrand IS adjacent to other crops
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on April 28, 2017, 12:21:02 PM
Quote from: Ondoslpay on April 28, 2017, 11:13:39 AM
do different crops get put on the same group?
i think my crops are growing too slow maybe bcs of the devilstrand
P.S. the devilstrand IS adjacent to other crops

No they don't. Also you should be able to see the effect of the mod in individual crops by clickingn them.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Ondoslpay on April 29, 2017, 09:09:26 AM
yeah i saw that but the simultaneous harvest made me suspicious
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: PreDiabetic on May 19, 2017, 08:57:22 AM
WM Smarter Food Selection awesome mod yet problem is my Hauler Dogs EAT fricking corpses before kibble or pemmnican that's in barn. I tried to switch corpses on Policy.xml but mod just bugged. Now my animals are starving. Is there a way around this. Like Colonists meal only. Pets Kibble only?
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on May 19, 2017, 11:05:52 PM
dogs should eat human corpses before everything else with the default policy.
other corpses however comes after kibble and pemmican.

If it's indeed not the case, use the default policy, select one of your dog and press "\" (default key) to cycle through the food selection display mode.
This will you what food your pawn is picking and why (scores, factors of score).

Editing policies in xml shouldn't be buggy. A typical mistake when doing this is to forget to remove the latest "/" at the end of the categories list.

For example let's say you want kibble only (I also added hay and grass).

Add this inside <Defs></Defs>

I haven't tested it but I should work. Otherwise please let me know.

    <WM.SmarterFoodSelection.Policy>
        <defName>SFS_GrassHayKibble</defName>
        <label>Hay, kibble</label>
        <conditions>
            <li>pet</li>
        </conditions>
        <description>Grass hay and kibble only.
        </description>
        <diet>
                Grass /
                Hay /       
                Kibble
        </diet>
    </WM.SmarterFoodSelection.Policy>
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Love on May 19, 2017, 11:17:43 PM
Hey there Wishmaster, A17 is officially feature frozen so now is a good time to start updating~
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Pink Photon on May 27, 2017, 01:50:28 PM
Quote from: Love on May 19, 2017, 11:17:43 PM
Hey there Wishmaster, A17 is officially feature frozen so now is a good time to start updating~
Oh god please. I'm tired of my dogs literally walking over my kibble to eat some corn.
Title: Re: [A16] WM Mods | NOW ON STEAM | Updated SFS 2017.03.30, UI updated.
Post by: Wishmaster on May 27, 2017, 03:31:21 PM
Hello.
I just began updating SFS for A17. So far it works but has few bugs. I'm testing it and I think it should come soon.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Wishmaster on May 29, 2017, 06:30:32 PM
A17 versions for SFS and Too Many Leathers are here.

There is no significant changes for SFS.

TML Should now be stable thanks for Harmony and any leathers ever spawned should be converted.

I am still testing Sync Growth.

Medivac will be completely reworked providing many more features.

No ETA for Reuse Pods. I am looking for a way to make self-launching pods instead.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Mitz on May 31, 2017, 07:46:30 AM
SFS took average time to fix.
i'll check mod compatibility with my modlist, and hope it works again.
one day playing a save in A16 SFS randomly broke down and stopped working.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Wishmaster on May 31, 2017, 08:07:51 AM
Quote from: Mitz on May 31, 2017, 07:46:30 AM
SFS took average time to fix.
i'll check mod compatibility with my modlist, and hope it works again.
one day playing a save in A16 SFS randomly broke down and stopped working.

I did only one minor change for the A17 version, beside adapting to the new version.
How did it happen ?
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Pink Photon on May 31, 2017, 12:35:36 PM
Two things about SFS:

1. Animals aren't hunting in my games. I've never noticed it happen (in A17, I noticed it all the time in A16), and I just saw a Labrador retriever wake up in a room with kibble and a squirrel that had wandered in before I finished building the walls, and it went for the kibble instead of the squirrel.

2. Could you make "animals eat human corpses" a configurable option? For either roleplay or gameplay reasons, I usually don't want my animals to do so.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: jpnm92 on May 31, 2017, 01:40:29 PM
Ever since i first played rimworld i though it was quite autistic how many different fucking leathers there were in this stupid fucking game and that i couldn't stack different leathers.

Thank you.

Ps: I love Rimworld i'm just a toxic lol player
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Wishmaster on May 31, 2017, 03:08:05 PM
Quote from: Pink Photon on May 31, 2017, 12:35:36 PM
Two things about SFS:

1. Animals aren't hunting in my games. I've never noticed it happen (in A17, I noticed it all the time in A16), and I just saw a Labrador retriever wake up in a room with kibble and a squirrel that had wandered in before I finished building the walls, and it went for the kibble instead of the squirrel.

2. Could you make "animals eat human corpses" a configurable option? For either roleplay or gameplay reasons, I usually don't want my animals to do so.

Back in old versions (1.*), there were indeed a major that bug that make wild animals never hunting at all.

This was fixed in 2.0. Make sure you are using the latest version.
Also Labradors and Husky are not predators therefore they will never hunt, even with SFS.

I may improve the UI one day and make this easier...
You can do that with a custom policy...

Create a file inside <mod folder>\Defs\Policies , call it as you want. I would type "animalsnohumancorpses.xml".

With steam the mod folder should be in ...\SteamLibrary\steamapps\workshop\content\294100\887716138\

Paste this.

<?xml version="1.0" encoding="UTF-8"?>
<defs>
      <WM.SmarterFoodSelection.Policy>
         <defName>SFS_DefaultPetPolicy_NoHumanCorpses</defName>
         <label>No human corpse</label>
         <conditions>
             <li>pet</li>
         </conditions>
         <description>Same as "Animals" default but will not eat humanlike corpses.
         </description>
         <diet>
                 Hunt /
                 Grass /
                 Hay /       
                 Kibble =
                 MealAwful /
                 MealSimple /
                 RawHuman /
                 RawInsect /
                 RawBad /
                 RawTasty /
                 InsectCorpse /
                 Corpse /
                 MealFine /
                 MealLavish
         </diet>
     </WM.SmarterFoodSelection.Policy>
</defs>


Quote from: jpnm92 on May 31, 2017, 01:40:29 PM
Ever since i first played rimworld i though it was quite autistic how many different fucking leathers there were in this stupid fucking game and that i couldn't stack different leathers.

Thank you.

Ps: I love Rimworld i'm just a toxic lol player

Thank you. Glad it helps people !
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: poolday on May 31, 2017, 04:46:49 PM
Hi and congratulations on the improvements of the mod, this mod is now a must-have for me!
Perhaps is there a way to make it different between packaged survival meals and other types of meals that I'm not seeing? because I've found my colonists eating my packaged meals and I want to save them for the caravans. Maybe I'm not seeing this option can somebody tell me if that option exists?
Thanks in advance
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Canute on June 01, 2017, 02:51:06 AM
I don't that exist yet.
The problem are the packaged meals are fine meals, thats why your pawns prefer them before the most other mods.
And i don't saw an option to exclude them.
I agree that should be an option or default behavior to use the packaged meals at last choise.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Mitz on June 01, 2017, 07:31:57 AM
Quote from: jpnm92 on May 31, 2017, 01:40:29 PM
Ever since i first played rimworld i though it was quite autistic
why
why the autism insults
sigh.... people these days
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Ignoral on June 02, 2017, 05:07:50 PM
Small issue with SFS. When you recruit a colonist they keep the prisoner tag instead of defaulting to colonist, it's a small issue but it would be nice if prisoners once recruited got default colonist. Playing with a large colony it can sometimes be a little annoying to manually go through and switch everyone.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Antaios on June 02, 2017, 11:02:23 PM
I'm having an issue with SFS

I was noticing colonists eating on the floor more often than usual, so I did some testing in a clean test save with only hugslib and SFS, and compared it to vanilla behaviour.

It seems that SFS is causing colonists to always prefer to eat whatever food is in their inventory over any food elsewhere. They'll even prefer simple meals in their inventory over fine meals on the floor one tile away. This seems like unintended behaviour, especially since on the default colonist policy they prefer fine meals over simple meals when they have nothing in their inventory.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Wishmaster on June 03, 2017, 09:58:20 AM
Quote from: Ignoral on June 02, 2017, 05:07:50 PM
Small issue with SFS. When you recruit a colonist they keep the prisoner tag instead of defaulting to colonist, it's a small issue but it would be nice if prisoners once recruited got default colonist. Playing with a large colony it can sometimes be a little annoying to manually go through and switch everyone.

This has been an old issue. Seemed only to happen with some mods back in A16.

Quote from: Antaios on June 02, 2017, 11:02:23 PM
I'm having an issue with SFS

I was noticing colonists eating on the floor more often than usual, so I did some testing in a clean test save with only hugslib and SFS, and compared it to vanilla behaviour.

It seems that SFS is causing colonists to always prefer to eat whatever food is in their inventory over any food elsewhere. They'll even prefer simple meals in their inventory over fine meals on the floor one tile away. This seems like unintended behaviour, especially since on the default colonist policy they prefer fine meals over simple meals when they have nothing in their inventory.

I don't know why this is happening. Colonists your ignore their inventory if they have something better to eat.

Investigating on those issues.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: MrWeeGee on June 04, 2017, 06:48:56 AM
Hey there, thanks for updating your mods to A17! The custom food policies are great -- didn't quite like my animals eating simple meals over berries, but it was an easy fix.

Quick question, do your reusable pods still require the landing controller? Noticed it was missing from the building menu, and when I went to check the Defs folder, I found that it was empty. Seemed like it was a mistake so thought I'd ask and let you know.

Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Wishmaster on June 04, 2017, 08:05:43 AM
Quote from: MrWeeGee on June 04, 2017, 06:48:56 AM
Hey there, thanks for updating your mods to A17! The custom food policies are great -- didn't quite like my animals eating simple meals over berries, but it was an easy fix.

Quick question, do your reusable pods still require the landing controller? Noticed it was missing from the building menu, and when I went to check the Defs folder, I found that it was empty. Seemed like it was a mistake so thought I'd ask and let you know.
Quote from: MrWeeGee on June 04, 2017, 06:48:56 AM
Hey there, thanks for updating your mods to A17! The custom food policies are great -- didn't quite like my animals eating simple meals over berries, but it was an easy fix.

Quick question, do your reusable pods still require the landing controller? Noticed it was missing from the building menu, and when I went to check the Defs folder, I found that it was empty. Seemed like it was a mistake so thought I'd ask and let you know.



I indeed removed them.
And thank you for your support !!
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Pink Photon on June 09, 2017, 06:43:58 PM
I finally got around to making the fix you suggested, and discovered that in the newest version you'd already implemented a "No human corpse" policy. Thanks!

Another issue has come up. I've caught my handlers using plant matter (hops and smokeleaf/psychoid leaves) for training herbivores. I just did a quick test, and it appears that they value it the same as hay (using whichever one is closer).
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Wishmaster on June 09, 2017, 06:48:37 PM
Quote from: Pink Photon on June 09, 2017, 06:43:58 PM
I finally got around to making the fix you suggested, and discovered that in the newest version you'd already implemented a "No human corpse" policy. Thanks!

Another issue has come up. I've caught my handlers using plant matter (hops and smokeleaf/psychoid leaves) for training herbivores. I just did a quick test, and it appears that they value it the same as hay (using whichever one is closer).

Holy c***. I'm quite unhappy with that.
Can you paste me a log please ? I would only need one from launch with SFS enabled.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Pink Photon on June 09, 2017, 07:58:23 PM
Here you are.

https://gist.github.com/HugsLibRecordKeeper/a3e97bc5c5fb181e2cc5e66db4bbb36d
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on June 09, 2017, 08:25:07 PM
Well that's not the current steam release.
Did you get it from github ? my branches are messed up so master is not stable.

Btw I just updated the direct download link that was not up to date.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Pink Photon on June 09, 2017, 08:50:51 PM
I downloaded it from the link in the "Smarter Food Selection" part of the opening post. https://github.com/Wishmaster01/Smarter.food.selection

Edit: I replaced it with the version from the link in the list at the start of the post (https://www.dropbox.com/s/lps5uj639dk382g/WM-Smarter-food-selection-v2.1.1.zip?dl=0) and that appears to have fixed the problem.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: thinkpad on June 10, 2017, 09:50:48 PM
Is there a Hydroponics with lamps for A16?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on June 11, 2017, 06:50:54 AM
Quote from: thinkpad on June 10, 2017, 09:50:48 PM
Is there a Hydroponics with lamps for A16?

I have developed it during A16 mostly but can't find any remains ^^'
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: thinkpad on June 11, 2017, 08:59:08 PM
Damn.  Alright thanks.  If you happen to find it let me know please
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Canute on June 12, 2017, 03:30:57 AM
Look if you can find a A16 version of Vegetable garden, that got Adv. hydroponics which don't need lamps anymore.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Antaios on June 12, 2017, 06:59:31 AM
Quote from: Wishmaster on June 03, 2017, 09:58:20 AM
Quote from: Antaios on June 02, 2017, 11:02:23 PM
...colonists to always prefer to eat whatever food is in their inventory over any food elsewhere...
I don't know why this is happening. Colonists your ignore their inventory if they have something better to eat.

I did some digging with ILSpy, and I'm new to the Rimworld code, but from what I can see:

It looks like you have SFS giving any inventory food a 500 point buff in FoodScoreUtils.FoodScoreFor().
https://github.com/Wishmaster01/Smarter.food.selection/blob/master/source/FoodScore/FoodScoreUtils.cs#L59 (https://github.com/Wishmaster01/Smarter.food.selection/blob/master/source/FoodScore/FoodScoreUtils.cs#L59)
For comparison, as I understand it fine meals have about 80 points over simple meals (+5 mood * 2x (MoodEffectFactor) * 8 (mood curve)) in the standard colonist policy.
That's not counting the negative points given to food based on distance either, where inventory gets a distance malus of 0.

Its further exacerbated by the fact that, as far as I can see, SFS doesn't interact with colonists 'packing' food in their inventory in any way ("JobGiver_PackFood", I think) which just grabs the nearest food that isn't awful or have negative mood buffs.

So pawns grab whatever random food is nearby and put it in their inventory (i.e. a simple meal) because they like having a backup food. Then when its time to eat, the inventory food gets a huge preference over any other food such that they eat it regardless of if it's the 'best' food available according to their policy (to eat a 'better' meal on the floor over a simple one in their inventory, the meal would have to be on the pawn's tile more or less, and give something like a +32 mood buff).

Personally I'd want the inventory to be selected last always, given the food selected to pack into a pawns inventory is based on distance only.

As I understand it though, removing the +500 inventory boost and making it 0 would make pawns eat a fine meal from the floor over a simple meal in their inventory, at up to 80 squares away, then they'd switch to eating from their inventory, They'd still eat a fine meal in their inventory over one on the floor aswell. I think is more the intended effect. Mind you it could lead to some odd situations where a pawn has picked up a simple meal to eat, and there's a lavish meal available back home, so the pawn goes trudging across 160 tiles :/.
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Wishmaster on June 12, 2017, 08:53:30 AM
Quote from: Antaios on June 12, 2017, 06:59:31 AM
Quote from: Wishmaster on June 03, 2017, 09:58:20 AM
Quote from: Antaios on June 02, 2017, 11:02:23 PM
...colonists to always prefer to eat whatever food is in their inventory over any food elsewhere...
I don't know why this is happening. Colonists your ignore their inventory if they have something better to eat.

I did some digging with ILSpy, and I'm new to the Rimworld code, but from what I can see:

It looks like you have SFS giving any inventory food a 500 point buff in FoodScoreUtils.FoodScoreFor().
https://github.com/Wishmaster01/Smarter.food.selection/blob/master/source/FoodScore/FoodScoreUtils.cs#L59 (https://github.com/Wishmaster01/Smarter.food.selection/blob/master/source/FoodScore/FoodScoreUtils.cs#L59)
For comparison, as I understand it fine meals have about 80 points over simple meals (+5 mood * 2x (MoodEffectFactor) * 8 (mood curve)) in the standard colonist policy.
That's not counting the negative points given to food based on distance either, where inventory gets a distance malus of 0.

Its further exacerbated by the fact that, as far as I can see, SFS doesn't interact with colonists 'packing' food in their inventory in any way ("JobGiver_PackFood", I think) which just grabs the nearest food that isn't awful or have negative mood buffs.

So pawns grab whatever random food is nearby and put it in their inventory (i.e. a simple meal) because they like having a backup food. Then when its time to eat, the inventory food gets a huge preference over any other food such that they eat it regardless of if it's the 'best' food available according to their policy (to eat a 'better' meal on the floor over a simple one in their inventory, the meal would have to be on the pawn's tile more or less, and give something like a +32 mood buff).

Personally I'd want the inventory to be selected last always, given the food selected to pack into a pawns inventory is based on distance only.

As I understand it though, removing the +500 inventory boost and making it 0 would make pawns eat a fine meal from the floor over a simple meal in their inventory, at up to 80 squares away, then they'd switch to eating from their inventory, They'd still eat a fine meal in their inventory over one on the floor aswell. I think is more the intended effect. Mind you it could lead to some odd situations where a pawn has picked up a simple meal to eat, and there's a lavish meal available back home, so the pawn goes trudging across 160 tiles :/.

Good finding.

Now that you mention that part of the code in FoodScoreUtils.FoodScoreFor(), I remember I did that and why: you said it. I really want them to eat what they have in inventory.

Also to be honest, I just missed that JobGiver_PackFood. SFS detours TryFindBestFoodSourceFor() but JobGiver_PackFood uses something different... it will just get a near thing.
Until now I just wondered why ppl complain so much about food picked in inventories. I thought it was affected by TryFindBestFoodSourceFor()...
If I had to rework this, I'm not sure what do to. Maybe pick the best available food if it's not too far ??
Also I maybe I should add the "ate without table" to the mood curve math.

btw I missed up with my Github so "master" is not the stable branch... it's "2.1.1 stable" instead. However the point you mention is exactly the same.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on June 12, 2017, 09:16:49 AM
Quote from: Canute on June 12, 2017, 03:30:57 AM
Look if you can find a A16 version of Vegetable garden, that got Adv. hydroponics which don't need lamps anymore.

What's for A17?
Title: Re: [A17][A16] WM Mods | SFS and Too Many Leathers now for A17
Post by: Antaios on June 12, 2017, 12:37:33 PM
Quote from: Wishmaster on June 12, 2017, 08:53:30 AM
Good finding.

Now that you mention that part of the code in FoodScoreUtils.FoodScoreFor(), I remember I did that and why: you said it. I really want them to eat what they have in inventory.

Also to be honest, I just missed that JobGiver_PackFood. SFS detours TryFindBestFoodSourceFor() but JobGiver_PackFood uses something different... it will just get a near thing.
Until now I just wondered why ppl complain so much about food picked in inventories. I thought it was affected by TryFindBestFoodSourceFor()...
If I had to rework this, I'm not sure what do to. Maybe pick the best available food if it's not too far ??
Also I maybe I should add the "ate without table" to the mood curve math.

btw I missed up with my Github so "master" is not the stable branch... it's "2.1.1 stable" instead. However the point you mention is exactly the same.

Yeah I was using ILSpy more than Github, I only remembered the git when I went to post.

Hmm... I think detouring JobGiver_PackFood to use TryFindBestFoodSourceFor() instead of it's logic is probably a good idea.


As for the table stuff,

I looked through, and Rimworld's default distance to search for food before preferring inventory meals is only 32 tiles. Given the search radius for a table is 25 tiles, SFS forcing pawns to eat from their inventory isn't as big an impact as I first thought it was. It still boils back to rimworld's lousy table radius.

Given 1 point at the moment represents 1 tile, and +1 mood represents 16ish points, the +3 from eating at a table represents 48 tiles. If the food selection accounted for the mood boost, and didn't apply a huge bonus to inventory, the net effect as I see it would just be more or less the same as doubling the table radius, which isn't SFS's scope. The work probably isn't worth it to account for the mood effect, given the added code to search for chairs/tables nearby the pawn and possibly near food sources.

Putting that aside, if the JobGiver_PackFood is detoured, the only difference between the +500 for inventory food or not is an edge case. Under normal circumstances, they'd prefer inventory food regardless, less travel :), But
if a pawn decides to refill their inventory while the best option happens to be a simple meal, and then a bunch of fine meals get made, with the +500 the pawn would still eat the simple meal. On the flip side, without the bonus the simple meal would rot in the pawn's inventory while they eat fine meals from the freezer. I don't think either of those matter too much, personally. Alternatively, it might not be a bad idea to put that inventory offset as a variable in the policies, which would allow for varying degrees of inventory-prefferedness, if someone wants that.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on June 12, 2017, 12:58:28 PM
So I don't know what do to exactly to fix this. Technically it would be very quick to fix however. But still I don't know if I will make a hotfix or wait for the next major version.

I think colonists will simply pack food within a limited radius, only if its rating is the best accross all map/ allowed area.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Antaios on June 13, 2017, 05:14:15 AM
Quote from: Wishmaster on June 12, 2017, 12:58:28 PM
So I don't know what do to exactly to fix this. Technically it would be very quick to fix however. But still I don't know if I will make a hotfix or wait for the next major version.

I think colonists will simply pack food within a limited radius, only if its rating is the best accross all map/ allowed area.
Well, I did up a fix for myself, if you want it, I added it to Github and made a pull request.

The way it works is if a colonist's inventory is empty and there's a meal within 20 tiles, it triggers SFS checks to find the best meal (which could be more than 20 tiles away)
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on June 13, 2017, 08:20:52 AM
Well that looks good. (beside what I commented for the namespace).
I would totally make a quick test and publish a hotfix right now... but for some reasons, Xamarin won't let me switch to another branch than "master" ^^' (which is not stable).
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: flechoide on June 17, 2017, 05:26:44 AM
Hi, Im having issues with smarter food selection (im at A17 latest), I downloaded it form steam workshop (version 2.1.1) Im getting errors at the beginning of game start :
ReflectionTypeLoadException getting types in assembly WM Smarter Food Selection: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0




And later a lot of errors of empty xml  :
Found no usable data when trying to get defs from file colonists.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)

Im the on with that issues ?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on June 17, 2017, 06:20:13 AM
Quote from: flechoide on June 17, 2017, 05:26:44 AM
Hi, Im having issues with smarter food selection (im at A17 latest), I downloaded it form steam workshop (version 2.1.1) Im getting errors at the beginning of game start :
ReflectionTypeLoadException getting types in assembly WM Smarter Food Selection: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0




And later a lot of errors of empty xml  :
Found no usable data when trying to get defs from file colonists.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)

Im the on with that issues ?

Your installation must be wrong. You must be missing the .dll and you probably got it from github which you should not. Where did you pick the link ?

Just download from the link in the topic or use steam.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: flechoide on June 17, 2017, 07:17:08 AM
Quote from: Wishmaster on June 17, 2017, 06:20:13 AM
Quote from: flechoide on June 17, 2017, 05:26:44 AM
Hi, Im having issues with smarter food selection (im at A17 latest), I downloaded it form steam workshop (version 2.1.1) Im getting errors at the beginning of game start :
ReflectionTypeLoadException getting types in assembly WM Smarter Food Selection: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0




And later a lot of errors of empty xml  :
Found no usable data when trying to get defs from file colonists.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)

Im the on with that issues ?

Your installation must be wrong. You must be missing the .dll and you probably got it from github which you should not. Where did you pick the link ?

Just download from the link in the topic or use steam.

As I said I got the mod from steam workshop, I just marked the mod on the steam interface and thats it.

I also unsubscribed the steam workshop mod, restarted the game, just for be sure the mod was no longer here, and I downloaded the link in your first post (not the one from github but the one from dropbox) and it shows the same error message.

What dll Im missing ?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: flechoide on June 17, 2017, 07:38:05 AM
Im sorry about the two posts, I just lacked the huglib
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Sp0nge on June 18, 2017, 03:33:29 AM
Could I include this mod in a pack im putting togheter? Cant really find anything about if thats fine with you or not in this thread (or in the workshop) :)
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: zarathustra_bezbozhnik on June 18, 2017, 06:37:08 AM
Hello, Wishmaster! Thanks for your great mods!
..but I got some kind of problem with "Too many leathers" on A17. It doesn't initialize on startup and gives this message:
[HugsLib][ERR] WM_Too_Many_Leathers caused an exception during OnDefsLoaded: System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.ThingDef,Verse.ThingDef].Add (Verse.ThingDef key, Verse.ThingDef value) [0x00000] in <filename unknown>:0
  at WM.TooManyLeathers.Config.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurre

Here's the full ouputlog, just in case.

I've very much grown into your mods, that will be a major bummer to not use it. So I'll be very grateful if you could look at it. Thank you in advance!
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: sidfu on June 19, 2017, 12:00:11 PM
is it on purpose that food thats in containers dont get checked like a stockplie? when i put food in a container that makes it last a bit longer the mood stops working on that food. seems right now its only looking at stockpiles and not food thats in containers.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on June 19, 2017, 12:50:32 PM
zarathustra_bezbozhnik what your mods list ?

@sidfu why do you mean by "containers" ?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: sidfu on June 19, 2017, 01:34:32 PM
for example a hardcore sk has varous containers. one of them is designed to hold food only.

when i put he food in the container all the pets and pawns started ignoring any rules setup by the mod for food. for example the dogs where eating the roasted meat out of the container ignoring the meat and kibble right next to it that as in stockpile. when i removed the food they started following the rules again.

the issue could be cause the containers cacn hold 5 stacks of items on 1 cell. i have yet to try it with say the rimfridge mod that hold just 1 type of food in it.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: zarathustra_bezbozhnik on June 19, 2017, 02:01:32 PM
Quote from: Wishmaster on June 19, 2017, 12:50:32 PM
zarathustra_bezbozhnik what your mods list ?


ModsConfig attached. Your great mod is at the bottom (no pun intended). I've tried to move it up and down, alas, no luck.
Tanks a lot for helping!






[attachment deleted by admin due to age]
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: faltonico on June 19, 2017, 02:17:28 PM
Quote from: zarathustra_bezbozhnik on June 19, 2017, 02:01:32 PM
Quote from: Wishmaster on June 19, 2017, 12:50:32 PM
zarathustra_bezbozhnik what your mods list ?


ModsConfig attached. Your great mod is at the bottom (no pun intended). I've tried to move it up and down, alas, no luck.
Tanks a lot for helping!
You have 2 "Too many leathers" mods apparently.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on June 19, 2017, 02:36:00 PM
Quote from: faltonico on June 19, 2017, 02:17:28 PM
Quote from: zarathustra_bezbozhnik on June 19, 2017, 02:01:32 PM
Quote from: Wishmaster on June 19, 2017, 12:50:32 PM
zarathustra_bezbozhnik what your mods list ?


ModsConfig attached. Your great mod is at the bottom (no pun intended). I've tried to move it up and down, alas, no luck.
Tanks a lot for helping!
You have 2 "Too many leathers" mods apparently.

Indeed.

Also where is that "TOOMANYLEATHERS" from ? Custom version ? Just curious. Mods are free anyway.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: zarathustra_bezbozhnik on June 19, 2017, 04:06:15 PM
I'm so sorry for this misunderstanding and the lack of my attention. Very much thank you for taking the time and untangling this for me, as you didn't have to.


Anyway, explanation is owed, and my best explanation is:
I was installing so many mods for A17, that I somehow managed to load two copies of your mod TooManyLeathers. When I got an error (obviously), I've tried and moved your mod up and down the load order to get it to work. Finally, I wrote you a 'bug' message, deleted the mod, and continued with my tasks. Then, when you asked what was my mod load order, instead of reinstalling the mod, I just put the line in xml at the exact place where it was when i got the error, just for the reference, misspelling the name with all caps. So there's no other mod like yours, it's just my stupid mistake, for which and your time I apologize.


I already started to cure my leather for your brand new duster or a hat maybe?
Sorry, again.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Fukara on June 21, 2017, 09:55:38 AM
Quote from: Wishmaster on February 20, 2017, 05:34:41 PM
(https://steamuserimages-a.akamaihd.net/ugc/847088265641595756/2609C6AE857A2D193044B829CFB3F1C04A0D9345/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)


How can I avoid turning off the lights at night?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Canute on June 21, 2017, 12:02:45 PM
QuoteHow can I avoid turning off the lights at night?
If you don't use the plant24h mod, the plants rest at night, so it doesn't matter if the lights burn at night or not.
Title: Re: [A16] WM Mods (new topic. mods updated) 2017.02.20
Post by: Wishmaster on June 21, 2017, 01:29:12 PM
Quote from: Fukara on June 21, 2017, 09:55:38 AM
Quote from: Wishmaster on February 20, 2017, 05:34:41 PM
(https://steamuserimages-a.akamaihd.net/ugc/847088265641595756/2609C6AE857A2D193044B829CFB3F1C04A0D9345/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)


How can I avoid turning off the lights at night?

If you use plant24h, well I should just change the code of the mod. no other ways.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Sleeeper on June 26, 2017, 06:15:23 AM
Game spams error since I sent a caravan to another place. Something related to Smarter Food Selection
System.Exception: Error when trying to find best food in caravan. eater=GMan ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: source
  at System.Linq.Check.SourceAndKeySelector (System.Object source, System.Object keySelector) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.GroupBy[DietElement,Single] (IEnumerable`1 source, System.Func`2 keySelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.GroupBy[DietElement,Single] (IEnumerable`1 source, System.Func`2 keySelector) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Policy.GetFoodCategoryRankForPawn (Verse.Pawn pawn, FoodCategory category) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Policy.GetFoodCategoryRankForPawn (Verse.Pawn pawn, Verse.ThingDef category) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Policy.GetFoodCategoryRankForPawn (Verse.Pawn pawn, Verse.Thing category) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtils+<>c__DisplayClassc.<MakeRatedFoodListFromThingList>b__7 (WM.SmarterFoodSelection.FoodSourceRating entry) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateGroupByIterator>c__Iterator5`2[WM.SmarterFoodSelection.FoodSourceRating,System.Int32].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[System.Linq.IGrouping`2[System.Int32,WM.SmarterFoodSelection.FoodSourceRating]].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[System.Linq.IGrouping`2[System.Int32,WM.SmarterFoodSelection.FoodSourceRating]]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToArray[IGrouping`2] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1[System.Linq.IGrouping`2[System.Int32,WM.SmarterFoodSelection.FoodSourceRating]]..ctor (IEnumerable`1 source, System.Linq.SortContext`1 context) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1+<Sort>c__Iterator21[System.Linq.IGrouping`2[System.Int32,WM.SmarterFoodSelection.FoodSourceRating]].MoveNext () [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtils.MakeRatedFoodListFromThingList (IEnumerable`1 list, Verse.Pawn eater, Verse.Pawn getter, WM.SmarterFoodSelection.Policy policy, Boolean doScoreSort) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Detours.CaravanInventoryUtility.TryGetBestFood.Internal (RimWorld.Planet.Caravan caravan, Verse.Pawn forPawn, Verse.Thing& food, Verse.Pawn& owner) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Detours.CaravanInventoryUtility.TryGetBestFood.Postfix (System.Boolean& __result, RimWorld.Planet.Caravan caravan, Verse.Pawn forPawn, Verse.Thing& food, Verse.Pawn& owner) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
at WM.SmarterFoodSelection.Detours.CaravanInventoryUtility.TryGetBestFood.Postfix (bool&,RimWorld.Planet.Caravan,Verse.Pawn,Verse.Thing&,Verse.Pawn&) <0x00097>
at (wrapper dynamic-method) RimWorld.Planet.CaravanInventoryUtility.TryGetBestFood_Patch1 (RimWorld.Planet.Caravan,Verse.Pawn,Verse.Thing&,Verse.Pawn&) <0x000f8>
at RimWorld.Planet.CaravanPawnsNeedsUtility.TrySatisfyFoodNeed (Verse.Pawn,RimWorld.Need_Food,RimWorld.Planet.Caravan) <0x00068>
at RimWorld.Planet.CaravanPawnsNeedsUtility.TrySatisfyPawnNeeds (Verse.Pawn,RimWorld.Planet.Caravan) <0x00112>
at RimWorld.Planet.CaravanPawnsNeedsUtility.TrySatisfyPawnsNeeds (RimWorld.Planet.Caravan) <0x00040>
at RimWorld.Planet.Caravan.Tick () <0x0004c>
at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () <0x00063>
at RimWorld.Planet.World.WorldTick () <0x00039>
at Verse.TickManager.DoSingleTick () <0x00246>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__843()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()



A caravan has one man, 2 animals, some fine meals and kibble with them.
A guy had "Unrestricted" policy for food.

(http://s30.postimg.org/ifrrzfe7x/screenshot_1498472299.jpg) (http://postimg.org/image/ifrrzfe7x/) (http://s30.postimg.org/4onax7pa5/screenshot_1498472349.jpg) (http://postimg.org/image/4onax7pa5/)
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Canute on June 26, 2017, 08:22:28 AM
At one of the tabs of the pawn you can select what kind of food policy it got, maybe he got a wrong policy, try to check this.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Xubrim on July 02, 2017, 12:13:22 AM
I noticed a conflict between Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) and Smarter Food Selection (https://ludeon.com/forums/index.php?topic=30708.0). Combat Extended has a loadout system which drops any unassigned items, like the outfit manager for weapons/items. Animal handlers automatically force carry food to train/tame with and bypass the loadout system. Smarter Food Selection has an option for animals that changes the priority in which foods are consumed, which also allows them to be trained with hay (when appropriate). When these featured used at the same time, handlers become stuck in a loop where they pick up hay, drop it, and then picking it up again. This continues until their shift stops.

This is not gamebreaking and can be worked around. Manually ordering training/taming, adding hay to the loadout, having no loadout, and simply not using hay all seem viable.

I'm posting this on both pages for visibility and to save time for anyone else trying to figure out why their handlers went insane. I have zero clue which mod would be in a better position to address this issue, if either one of you are even inclined to attempt it. Hopefully it's something really easy.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: rambo on July 02, 2017, 12:10:15 PM
about the reuse pods a little suggestion to make it better.
you can land in an any undiscovered area without the launcher and come back?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Canute on July 02, 2017, 12:58:37 PM
No, but WM is working on this kind of mod.
https://ludeon.com/forums/index.php?topic=33496.0
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on July 02, 2017, 01:14:03 PM
To be honest I am inactive at the moment. I am sorry for the disappointment of the upcoming pods mod.
For now it lacks a map generation feature, split pods fleet, and fuel consumption and more...

@Xubrim if I understand well the issue, combat extended drops any "unassigned" items. Those excludes kibble and meals, meat and other vanilla used items for handling. Even if I was active atm I don't see how I could fix that.
Picking up food for handling and actually do the handling job are 2 distinct jobs.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Mosart on July 03, 2017, 08:29:11 AM
Quote from: Wishmaster on February 20, 2017, 05:34:05 PM
Sync GrowthSteam (https://steamcommunity.com/sharedfiles/filedetails/?id=887719487)Download (http://bit.ly/2mKSIke)2017.02.20Helps your crops to become mature at the same time.

Are this mod available for a17?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on July 03, 2017, 10:41:47 AM
Quote from: Mosart on July 03, 2017, 08:29:11 AM
Quote from: Wishmaster on February 20, 2017, 05:34:05 PM
Sync GrowthSteam (https://steamcommunity.com/sharedfiles/filedetails/?id=887719487)Download (http://bit.ly/2mKSIke)2017.02.20Helps your crops to become mature at the same time.

Are this mod available for a17?

Not yet...
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Mosart on July 03, 2017, 04:37:07 PM
Quote from: Wishmaster on July 03, 2017, 10:41:47 AM
Quote from: Mosart on July 03, 2017, 08:29:11 AM
Quote from: Wishmaster on February 20, 2017, 05:34:05 PM
Sync GrowthSteam (https://steamcommunity.com/sharedfiles/filedetails/?id=887719487)Download (http://bit.ly/2mKSIke)2017.02.20Helps your crops to become mature at the same time.

Are this mod available for a17?

Not yet...
Ok. Waiting for this. Thx for respond
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: EstebanLB01 on July 14, 2017, 11:31:49 AM
There are still way tooo many leather tiers, I would like to have no more than 5 tiers. If I change the stats on the xml files, does your mod updates the tiers dynamically? Or can you at least make the mod configurale to see a range in stats instead of single values? Some leather tiers are almost identical except for an insulation factor diference of about 10% or even less
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on July 15, 2017, 01:02:06 PM
Quote from: EstebanLB01 on July 14, 2017, 11:31:49 AM
There are still way tooo many leather tiers, I would like to have no more than 5 tiers. If I change the stats on the xml files, does your mod updates the tiers dynamically? Or can you at least make the mod configurale to see a range in stats instead of single values? Some leather tiers are almost identical except for an insulation factor diference of about 10% or even less

The very purpose of the mod is the merge leathers that are strictly identical. that's all.
If you change the vanilla XML files, yes the mod should adapt.

I am afraid names would be too long if they contain all their stats.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Oblitus on July 15, 2017, 05:05:02 PM
I think I've found a problem which was causing TML to half work. See pull request on GitHub. With that fix, animal collab mod works just fine for me.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: PreDiabetic on July 16, 2017, 08:17:40 PM
First of all you are a savior. Good Job.

Smarter food selection should be baseline ingame. And it should have ingame option to "tick" or line up food consume order. I can't play without this. I hate that colonist drink milk when there are perfectly cooked Hamburgers. Even without VG damn colonists are so stupid they consume kibble instead of fine meal. W8 for 2.1.2
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on July 18, 2017, 08:52:39 AM
Quote from: damngrl on July 16, 2017, 08:17:40 PM
First of all you are a savior. Good Job.

Smarter food selection should be baseline ingame. And it should have ingame option to "tick" or line up food consume order. I can't play without this. I hate that colonist drink milk when there are perfectly cooked Hamburgers. Even without VG damn colonists are so stupid they consume kibble instead of fine meal. W8 for 2.1.2

Thank you for your support. Unfortunately I am totally out of energy to work on mods for now. I don't even know if I'll come back.

Quote from: Oblitus on July 15, 2017, 05:05:02 PM
I think I've found a problem which was causing TML to half work. See pull request on GitHub. With that fix, animal collab mod works just fine for me.

I am out of RimWorld for now but had a look at your changes and even without testing, this makes sense decent. I'll update the mod.
Can you tell me if this fixed a situation where you had mods with leathers of not ?

edit: this indeed fixed the error that broke the mod with animals collab and likely other mods. Mod updated !
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: SpaceDorf on July 28, 2017, 11:28:48 AM
The perfect entry point for me ..

Your leather mod sorts and creates new leathertypes based on their properties.

Do you think it would be possible to sort apparel items, based on either coverage or bodyslot, into created or given ThingCategories ?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on July 28, 2017, 09:36:58 PM
Quote from: SpaceDorf on July 28, 2017, 11:28:48 AM
The perfect entry point for me ..

Your leather mod sorts and creates new leathertypes based on their properties.

Do you think it would be possible to sort apparel items, based on either coverage or bodyslot, into created or given ThingCategories ?

Sorry I don't understand.
Why sort apparel categories ?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: SpaceDorf on July 29, 2017, 12:03:23 AM
Because of the many, many items that show up in my apparel list.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Canute on July 29, 2017, 02:40:36 AM
I think he want that you write a script that create apparel subfolders and sort these into them. Sorted by equipment slot type maybe.

But this you can't made, i think. The authors of the mods need to add this, like spacedorf allready mention at some of the armor mods.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: SpaceDorf on July 29, 2017, 11:07:33 AM
I wanted to know if such a script was possible, not that Wishmaster should do it,

I just thought sorting leather types by their properties is a similiar enough scenario that there may be some overlap
on how to do it.

For starters the subcategories could be added by xml defs, thats not the problem.
But having a general mod that moves the types around instead of patching every single fracking mod would be a great reliev.


Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Canute on July 29, 2017, 12:12:10 PM
Yep apparel sorted by layers, like you can choose at prepare carefully would be realy helpful.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: SpaceDorf on July 29, 2017, 01:21:49 PM
Yeah, what is the difference .. hats get a own folder while shirts and pants have to share ..

and the same goes for weapons .. but I am content for apparel right now.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Mehni on July 30, 2017, 07:25:45 AM
Your mod spams any output_log.txt. In fact, it spams it so badly that the poor logwriter gives up out of sheer desperation with a String too long for TextMeshGenerator. Cutting off characters. message and that stops all further error logging.

Please take a look at this
https://gist.github.com/HugsLibRecordKeeper/2783e3b1de064db66c53809462c67421
https://gist.github.com/03860e7645883df5781b2408f5ad2656
https://cdn.discordapp.com/attachments/257987178834034688/339710793664823297/output_log.txt
and tell me how anyone is supposed to troubleshoot a log.

On a vanilla save, it's bad. Add in VG and an animal pack and it exponentially grows.

Please remove it from the output_log. Log it elsewhere, or make it log on demand-only. Dev mode has a nice example of writing wind speeds to the log when users click on a button. I propose the latter as the most elegant solution.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on July 30, 2017, 10:21:58 AM
@Mehdi this has already been reported. But I made no update since.
Also since I messed up with the version management it became difficult to update the current stable.

Should I update the mod one day I'll remove this.

@SpaceDorf I am pretty sure it is possible. XML would allow to merge several defined apparels into one. Just like TML detours spawning of leathers.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: StGeorges on August 03, 2017, 02:15:14 PM
Hello Wishmaster,

I'm still using alpha 16 game and i updated Hugslib yesterday (from 2.4.3 to 2.4.5) then a following conflict appeared with Too Many Leathers:
Quote[HugsLib] WM_Too_Many_Leathers caused an exception during OnDefsLoaded: System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.ThingDef,Verse.ThingDef].Add (Verse.ThingDef key, Verse.ThingDef value) [0x00000] in <filename unknown>:0
  at WM.TooManyLeathers.Config.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()

All the saves are affected: only 5 types of merged leathers are still available (from 1 to 5)
I desinstalled rebooted then reinstalled the older version of Hugslib and your mod but no change at all.
Any advice ?

And thanks for all of your mods .... :D
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Oblitus on August 03, 2017, 02:27:44 PM
Quote from: StGeorges on August 03, 2017, 02:15:14 PM
I'm still using alpha 16 game and i updated Hugslib yesterday (from 2.4.3 to 2.4.5) then a following conflict appeared with Too Many Leathers:
Quote[HugsLib] WM_Too_Many_Leathers caused an exception during OnDefsLoaded: System.ArgumentException: An element with the same key already exists in the dictionary.
It's a bug only fixed in A17 release.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: StGeorges on August 03, 2017, 02:33:37 PM
Quote from: Oblitus on August 03, 2017, 02:27:44 PM
It's a bug only fixed in A17 release.

Arghhhhhh.... so i think i've got to keep playing with such a bug, for i'am no eager to give up my 50 yrs old colony at the moment. So I'm going to build quite quite a (really) much bigger storage room for all my leathers. 
Thanks for the info Oblitus. :)
Title: Smarter Food Selection breaks training/taming amimals
Post by: Lupin III on August 17, 2017, 09:44:47 AM
With the smarter food selection mod active, my pawns get stuck in a loop of picking up food and immediately dropping it again when they are assigned to handle animals. I described more of it there: https://ludeon.com/forums/index.php?topic=35133.0 (https://ludeon.com/forums/index.php?topic=35133.0) . All pawns except one cause "x started 10 jobs in 10 ticks" messages, as soon as there is more than one pawn currently trying to handle animals. Changing any of the options of SFS didn't change that behaviour (I hoped I could leave the mod active and just deactivate the food handling for animals).
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: lordmidas on August 18, 2017, 08:26:12 AM
First of all, thanks for all these mods :).

I have a question regarding Smart Food Selection:

I like to keep my animals grazing in the wild. When set to the default "Animals" policy, my animals eat grass but don't eat live plants (like bushes and flowers in the wild). I want them to eat the other live plants as well because sometimes in winter the grass dies out but the bushes are still available. But under all the policies available in the mod they don't eat any live plant except grass.

When I change the policy to "Unrestricted" they start eating those live plants again if no grass is found in their zoned area. How can I add "live plants" such as bushes, flowers etc. growing in the wild to the policy? Are all bushes/flowers etc. categorized as LivePlants in the game code?

EDIT: Ok I figured it out using the guide that you have linked to on the Steam Workshop. I added "Plant /" in the default animal policy after grass :) and it works!
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on August 18, 2017, 03:04:59 PM
@flonz

Unfortunately this is triggered by a "slimegirl" trying to fetch food... since I don't work on my mods anymore (at least for now), I can't fix it...

@Lupin III

This is a known conflict with Combat Extended. This is because CE tries to drop all unused items and items not used for taming in vanilla, such as Hay.
While SFS uses quite everything the tamee eats.

Maybe set it to "unrestricted" or to default policy will fix the problem...

@lordmidas

I hesitate to put those in "grass". Since you might want to keep flowers for beauty. (However animals should never eat plants in plant pots).
However grass includes moss and dandelions and perhaps other modded things.

Also glad someone managed to understand this dark and unclear guide lol.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: skullywag on September 01, 2017, 03:48:59 AM
If you werent using destructive detours on TakeFoodForAnimalInteractJob, CE has a postfix that addresses this problem, but due to the destructive detour it never fires. Wishmaster whats the likelihood of you picking this mod back up and moving to harmony non destructive detours/transpiling?
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: Wishmaster on September 02, 2017, 11:51:55 AM
Quote from: skullywag on September 01, 2017, 03:48:59 AM
If you werent using destructive detours on TakeFoodForAnimalInteractJob, CE has a postfix that addresses this problem, but due to the destructive detour it never fires. Wishmaster whats the likelihood of you picking this mod back up and moving to harmony non destructive detours/transpiling?

I am done with destructive detouring since A17.
and actually...
    [HarmonyPatch(typeof(RimWorld.WorkGiver_InteractAnimal), "TakeFoodForAnimalInteractJob")]
     public static class TakeFoodForAnimalInteractJob
     {
         static bool Prefix(Pawn pawn)
         {
             return Config.ControlDisabledForPawn(pawn);
         }
         static void Postfix(RimWorld.WorkGiver_InteractAnimal __instance, ref Job __result, Pawn pawn, Pawn tamee)
         {
             __result = WorkGiver_InteractAnimal.WorkGiver_InteractAnimal.TakeFoodForAnimalInteractJob(pawn, tamee);
         }
     }



That's not why the conflict with CE happens. AFAIK CE just tries to drop anything that is not used for taming in vanilla.
Title: Re: Smarter Food Selection breaks training/taming amimals
Post by: avplol on September 09, 2017, 11:21:00 AM
Quote from: Lupin III on August 17, 2017, 09:44:47 AM
With the smarter food selection mod active, my pawns get stuck in a loop of picking up food and immediately dropping it again when they are assigned to handle animals. I described more of it there: https://ludeon.com/forums/index.php?topic=35133.0 (https://ludeon.com/forums/index.php?topic=35133.0) . All pawns except one cause "x started 10 jobs in 10 ticks" messages, as soon as there is more than one pawn currently trying to handle animals. Changing any of the options of SFS didn't change that behaviour (I hoped I could leave the mod active and just deactivate the food handling for animals).

As per Wishmaster's advice, I got around this problem by setting the gear loadouts for the pawns to "Nothing". It's not an ideal solution, but it's relatively painless. Just turn their loadouts on and off when you need to tame, or toggle it for a minute after a fight so they refill on ammo.
Title: Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
Post by: PreDiabetic on September 24, 2017, 01:25:28 PM
I don't know if you want to continue developing mods but I suggest you to look at https://ludeon.com/forums/index.php?topic=32807.0 (https://ludeon.com/forums/index.php?topic=32807.0) for his Meal Equivalency. Maybe this is the way of making in game policies for Smarter Food Selection.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on October 15, 2017, 10:30:10 AM
New mod out:
Self launching pods
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1169411104)
Download (http://bit.ly/2gjivlg)
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: sidfu on October 15, 2017, 10:59:32 AM
since u back now wishmaster here some comp patches i did for various mods i use. most are for HCSK use but not all. they can easily be adapted to use for other mods.

i just  packed the compabity folder so your orginal ones in there also

[attachment deleted by admin: too old]
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on October 15, 2017, 11:51:50 AM
I just fixed the mess SFS was on github... From now I will use git properly.

Ideally you make a pull request to the "v2.0" branch.
https://github.com/Wishmaster01/Smarter.food.selection

I can still add them myself if you really want to...
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: sidfu on October 15, 2017, 08:17:33 PM
Quote from: Wishmaster on October 15, 2017, 11:51:50 AM
I just fixed the mess SFS was on github... From now I will use git properly.

Ideally you make a pull request to the "v2.0" branch.
https://github.com/Wishmaster01/Smarter.food.selection

I can still add them myself if you really want to...

pulled on there now.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: tetkris on October 18, 2017, 12:34:25 AM
SMARTER food good mod but i have error

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

ReflectionTypeLoadException getting types in assembly WM Smarter Food Selection: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
   => System.TypeLoadException: Could not load type 'WM.SmarterFoodSelection.Config' from assembly 'WM Smarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.17.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'Log' from assembly 'WM Smarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'DrawFoodSearchMode' from assembly 'WM Smarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.Utils.UtilityWorldObject' from assembly 'HugsLib, Version=0.17.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClassc' from assembly 'WM Smarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass1d' from assembly 'WM Smarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass3' from assembly 'WM Smarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass6' from assembly 'WM Smarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClassd' from assembly 'WM Smarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.

Verse.Log:Error(String)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not find type named WM.SmarterFoodSelection.Detours.CompProperties_ExtraNPD from node <li Class="WM.SmarterFoodSelection.Detours.CompProperties_ExtraNPD" />
Verse.Log:Error(String)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file Core.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file Dandelions.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file Rimsenal.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file StorageCrates.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file ascetic.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file colonists.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file incapacitated.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file mealsonly.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file nofood.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file pets.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Found no usable data when trying to get defs from file prisoners.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Duplicate def-linked translation key: ShutDown.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:HasError(FileInfo, String)
Verse.DefInjectionPackage:TryAddInjection(FileInfo, String, String)
Verse.DefInjectionPackage:AddDataFromFile(FileInfo)
Verse.LoadedLanguage:LoadFromFile_DefInject(FileInfo, Type)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Duplicate def-linked translation key: Intellectual.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:HasError(FileInfo, String)
Verse.DefInjectionPackage:TryAddInjection(FileInfo, String, String)
Verse.DefInjectionPackage:AddDataFromFile(FileInfo)
Verse.LoadedLanguage:LoadFromFile_DefInject(FileInfo, Type)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Duplicate def-linked translation key: Intellectual.skillLabel
Verse.Log:Warning(String)
Verse.DefInjectionPackage:HasError(FileInfo, String)
Verse.DefInjectionPackage:TryAddInjection(FileInfo, String, String)
Verse.DefInjectionPackage:AddDataFromFile(FileInfo)
Verse.LoadedLanguage:LoadFromFile_DefInject(FileInfo, Type)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Def-linked translation error: Found no RimWorld.WorkGiverDef named DoctorTreatEmergency to match DoctorTreatEmergency.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__80E()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Def-linked translation error: Found no RimWorld.WorkGiverDef named DoctorTreatEmergency to match DoctorTreatEmergency.verb
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__80E()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Def-linked translation error: Found no RimWorld.WorkGiverDef named DoctorTreatEmergency to match DoctorTreatEmergency.gerund
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__80E()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Couldn't load backstory StarSquire21: System.Exception: Backstory not found matching identifier StarSquire21
  at Verse.BackstoryTranslationUtility.LoadAndInjectBackstoryData (Verse.LoadedLanguage lang) [0x00000] in <filename unknown>:0
Full XML text:

<StarSquire21>
  <title>Gwiezdny giermek</title>
  <titleShort>Giermek</titleShort>
  <desc>Pierwsze wspomnienie NAME urodzonego na starodawnej planecie dotyczy intensywnego wpatrywania się w nocne niebo.
      
Odkąd pamięta, chciał HE towarzyszyć rycerzom pośród nieboskłonów wypełnionych gwiazdami. Skupianie się na tej wizji uczyniło HIM nieco ograniczonym.</desc>
</StarSquire21>
Verse.Log:Warning(String)
Verse.BackstoryTranslationUtility:LoadAndInjectBackstoryData(LoadedLanguage)
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__80E()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Couldn't load backstory AWOLSoldier46: System.Exception: Backstory not found matching identifier AWOLSoldier46
  at Verse.BackstoryTranslationUtility.LoadAndInjectBackstoryData (Verse.LoadedLanguage lang) [0x00000] in <filename unknown>:0
Full XML text:

<AWOLSoldier46>
  <title>Żołnierz bez przepustki</title>
  <titleShort>Żołnierz</titleShort>
  <desc>NAME był żołnierzem piechoty.

         
Gdy poinformowano HIM o przypisanio do wojny między Xennoą a Zartzą, zdecydował, że nie chce być żołnierzem. Udało mu się uciec za pomocą wojskowego odrzutowca kosmicznego.</desc>
</AWOLSoldier46>
Verse.Log:Warning(String)
Verse.BackstoryTranslationUtility:LoadAndInjectBackstoryData(LoadedLanguage)
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__80E()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Couldn't load backstory DischargedSoldier36: System.Exception: Backstory not found matching identifier DischargedSoldier36
  at Verse.BackstoryTranslationUtility.LoadAndInjectBackstoryData (Verse.LoadedLanguage lang) [0x00000] in <filename unknown>:0
Full XML text:

<DischargedSoldier36>
  <title>Zwolniony ze służby</title>
  <titleShort>Żołnierz</titleShort>
  <desc>Jeremy oddawał swoje ciało, by zdobyć pieniądze na narkotyki. Aby od tego uciec, dołączył do armii i nauczył się walczyć.
         
Ponieważ jednak był bardzo bysty, często zadawał pytania i nie zgadzał się z decyzjami przełożonych. Ostatecznie doprowadziło go to do dyscyplinarnego zwolnienia ze służby i zostawiło z czipem na ramieniu.</desc>
</DischargedSoldier36>
Verse.Log:Warning(String)
Verse.BackstoryTranslationUtility:LoadAndInjectBackstoryData(LoadedLanguage)
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__80E()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

[RimBank.Trade] Inject event queued.
Verse.Log:Message(String)
RimBank.Trade.DetourInjectorCompact:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__80F()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

[RimBank.Trade] Detour complete.
Verse.Log:Message(String)
RimBank.Trade.DetourInjectorCompact:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on October 18, 2017, 03:13:31 AM
QuoteSmarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib,
I don't see it at the description of the mod, but do you got Hugslib mod installed too ?
I think the mod need Hugslib now.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: SpaceDorf on October 18, 2017, 06:13:56 AM
you might be on to something ...

(https://ludeon.com/forums/index.php?action=dlattach;topic=30708.0;attach=22768)


[attachment deleted by admin: too old]
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: tetkris on October 18, 2017, 10:08:47 AM
Quote from: Canute on October 18, 2017, 03:13:31 AM
QuoteSmarter Food Selection, Version=2.1.1.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib,
I don't see it at the description of the mod, but do you got Hugslib mod installed too ?
I think the mod need Hugslib now.
Thank you much, now work :D
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Vane on October 19, 2017, 01:58:19 AM
Can't get the pods to work, won't let me build them at all in god mode and when building normally they vanish after being built?
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on October 19, 2017, 03:51:47 AM
Vane,
since you got hugslib installed maybe you should use the share-log button to create a log to share. There must be a mod-conflict.

Wishmaster,
i got 2 problems:
1. do you know Setup camp ?
https://ludeon.com/forums/index.php?topic=29054.0
I wanted to reach a settlement at the max. distance podrange.
I though i land 1 tile before create a temp. camp to repair and refuel the pods.
But after i unload the pods, i can't create a camp.

2. I tryed a to create a settlement instead, that worked.
But when your pods run out of fuel they hang in the air and you can't get them on the map.

Maybe you can add 2 more researches to increase the fuel capacity of the pods by 200 each reaseachstep.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: SpaceDorf on October 19, 2017, 03:54:56 AM
Quote from: Canute on October 19, 2017, 03:51:47 AM
1. do you know Setup camp ?
https://ludeon.com/forums/index.php?topic=29054.0
I wanted to reach a settlement at the max. distance podrange.
I though i land 1 tile before create a temp. camp to repair and refuel the pods.
But after i unload the pods, i can't create a camp.

sounds like the same thing with questmaps .. camp creates it's own map, but only if the hex is not yet occupied .. which it is when you land with droppods that don't get destroyed.  ( I think dropships have the same problem. )
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on October 19, 2017, 05:54:50 AM
Quote from: Canute on October 19, 2017, 03:51:47 AM
Vane,
since you got hugslib installed maybe you should use the share-log button to create a log to share. There must be a mod-conflict.

Wishmaster,
i got 2 problems:
1. do you know Setup camp ?
https://ludeon.com/forums/index.php?topic=29054.0 (https://ludeon.com/forums/index.php?topic=29054.0)
I wanted to reach a settlement at the max. distance podrange.
I though i land 1 tile before create a temp. camp to repair and refuel the pods.
But after i unload the pods, i can't create a camp.

2. I tryed a to create a settlement instead, that worked.
But when your pods run out of fuel they hang in the air and you can't get them on the map.

Maybe you can add 2 more researches to increase the fuel capacity of the pods by 200 each reaseachstep.

Quote from: SpaceDorf on October 19, 2017, 03:54:56 AM
sounds like the same thing with questmaps .. camp creates it's own map, but only if the hex is not yet occupied .. which it is when you land with droppods that don't get destroyed.  ( I think dropships have the same problem. )

I don't use setup camp but I don't see any reason for what you cannot created one to a tile next to the pods...
If you mean on the same tile, I would be another thing to fix this.

That research thing... I don't know. 200 each could be op and anyway sounds too unrealistic. However, roundtrip range seems quite limited.
Another solution could be to allow refueling from inventory. (requires capable colonist on board).
It would great improve traveling capacity since you can already repair pods in world.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on October 19, 2017, 06:49:29 AM
Yes same tile, i wanted use that to repair.But there is still the question to get the pod onto the map, currently they are just floating at the air. I would need another launch to land on these map.

Since i don't notice a way to repair on the world yet. Does a button only appear when you got a construction enabled pawn onboard ?
No, just checked it. I don't see an option to repair while at world screen.

A refuel from cargo would allow me at last to trade at max. pod without repair underway.


Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on October 19, 2017, 07:49:56 AM
Quote from: Canute on October 19, 2017, 06:49:29 AM
Yes same tile, i wanted use that to repair.But there is still the question to get the pod onto the map, currently they are just floating at the air. I would need another launch to land on these map.

Since i don't notice a way to repair on the world yet. Does a button only appear when you got a construction enabled pawn onboard ?
No, just checked it. I don't see an option to repair while at world screen.

A refuel from cargo would allow me at last to trade at max. pod without repair underway.

A repair button should appear when you select a fleet with at least one damaged pods even if you no capable colonists on board. If so, the button appears you says you need one.
The repair is instant, uses components just like on the map and does not require specific skills.

Getting the pod onto the map is another story...

I am worried for the reasons people may not see it.

== edit : ==

I did not mention the repair button only appears when you have broken down pods. This means they've done 2 trips.
This has no impacts on pods hit points.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on October 19, 2017, 09:53:15 AM
Ok, that explain why i don't saw any repair button.
But currently pointless for me, when i don't find an "easy" way to refuel outside.
Maybe i need to create a semi-temp. fuelcamp.
But then an option not to unload the pod would be useful, hmm maybe the
[A17]AntiAutoUnload-Keeps your inventory!
mod works with the pods.

Then i could jump from the home to the fuelcamp, unload pawn,fuel and repair the pods and jump futher to the tradeoutpost.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on October 19, 2017, 10:51:10 AM
Quote from: Canute on October 19, 2017, 09:53:15 AM
Ok, that explain why i don't saw any repair button.
But currently pointless for me, when i don't find an "easy" way to refuel outside.
Maybe i need to create a semi-temp. fuelcamp.
But then an option not to unload the pod would be useful, hmm maybe the
[A17]AntiAutoUnload-Keeps your inventory!
mod works with the pods.

Then i could jump from the home to the fuelcamp, unload pawn,fuel and repair the pods and jump futher to the tradeoutpost.

At first I wanted to make a feature to refuel front inventory on world map. But I felt like it would be to OP.

You could purchase fuel from faction bases and bunny hop to anywhere quite easily.
But well a there is a obviously a workaround for this.

That's for the next update.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on October 21, 2017, 04:28:22 AM
Another thing for the future.
It is possible to maintance the pods at homezone to reset their repair count ?
I just a damaged pod hanging at an outpost without pawn, because i wanted to test the remote trading.
And now i need to send another pod with pawn and components to repair it.

Btw. these remote trading is a great feature to park pod at the outpost to check if they restock their tradegoods.

And maybe an option to join 2 pod into a fleet, when they are at the same tile on the worldmap.

Edit: Just got the idea, to add an refuel/repair option at non-tribe outposts.
Value of missing fuel/component + 100 silver fee, instead to use fuel from inventory.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on October 21, 2017, 08:02:29 AM
Quote from: Canute on October 21, 2017, 04:28:22 AM
Another thing for the future.
It is possible to maintance the pods at homezone to reset their repair count ?
I just a damaged pod hanging at an outpost without pawn, because i wanted to test the remote trading.
And now i need to send another pod with pawn and components to repair it.

Btw. these remote trading is a great feature to park pod at the outpost to check if they restock their tradegoods.

And maybe an option to join 2 pod into a fleet, when they are at the same tile on the worldmap.

Edit: Just got the idea, to add an refuel/repair option at non-tribe outposts.
Value of missing fuel/component + 100 silver fee, instead to use fuel from inventory.

Maintenance.
Why not if you can force the repair and use a component anyway.

Join 2 pods in a fleet
it is actually possible. you have to select several fleets on want to merge.
But the selection can be tricky because they have to be on the same tile... You can achieve this by drawing a selection rectangle or double clicking on it.
I guess is not obvious so I'll make it so you can simply merge all fleets in the same select by just selecting one.

refuel/repair option
I am not sure I want to make it possible to purchase fuel. OKAY when it is available from the standard trader. Otherwise, no.
Another extra feature could be to show everywhere on the map how much fuel is for sale at a given base.

Also thank you for your interest to the mod !
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on October 21, 2017, 09:33:12 AM
QuoteAlso thank you for your interest to the mod !

This is what Rimworld made it longterm interesting, playing it with different set of mods ! :-)

QuoteYou can achieve this by drawing a selection rectangle or double clicking on it.
Doh, didn't though about that, i just was looking for the merge button, since you could do this with caravans too.

QuoteI am not sure I want to make it possible to purchase fuel. OKAY when it is available from the standard trader. Otherwise, no.
Another extra feature could be to show everywhere on the map how much fuel is for sale at a given base.
Non-tribe outpost should have chemfuel for sale, unless you allready bought it. Not that many but enough to fill 1-2 pods.
This would enable pod's to return or fly to the next base.

QuoteMaintenance.
Why not if you can force the repair and use a component anyway.
I wanted to avoid the use of components for that since the thruster isn't broken so far.
But anything is good, so long i don't got a pod without pawn at the friendly base without repairabily.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on October 21, 2017, 04:27:35 PM
I implement refuel from inventory, I realize that you can store 3000 units of fuel in the 150 kg capable cargo of a single pod. This allows to travel ridiculously far. With a single colonist and enough components & fuel.

I think about increasing chemfuel mass a lot.

Also I will just add a "refuel and launch" command to fully refuel. After all a command to only refuel would be pointless.
I hope nobody minds !
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on October 22, 2017, 03:26:28 AM
Btw. 3000 sounds much at the first look, but just do an example , you want transport an assault group of 8 pawns to an destination which is 400 chemfuel away.
You will need 5 pod, 4 for the 8 pawn and one for fuel. Each pod need 800 fuel total, but 200 are allready filled in the base. 5 * 600 = 3000.
Sure this will be a great time reduction if you can take the pod's back home instead to travel as caravan home.
And you need to create the chemfuel first.

Since you are playing around with it.
Before you you increase the mass of chemfuel to limit the range of the pods with onboard refuel.
Think about my first idea to increase the fuel level of the pods by 2x 200 with expensive researches. But without the refuel ability from inventory.
And btw. i would lock the refuel ability behind some research too.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on October 22, 2017, 12:29:58 PM
Fuel mass
Well I don't if it is not so much after all... You can achieve easy travel to the end game AI ship. Perhaps you need many pods after all.
I was testing with a 8x times heavier fuel.. maybe try 3 times. maybe change nothing.

"But without the refuel ability from inventory.
And btw. i would lock the refuel ability behind some research too."
I really want this refuel ability to be a thing you can achieve without settling, setting up a camp. Because you can do it this way anyway.
However that gives an idea:
Refueling from home is made possible by a cheap building that requires no extra research. Some kind of refuel station.
BUT once you built it, you cannot build it on another map unless you abandon it. Basically this building is only available at home.

In order to refuel from anywhere, you need a research, and it takes some time depending on your colonists (skill/stats, number). Could be the same for repair.

Fuel compression research
Again I was skeptical but it also gives me an idea:
Fuel compression is a research that allows you to refuel pods with much more fuel at the cost of expensive work and a special refuel building.
Or maybe just an extra long range pod.

But all of those ideas will give me more and more work, delaying the next update more and more...
I do not want to just make a research (even expensive) to simply double the fuel capacity. That sounds unrealistic. Sorry.

== edit:  ==
true that, balance then realism.
Still I don't like that idea ^^'...
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on October 22, 2017, 12:49:40 PM
Double fuel capacity don't just be, to add another fuel tank outside.
You can say, you just researched a new smaller thruster engine, and the spare room, you just could add another fueltank.
And another research the overhaul the fuel efficiency, to give another 25-50%.
Or you can say, you reasearch a new rocketfuel type and double the range, but you need to refine these new rocketfuel from chemfuel first.

There are soo many way to made it realistic.
It is just a matter of balance then realistic IMO :-)
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Rei-No on October 23, 2017, 08:08:46 PM
I use a mod called Packed Lunch   I think its by Rue.   Your mod does not see this and does not put it in the food line for Smarter Food Selection. It purpose is to get rid of the eat without table, debuff..  Which is very  poor in my mind..  They suffer enough debuff's without carrying stupid meals and eating them on purpose away from a table..  Well the cook packs them a lunch,  which they should be able to use. they are made with the actual meals. so he's currenlty packing fine meals into there lunch, but, I can't get them to carry it, because smarter meals doesn't see them.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on October 23, 2017, 08:11:06 PM
Quote from: Rei-No on October 23, 2017, 08:08:46 PM
I use a mod called Packed Lunch   I think its by Rue.   Your mod does not see this and does not put it in the food line for Smarter Food Selection. It purpose is to get rid of the eat without table, debuff..  Which is very  poor in my mind..  They suffer enough debuff's without carrying stupid meals and eating them on purpose away from a table..  Well the cook packs them a lunch,  which they should be able to use. they are made with the actual meals. so he's currenlty packing fine meals into there lunch, but, I can't get them to carry it, because smarter meals doesn't see them.

This has already been before. Unfortunately SFS has many issues.
But this mod's source code is kind of a mess I don't really want to work on it again. I think I'll just do it for A18.

Sorry for that.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Klitri on October 27, 2017, 03:44:40 PM
Quote from: Wishmaster on October 19, 2017, 10:51:10 AM
Quote from: Canute on October 19, 2017, 09:53:15 AM
Ok, that explain why i don't saw any repair button.
But currently pointless for me, when i don't find an "easy" way to refuel outside.
Maybe i need to create a semi-temp. fuelcamp.
But then an option not to unload the pod would be useful, hmm maybe the
[A17]AntiAutoUnload-Keeps your inventory!
mod works with the pods.

Then i could jump from the home to the fuelcamp, unload pawn,fuel and repair the pods and jump futher to the tradeoutpost.

At first I wanted to make a feature to refuel front inventory on world map. But I felt like it would be to OP.

You could purchase fuel from faction bases and bunny hop to anywhere quite easily.
But well a there is a obviously a workaround for this.

That's for the next update.

It's cool you wanted to balance the game or whatever but now if you land pods they can't refuel at all so thanks. A lot.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on November 04, 2017, 09:08:37 PM
Regarding pods balance.

With A18 and the need to defend the friendly AI ship, traveling with 3000 units of chemfuel does not seem so op anymore.

However I am considering a new recipe for pods containing uranium to make less OP.
Something like 10 uranium and 50 plasteel... or maybe just uranium.

At the moment, new pods make the vanilla pods and caravan almost completely irrelevant.

Balance change on my current work:
* you have higher research cost
* 2 expensive new research to reduce fuel  use
* you can see how much fuel is for sale at any village (you have to select them however).

I am thinking about renaming the current version "OP edition" and creating a new standard one but less OP.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Layd on November 11, 2017, 11:47:46 PM
A good mod, but I do not understand why 18 tier, when they are 16. This can be seen from the screenshot of my table. In addition, I would like to see the sorting not at a price, because it is not correct, but by general parameters. Why does Arctic wolfskin have a bigger tier than Pigskin, if it's worse ...? Yes it is rare, but what good is the player with this? By this I propose to divide and distribute skin types by the sum of parameters. And also leave only "Tier 1, Tier 2, etc." in the title, as it is not correct to give the name of the animal to a group of different skins (this should be strictly in the description). Some species of animals have unique skin, such as Thrumbo, but it's better to just write Tier 1, so that there is a general concept, regardless of the mods of the players on animals, etc.

[attachment deleted by admin: too old]
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on November 12, 2017, 11:46:10 AM
Quote from: Layd on November 11, 2017, 11:47:46 PM
A good mod, but I do not understand why 18 tier, when they are 16. This can be seen from the screenshot of my table. In addition, I would like to see the sorting not at a price, because it is not correct, but by general parameters. Why does Arctic wolfskin have a bigger tier than Pigskin, if it's worse ...? Yes it is rare, but what good is the player with this? By this I propose to divide and distribute skin types by the sum of parameters. And also leave only "Tier 1, Tier 2, etc." in the title, as it is not correct to give the name of the animal to a group of different skins (this should be strictly in the description). Some species of animals have unique skin, such as Thrumbo, but it's better to just write Tier 1, so that there is a general concept, regardless of the mods of the players on animals, etc.

A good mod, but I do not understand why 18 tier
There are just as many tiers as different leathers.

Why does Arctic wolfskin have a bigger tier than Pigskin, if it's worse ...?
Ranking tiers is quite random and simplistic. I've just used the product and all stats to rank them.
Thrumbo fur is top but element skin is very low which sounds wrong I know. But it's no big deal after all.

And also leave only "Tier 1, Tier 2, etc." in the title, as it is not correct to give the name of the animal to a group of different skins
Not correct ? It is "Tier x (y race leather)" but a tier is only made a single race. I really don't understand here.


Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Layd on November 13, 2017, 04:20:06 AM
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
There are just as many tiers as different leathers.
As I have shown in the table of different leathers 16, not 18.
They are absolutely no different.
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
Ranking tiers is quite random and simplistic. I've just used the product and all stats to rank them.
Thrumbo fur is top but element skin is very low which sounds wrong I know. But it's no big deal after all.
Therefore, I propose to make the ranking not random, but quite a legitimate basis for the parameters of the leather.
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
Not correct ? It is "Tier x (y race leather)" but a tier is only made a single race. I really don't understand here.
The screenshot that I'll attach will say better for me. What I wanted to explain. It would be desirable to see simply Tier 16 leather, instead of Tier 16 leather (rhinoceros) as it allocates it from the general concept.

p.s. By the way why do you have rhinoceros leather such a low tier 16 is also not understandable. Considering that she rightfully takes 3rd place in the game. Revise my first table, there in figures everything is clear and reasonable. And one of the mistakes you have is to isolate the human skin in a separate tier, as it is identical to the skin of the boomrat. This would be the case if it somehow influenced the settlers by imposing debuffs.

[attachment deleted by admin: too old]
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on November 13, 2017, 05:20:18 AM
Quote from: Layd on November 13, 2017, 04:20:06 AM
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
Ranking tiers is quite random and simplistic. I've just used the product and all stats to rank them.
Thrumbo fur is top but element skin is very low which sounds wrong I know. But it's no big deal after all.
Therefore, I propose to make the ranking not random, but quite a legitimate basis for the parameters of the leather.
You forget one thing.
This mod not only works for vanilia only animal/leather, it works with other leather types from other mods too.
To made a ranking, you need to have a sorting in some kind. Sort by blunt or pierce, cold or warm.
You see a ranking will be subjective most of the time, depend on the user who made it.

Personaly i am fine, if we just got 4 types of leather, low,normal,good, high quality. Thats why i mosttimes convert my leather into Blended leather or patchwork leather and just keep thrumbo for special purpose.

Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Wishmaster on November 13, 2017, 08:10:42 AM
Quote from: Layd on November 13, 2017, 04:20:06 AM
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
There are just as many tiers as different leathers.
As I have shown in the table of different leathers 16, not 18.
They are absolutely no different.
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
Ranking tiers is quite random and simplistic. I've just used the product and all stats to rank them.
Thrumbo fur is top but element skin is very low which sounds wrong I know. But it's no big deal after all.
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
Not correct ? It is "Tier x (y race leather)" but a tier is only made a single race. I really don't understand here.
The screenshot that I'll attach will say better for me. What I wanted to explain. It would be desirable to see simply Tier 16 leather, instead of Tier 16 leather (rhinoceros) as it allocates it from the general concept.

p.s. By the way why do you have rhinoceros leather such a low tier 16 is also not understandable. Considering that she rightfully takes 3rd place in the game. Revise my first table, there in figures everything is clear and reasonable. And one of the mistakes you have is to isolate the human skin in a separate tier, as it is identical to the skin of the boomrat. This would be the case if it somehow influenced the settlers by imposing debuffs.

QuoteAs I have shown in the table of different leathers 16, not 18.
They are absolutely no different.

I am not checking your table completely but I am sure it is not up to date. Where you did get the stats from ? Wiki ? take them from the game instead. Also your table does not match the vanilla tier order.
I am almost sure are no bugs regarding grouping leathers.

QuoteTherefore, I propose to make the ranking not random, but quite a legitimate basis for the parameters of the leather.

It is not random and also, what your formula/algorithm to make a tier then ? Since I have made the mod I had another idea but I don't feel like changing TML so much unless a bug is found. I haven't edited this for a while now.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Heymom on November 20, 2017, 04:31:10 PM
Hey. I am having issues with TML. I am after the best protection leather, and the tier ranking for this, is not correct. Would it be possible to make a sort() option? so we can place tiers after what we are after in a particular game.

smth like;
sort(protection, insulation, value)

regards.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: wwWraith on December 11, 2017, 02:06:47 AM
Are the B18 updates planning? I urgently need Smarter Food Selection, without it I'm going mad looking at my dogs stealing berries from colony while they have a lot of tasty kibble and corpses available :)
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: muffalomill on December 11, 2017, 05:58:43 AM
Does anyone know if you can prevent people from eating packaged survival meals using the food selection mod?
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: wwWraith on December 11, 2017, 07:47:15 AM
muffalomill, you can do it by editing Defs\Compatibility\Core.xml to something like this:


<Defs>
<WM.SmarterFoodSelection.CompabilityDef>
<!-- <defname>SFS_Core</defname>-->
<requiredMod>Core</requiredMod>
<foods>
<li>
<def>NutrientPasteDispenser</def>
<pref>MealAwful</pref>
</li>
<li>
<def>PlantMoss</def>
<pref>Grass</pref>
</li>
<li> <!-- added -->
<def>MealSurvivalPack</def>
<pref>RawBad</pref>
</li>
</foods>
</WM.SmarterFoodSelection.CompabilityDef>
</Defs>


I used this variant to allow eating PSMs only while there are no other "valid" food available. I think you can change "RawBad" to "Luxury" if you really want to disallow them completely.

I have a feeling that there was some issue with it, can't remember exactly. Either pawns could take PSM into their inventory (but still eating only allowed food), or they didn't take but could eat PSM if it already was in their inventory (if pawn was spawned with it). Probably it even was fixed.

Anyway, in practice it worked fine enough.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: muffalomill on December 11, 2017, 07:56:43 AM
Thanks
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: frenchiveruti on December 20, 2017, 11:14:50 PM
Day 21, still no updates on the horizon  :'(
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on December 21, 2017, 03:53:21 AM
Wishmaster,
since you rarely update this thread and you allready update your steam
Can you maybe consider to change the download links to your github projects ?
And for us gamer, here is the link to Wishmaster github.
https://github.com/Wishmaster01
Many of his mods allready got a B18 version.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: teag2 on December 30, 2017, 01:27:00 AM
In Smarter Food Selection, is there any chance for a new animal food mode which always dissallows meals? I'm doing a tribal start and the dogs are eating all the pemmican, and none of the modes have them prioritize raw rice and meat over it.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Canute on December 30, 2017, 05:55:27 AM
teag2,
take a look at \Mods\WM Smarter Food Selection\Defs\Policies
you can edit the xml and modify at this way the diet.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: minakurafto on January 17, 2018, 09:18:23 PM
if self launching pod has a ship texture and can load more,more range and take place more than 1x1, then it can will be an aircraft mod

b18 wm sfs make pawn cant eat and sleep in caravan
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: carpediembr on January 19, 2018, 12:36:45 PM
Anyone know a good selflaunch pods mod?
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: wwWraith on January 20, 2018, 06:29:43 AM
I need help with making Smarter Food Selection to work with Arachnophobia (https://ludeon.com/forums/index.php?topic=26078). Currently tamed spiders just hunt (if allowed) and spin cocoons but never drain them, starving until there is no more living prey on the map, then eating kibble or other available things. Simply marking cocoons as "corpses" and adding a food policy which prioritizes it doesn't help.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: crusader2010 on January 20, 2018, 05:07:46 PM
Hi. Is it possible to add a way of editing the food policies in game? I want to restrict some ingredients and such. It's really annoying when prisoners get fed with cheese when I want them to get simple meals :(
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Ruisuki on February 20, 2018, 10:25:54 PM
The OP shows only alpha 17. Is this not updated for b18?

Quote from: crusader2010 on January 20, 2018, 05:07:46 PM
Hi. Is it possible to add a way of editing the food policies in game? I want to restrict some ingredients and such. It's really annoying when prisoners get fed with cheese when I want them to get simple meals :(
its in the list of planned features
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: wwWraith on February 21, 2018, 12:17:47 AM
Quote from: Ruisuki on February 20, 2018, 10:25:54 PM
The OP shows only alpha 17. Is this not updated for b18?

Quote from: Canute on December 21, 2017, 03:53:21 AM
Wishmaster,
since you rarely update this thread and you allready update your steam
Can you maybe consider to change the download links to your github projects ?
And for us gamer, here is the link to Wishmaster github.
https://github.com/Wishmaster01
Many of his mods allready got a B18 version.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Ruisuki on February 21, 2018, 12:53:13 AM
Quote from: wwWraith on February 21, 2018, 12:17:47 AM
Quote from: Ruisuki on February 20, 2018, 10:25:54 PM
The OP shows only alpha 17. Is this not updated for b18?

Quote from: Canute on December 21, 2017, 03:53:21 AM
Wishmaster,
since you rarely update this thread and you allready update your steam
Can you maybe consider to change the download links to your github projects ?
And for us gamer, here is the link to Wishmaster github.
https://github.com/Wishmaster01
Many of his mods allready got a B18 version.
But the front page says dont install from github? Is this the page you are referring to? Because it says the last update was 9 months ago, before B18?
https://github.com/Wishmaster01/Smarter.food.selection
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: wwWraith on February 21, 2018, 04:20:17 AM
https://github.com/Wishmaster01/Smarter.food.selection/releases (https://github.com/Wishmaster01/Smarter.food.selection/releases)
Also there are https://github.com/Wishmaster01/Smarter.food.selection/branches (https://github.com/Wishmaster01/Smarter.food.selection/branches)
I was using v2, probably I'll try v2.2 or v3 now.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Ruisuki on February 23, 2018, 05:58:35 AM
Good looking out wraith.

Both v2 and v3 are listed in red as outdated on the mod screen. v2.2 still the latest work?
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Kassidoo on March 04, 2018, 08:12:21 AM
Him I just had this mod die on me on a 10yr playthrough. Loading older saves, redownloading, reinstall, nothing worked.
These are the errors; https://imgur.com/a/amEO8 , https://pastebin.com/FsFPZfBL aswell here how the ui looks when I try to open the food tab; https://imgur.com/a/eDS4G .
Any idea?


EDIT: With the help of Rimworld Discord we dound the issue, somehow a wild boars corpse had its "torso" bitten off but somehow still exsisted, and everything broke from there. I found the bugged corspe and deleted it, and evrything is fixed. Thanks to Uuugggg on discord for helping me find it!
This was the broken corpse : https://cdn.discordapp.com/attachments/257987178834034688/419878634019618817/unknown.png
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Harry_Dicks on March 04, 2018, 08:42:34 AM
That's a damn shame, and something I've always been worried about. I am not trying to rub it in your face, or even say you could have prevented this, but this is the exact reason why everyone needs to have multiple backups at regular intervals.

It also makes me want to be even more cautious about what mods I would be entrusting my time into that they hopefully don't break a game I've started, and don't break until later on down the road after a significant time investment.
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: Kassidoo on March 04, 2018, 10:35:26 AM
Quote from: Harry_Dicks on March 04, 2018, 08:42:34 AM
That's a damn shame, and something I've always been worried about. I am not trying to rub it in your face, or even say you could have prevented this, but this is the exact reason why everyone needs to have multiple backups at regular intervals.

It also makes me want to be even more cautious about what mods I would be entrusting my time into that they hopefully don't break a game I've started, and don't break until later on down the road after a significant time investment.

With the help of better modders than me, we found the cause you can read my edit :)
It seems there is something somewhere that makes it so a corpse can have no torso, yet still exsist (floating head with arms and legs!?)
This mod is still worth it x1000
Title: Re: [A17][A16] WM Mods. New mod: Self launching pods. Pods without launchers.
Post by: iFlyAllTheTime on April 04, 2018, 01:41:40 AM
It is probably something I did (or didn't do) that's causing this mod to not give the desired result.
I've downloaded and installed version 2.2 of this and I'm trying to restrict my prisoners to get simple meals only, without any success.

I've attached the output log as well as the default Prisoner policy and another policy for simple meals I made after seeing the default one not working.

I would like to use this feature and would appreciate it if this is looked into.

[attachment deleted due to age]
Title: Re: [1.0] Smarter Food Selection, Hydroponics with lamps and more...
Post by: SavedEmperor on October 28, 2019, 07:47:39 PM
i think Replimat doesn't work with smarter food selection when a pawn wants to take food from the replimat dispenser he just stands by it forever is there a way to fix this?