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RimWorld => Mods => Releases => Topic started by: Antaios on June 07, 2017, 12:07:52 AM

Title: [1.4] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on June 07, 2017, 12:07:52 AM
Antaios's Mods

To the Point:
TableDiner Releases (https://github.com/Antaios/TableDiner/releases)
TableDiner_Simple Releases (https://github.com/Antaios/TableDiner_Simple/releases)
Mod Medicine Patch Releases (https://github.com/Antaios/Mod-Medicine-Patch/releases)
B18 Mod Medicine Pharmacist Patch Releases (https://github.com/Antaios/Mod-Medicine-Patch_PharmPatch/releases)

Steam workshop (https://steamcommunity.com/profiles/76561198071742963/myworkshopfiles/?appid=294100)

I've also updated Skullywag's BetterCoolers and BetterVents mods (https://ludeon.com/forums/index.php?topic=14177.0)
BetterCoolers Releases (https://github.com/Antaios/BetterCoolers/releases)
BetterVents Releases (https://github.com/Antaios/BetterVents/releases)
I also added a harmony patch to BetterCoolers and BetterVents to enable modded wall support.


(https://raw.githubusercontent.com/Antaios/TableDiner/master/About/preview.png)

Description
Table Diner:
- Adds a mod menu which lets you set the default table search radius to whatever you want.
- Adds a slider to tables, to set specific search radii on a per-table basis.
- Adds a slider to pawns (see the Needs tab), to set specific search radii on a per-pawn basis.
- Pawns will only use a table if it is closer than the default, table specific setting, and the pawn's setting.
- Adds a circular halo to tables & pawns when they're selected so you can see the radius ingame.
- Includes Modsync RW and Mod Manager support

Compatibility
Should work fine with most food mods, let me know if it doesn't!
The mod doesn't work on foods that have a non-default search radius by default, but there is an option to override.

Simple
The simple version is an xml patch that changes some values so that pawns now search 60 tiles instead of 32 for a table to eat at.

Download
TableDiner Releases (https://github.com/Antaios/TableDiner/releases)
TableDiner_Simple Releases (https://github.com/Antaios/TableDiner_Simple/releases)

(https://raw.githubusercontent.com/Antaios/Mod-Medicine-Patch/master/About/preview.png)

Description:
A patch to enable modded medicine options in the pawn health tab.

What's It Do?
If you have a mod installed which adds it's own custom medicines, such as Vegetable Garden, This patch adds them as an option in the medical treatment section of the health tab.
- Includes Modsync RW and Mod Manager support

Known Issues
-As a side effect of adding all modded medicines to the health tab, the icons can get tiny when using too many extra medicines.
    However, at up to 15 extra medicines, the icons won't get any smaller than half the size of the originals.

Pharmacist
If you use Fluffy's Pharmacist mod (https://ludeon.com/forums/index.php?topic=16120.0), Make sure to reset Pharmacist settings to vanilla medicines before removing this patch from a savegame!

Download
Mod Medicine Patch Releases (https://github.com/Antaios/Mod-Medicine-Patch/releases)

Needed for B18 Pharmacist compatibility:
Pharmacist Patch Releases (https://github.com/Antaios/Mod-Medicine-Patch_PharmPatch/releases)

Licenses
BetterCoolers and BetterVents are Skullywag's mods, not mine.

For my mods,
Go nuts, It doesn't bother me.
I'd love to hear if anyone does anything though!
Title: Re: [A17] Table Diner - Eat at the table
Post by: Cabdono on June 07, 2017, 12:14:27 AM
Simple but incredibly helpful, thank you ^^
Title: Re: [A17] Table Diner - Eat at the table
Post by: Canute on June 07, 2017, 02:20:41 AM
QuoteThis patch changes the search radius from the default 25, to 60 instead. No freezer is too far away now!.
Could you maybe create a modsetting where you can change the number ingame ?
A comment at the settings about 25 and 60 would be good too.
Title: Re: [A17] Table Diner - Eat at the table
Post by: Antaios on June 07, 2017, 03:05:59 AM
Quote from: Canute on June 07, 2017, 02:20:41 AM
Could you maybe create a modsetting where you can change the number ingame ?
A comment at the settings about 25 and 60 would be good too.

As far as I know, adding the setting ingame would require making it a code mod, whereas at the moment it's just a tiny xml patch, and I think I want to keep it that way for now.

It really isn't difficult to change the value in the xml, and I don't see any reason to be changing the value often enough that putting it ingame would make much difference.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner
Post by: Antaios on June 14, 2017, 01:45:22 AM
Added Mod Medicine Patch! - See first post. :)
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner
Post by: SpaceDorf on June 14, 2017, 02:39:14 AM
Awesome .. Subscribed.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner
Post by: AngleWyrm on June 15, 2017, 12:24:36 AM
Some sort of graphical alignment issue with medical tab mod installed

(https://s6.postimg.org/a0jg9qwy9/medicine_patch.png)
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner
Post by: Antaios on June 15, 2017, 01:23:16 AM
Quote from: AngleWyrm on June 15, 2017, 12:24:36 AM
Some sort of graphical alignment issue with medical tab mod installed

Hmm, I forgot medical tab has a lot less vertical space...
Working on a fix.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner
Post by: Antaios on June 15, 2017, 05:27:05 AM
Quote from: Antaios on June 15, 2017, 01:23:16 AM
Quote from: AngleWyrm on June 15, 2017, 12:24:36 AM
Some sort of graphical alignment issue with medical tab mod installed

Hmm, I forgot medical tab has a lot less vertical space...
Working on a fix.

Fixed now.
As a result, the icons will generally be smaller though, since they transition to 2 rows later.

Unfortunately, there's no way for me to increase the padding around the medical care setter without patching every piece of code which draws it, which would mean extra individual patches for any mods which draw it as well. So I'm left with just shrinking the icons, I've tried to avoid shrinking them any more than necessary.
Title: Re: [A17] Table Diner - Eat at the table
Post by: Antaios on June 20, 2017, 09:34:56 AM
Quote from: Antaios on June 07, 2017, 03:05:59 AM
Quote from: Canute on June 07, 2017, 02:20:41 AM
Could you maybe create a modsetting where you can change the number ingame ?
A comment at the settings about 25 and 60 would be good too.

As far as I know, adding the setting ingame would require making it a code mod, whereas at the moment it's just a tiny xml patch, and I think I want to keep it that way for now.

It really isn't difficult to change the value in the xml, and I don't see any reason to be changing the value often enough that putting it ingame would make much difference.

Ended up doing this anyway! Enjoy Table Diner Configurable.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: skullywag on June 24, 2017, 06:52:17 AM
This configurable table search mod saved my sanity, thankyou. If youre watching Tynan that figure needs a boost in vanilla, 25 is not enough.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: wwWraith on June 24, 2017, 01:08:45 PM
Thanks for the update. But is it possible to make a radical improvement and to set the table search distance per pawn rather than per food type? It seems to be more natural and would be useful for pawns with poor movement or in the case of several colonies with different building concepts.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: drakulux on June 24, 2017, 03:50:52 PM
Agree with abobe poster, also tnx for the great mods
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on June 24, 2017, 11:25:00 PM
Quote from: wwWraith on June 24, 2017, 01:08:45 PM
Thanks for the update. But is it possible to make a radical improvement and to set the table search distance per pawn rather than per food type? It seems to be more natural and would be useful for pawns with poor movement or in the case of several colonies with different building concepts.
Hmm, It's not going to be easy, the base game is setup with values for food rather than pawns and I'm just changing the value at the moment. But I'll look into it, sure.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: XeoNovaDan on July 02, 2017, 11:58:31 AM
Some nice looking QoL mods here, you definitely deserve more spotlight.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Mosart on July 03, 2017, 11:40:42 AM
They will eat at the table now. Thx
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: sidfu on July 06, 2017, 11:15:16 AM
plan to add your medice patch to https://ludeon.com/forums/index.php?topic=12996.0

Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on July 06, 2017, 10:05:49 PM
Quote from: sidfu on July 06, 2017, 11:15:16 AM
plan to add your medice patch to https://ludeon.com/forums/index.php?topic=12996.0

Cool, Thanks for letting me know :)
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: LiteEmUp on July 19, 2017, 01:20:49 PM
this table diner is definitely the mod i've been looking for..

i made a mistake of building my dining room on a seperate hallway from my freezer and cooking room, so now all my pawns are eating inside my cooking room instead of the dining room.. i have build a fridge just to store the food, so that my pawns will eat inside the dining room


any known mod incompatibilities so far???
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: faltonico on September 18, 2017, 08:30:10 PM
Hi there!
Thanks for your mods, they have become a must!

Just so you know, i am getting this warning (yellow message) at startup:

Type TableDiner probably needs a StaticConstructorOnStartup attribute, because it has a field circleMaterial of type Material. All assets must be loaded in the main thread.
Verse.Log:Warning(String)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__80F()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


I don't know what does it means or how serious it is.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on September 18, 2017, 10:21:59 PM
Quote from: faltonico on September 18, 2017, 08:30:10 PM
Hi there!
Thanks for your mods, they have become a must!

Just so you know, i am getting this warning (yellow message) at startup:

Type TableDiner probably needs a StaticConstructorOnStartup attribute, because it has a field circleMaterial of type Material. All assets must be loaded in the main thread.
Verse.Log:Warning(String)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__80F()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


I don't know what does it means or how serious it is.

As far as I can tell, the warning pertains to loading in assets. Table diner has a material, for the circle ghost, but it creates it internally so I don't believe it should cause any issues.

More experienced modders feel free to correct me.
Title: Re: [A17b] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: faltonico on September 19, 2017, 12:03:07 AM
Thanks for the quick answer,
I thought so too, but i am tracking a bug so i needed to discard possibilities.
Keep up the good work!
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on November 18, 2017, 10:02:19 AM
Updated to B18!

I checked the new update and all the tweaked bits of code look the same, so It was recompile & go, a nice easy update. I also fooled around for a few minutes ingame making sure everything works and it looks good.

So, Enjoy.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: XeoNovaDan on November 18, 2017, 10:25:49 AM
Thank you!

Also, how difficult would it to be to make Table Diner Configurable work on a per-table basis rather than the single mod config?
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on November 18, 2017, 11:09:23 AM
Quote from: XeoNovaDan on November 18, 2017, 10:25:49 AM
Thank you!

Also, how difficult would it to be to make Table Diner Configurable work on a per-table basis rather than the single mod config?

Depends how much free time I get my hands on

It wouldn't be a simple process, though. As it stands currently, the search distance is set per food item, for some reason.
It'd have to start storing data in the world save files, and change the table search code to either search the whole map, defeating the purpose of the search distance limit, or keep a list of all the tables and check each of them that way.

Last time I looked into the specific code was for the possibility of making it pawn-specific (suggested by wwWraith), but I decided I didn't want to add a dependency, and to keep the mod simple. I'd have wanted the dependency (HugsLib) for saving to the world/map data, since doing it on my own would probably be a bit of a hack.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: ALERT on November 29, 2017, 02:37:47 PM
can you consider hosting table dinner configurable at steam workshop?
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: kaptain_kavern on November 29, 2017, 02:46:29 PM
Thank you sooooooooo much!

I was waiting for those ones.

Nice seeing you back BTW
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: MightyGooga on February 16, 2018, 03:01:27 PM
Hey Man, great job in both mods. Im particulary fan of the table configurable. Congratz!
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Harry_Dicks on February 16, 2018, 04:38:43 PM
Honestly Mod Medicine Patch should be in the base game. I am also a huge fan of Table Diner Configurable. Crazy enough, I was actually thinking about it last night and lowered my table radius to 40. I'm thinking that I might start just having multiple rec/dining rooms on different ends of the base. Even though I usually have a residential wing with all of the rooms together, throughout the working day pawns will be on all sorts of places in the map, so they might not always be near the main dining hall. Perfect excuse to make more crap in the base, anyway ;D
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: MightyGooga on February 16, 2018, 08:29:55 PM
I would like to ask how to disable the packed lunch functionality? I play with SKHC, and some how, after I installed the mod guys are not eating their inventory meal.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Harry_Dicks on February 16, 2018, 09:24:24 PM
Quote from: MightyGooga on February 16, 2018, 08:29:55 PM
I would like to ask how to disable the packed lunch functionality? I play with SKHC

I believe this is a function of only HCSK, and not this mod. I could be wrong, but there is a chance that installing any extra mods with HCSK has the chance of breaking something. This is because HCSK changes so much of the base game, that anything that relies on Core defs can get really messed up.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on March 06, 2018, 11:58:25 AM
Quote from: Harry_Dicks on February 16, 2018, 09:24:24 PM
Quote from: MightyGooga on February 16, 2018, 08:29:55 PM
I would like to ask how to disable the packed lunch functionality? I play with SKHC

I believe this is a function of only HCSK, and not this mod. I could be wrong, but there is a chance that installing any extra mods with HCSK has the chance of breaking something. This is because HCSK changes so much of the base game, that anything that relies on Core defs can get really messed up.

Hmm, Sorry I missed this, Haven't checked the thread in a bit, Thought I had email prefs set...

I can't imagine this is something Table Diner has done itself. The Packed Lunch 'compatibility' is moreso a check that ensures TD doesn't overwrite any food search values that are explicitly stated or non-default. The only times it would do this, is in the configurable version if you tick the option for "Overwrite non-default search distances".
Either way, Table Diner would merely get people to eat their inventory meals at a table, not change which food they decide to eat, It's a whole other functionality which neither Table Diner nor Packed Lunch touch.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Lethe on March 06, 2018, 04:11:45 PM
Yes!!! Eating at tables!! How did I not notice this mod before?! Thank you! Some of my sanity has been restored to me. <3 I won't have to do my morning 'watch the colonists to ensure they're not eating in their rooms' ritual anymore! Freedom!!!
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Rex705 on May 18, 2018, 06:49:46 PM
I see some yellow table errors in the log. Everything seems to work I have no problems but I do see errors.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on May 20, 2018, 12:52:29 AM
Quote from: Rex705 on May 18, 2018, 06:49:46 PM
I see some yellow table errors in the log. Everything seems to work I have no problems but I do see errors.

Something about static constructors?
They're just warnings, not errors. Rimworld is over-cautious in that regard, it shouldn't be an issue.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Kori on May 22, 2018, 11:37:26 PM
Thanks for the Pharmacist Patch. :)
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Kori on May 28, 2018, 04:56:10 PM
Hello Antaios,

when I use an individual medicine setting for certain pawns or animals that is worse than the one selected in Pharmacist, my pawns become stuck.

First you get this error for ten times:
Notice: Modified by PharmMedicinePatch | Selected Medicine: Normal medicine or worse, As opposed to: Doctor care, but no medicine
Needed medicine  for Donkey was dropped onto a reserved stack. Job will fail and try again, so ignore the error please.

followed by
Notice: Modified by PharmMedicinePatch | Selected Medicine: Normal medicine or worse, As opposed to: Doctor care, but no medicine
Donkey started 10 jobs in one tick. newJob=TendPatient (Job_969836) A=Thing_ACPPeccary52688 B=Thing_Medicine52805 jobGiver=RimWorld.JobGiver_Work jobList=(TendPatient (Job_969816) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969818) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969820) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969822) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969824) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969826) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969828) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969830) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969832) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969834) A=Thing_ACPPeccary52688 B=Thing_Medicine52805) (TendPatient (Job_969836) A=Thing_ACPPeccary52688 B=Thing_Medicine52805)  lastJobGiver=RimWorld.JobGiver_Work

and now the pawn is frozen and cannot move.

It would be very helpful when it's safe to override the general Pharmacist settings with individual settings. Let's say you want to rescue wild animals without medicine, but the general setting you usually use for colony animals is with medicine.

Is this the right place to report this, or should I post it in the Pharmacist thread instead?
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Uuugggg on May 28, 2018, 09:49:40 PM
> when I use an individual medicine setting for certain pawns or animals that is worse than the one selected in Pharmacist, my pawns become stuck.

Yea, the pharmacist patch is buggy in this case - even with vanilla medicines.

I can also tell you why! The JobDriver_TendPatient is failing since it checks if the patient is allowed to use the medicine chosen for the tending. The Pharmacist Patch (https://github.com/Antaios/Mod-Medicine-Patch_PharmPatch/blob/c7b260811263cc5156787ff57e8b9fc1de8c2702/Source/PharmMedicinePatch.cs#L67) is choosing higher meds than allowed. The job starts with disallowed medicine, immediately fails, and restarts with the same disallowed medicine again.

So, uh I can't quite tell what how that patch is supposed to work, but it's choosing disallowed medicine levels.

(Smart Medicine is logging that "Needed medicine  for Donkey was dropped onto a reserved stack. Job will fail and try again, so ignore the error please." but the job is failing without Smart Medicine anyway)
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on May 28, 2018, 10:43:46 PM
Oops, My bad.

I forgot about my own index offset, so it was comparing the wrong medicines, and therefore reaching the wrong conclusions.
Updated, and it should be fixed now.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Kori on May 29, 2018, 02:25:04 AM
Thank you very much! :)
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Kori on May 29, 2018, 04:16:04 PM
I still get these notifications whenever medicine is picked ;)
Notice: Modified by PharmMedicinePatch | Selected Medicine: Herbal medicine or worse, As opposed to: Herbal medicine or worse
Notice: Modified by PharmMedicinePatch | Selected Medicine: Doctor care, but no medicine, As opposed to: Doctor care, but no medicine

Is it possible that the patch or Pharmacist in general breaks the ability of non-colonist humans (prisoners with Prison Labor, guests with Hospitality..) to pick and use medicine?
When one of my prisoners tried to tend an injured colonist, I got the following error:

Notice: Modified by PharmMedicinePatch | Selected Medicine: Herbal medicine or worse, As opposed to: Herbal medicine or worse

Needed medicine  for Wolverine was dropped onto a reserved stack. Job will fail and try again, so ignore the error please.

JobDriver threw exception in initAction. Pawn=Wolverine, Job=TendPatient (Job_1209010) A=Thing_Human15994, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Toils_Haul+<CheckForGetOpportunityDuplicate>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=PrisonLabor.JobGiver_Labor, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient


Prisoners seem to be completely unable to tend wounds now, they only feed the patients..  :(

Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on May 29, 2018, 10:22:57 PM
Quote from: Kori on May 29, 2018, 04:16:04 PM
I still get these notifications whenever medicine is picked ;)
Notice: Modified by PharmMedicinePatch | Selected Medicine: Herbal medicine or worse, As opposed to: Herbal medicine or worse
Notice: Modified by PharmMedicinePatch | Selected Medicine: Doctor care, but no medicine, As opposed to: Doctor care, but no medicine
There should be some random lines before those messages aswell, from base Pharmacist.
It's some debug stuff I want to leave in as long as Fluffy has his lines in. So no-one ever looks at Pharmacist debug logs without knowing the patch is altering it's behaviour. I can remove it, and Fluffy has an issue on his github to remove his 'debug spam', I'll probably wait until he updates though. The log messages should be harmless, they're not errors, just 'info'.

Quote from: Kori on May 29, 2018, 04:16:04 PM
Is it possible that the patch or Pharmacist in general breaks the ability of non-colonist humans (prisoners with Prison Labor, guests with Hospitality..) to pick and use medicine?
When one of my prisoners tried to tend an injured colonist, I got the following error:

Notice: Modified by PharmMedicinePatch | Selected Medicine: Herbal medicine or worse, As opposed to: Herbal medicine or worse

Needed medicine  for Wolverine was dropped onto a reserved stack. Job will fail and try again, so ignore the error please.

JobDriver threw exception in initAction. Pawn=Wolverine, Job=TendPatient (Job_1209010) A=Thing_Human15994, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Toils_Haul+<CheckForGetOpportunityDuplicate>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=PrisonLabor.JobGiver_Labor, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient


Prisoners seem to be completely unable to tend wounds now, they only feed the patients..  :(
I don't think this is Pharmacist's doing, it's done its work by that time.
It might be a conflict between smart medicine and prison labour. Smart medicine looks as if it intends for that error to pop up in the event medicine is dropped for tending and is 'forbidden', it may be that the prisoners consider it forbidden, and then prison labour is either not restarting the job, or the prisoners can't use medicine because the game considers it forbidden for them.
That's my best guess from ~10 minutes through the githubs & source.

I'd try making a backup of your save, then removing Pharmacist and seeing if it still happens, then remove smart medicine and check that aswell.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Kori on May 30, 2018, 05:05:34 PM
You are right, without Smart Medicine it works.
Thank you for your help!
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: mrsebseb on June 08, 2018, 06:08:55 AM
Pharmacist has updated and the patch now throws an error
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on June 09, 2018, 03:30:52 AM
Recompiled pharmacist patch for new Pharmacist version, no significant changes.
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Uuugggg on June 20, 2018, 08:17:54 PM
Smart Medicine updated to allow everyone to tend. They also use smart medicine features ( they'll take your medicine but that's presumably fine if they're working for you)
Title: Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
Post by: Antaios on July 02, 2018, 01:27:51 PM
Mods Updated!

Table Diner:
New Feature! Tables can now have radius set independently
New Feature! Pawns can now have radius set independently (Needs Tab - Let me know if this gets in the way of anything!)
The lowest radius of the three options is used. (Default, Table specific, Pawn specific)
ModSync support added.

Mod-Medicine-Patch:
Pharmacist patch is now included
I've included icons for the float menu entries in the "Assign" medicine menu, Thanks to Fluffy's Pharmacist for inspiration!
ModSync support added.

I've decided to also list the updates I did to Skullywag's (https://ludeon.com/forums/index.php?topic=14177.0) BetterCoolers and BetterVents.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: BlackSmokeDMax on July 02, 2018, 01:37:27 PM
Very nice, thanks for the updates, both yours and for the un-official ones!
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: MisterLock on July 24, 2018, 08:03:36 PM
Should probably notify you, latest updates for 1.0 broke table dinner.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on July 25, 2018, 04:30:16 AM
Quote from: MisterLock on July 24, 2018, 08:03:36 PM
Should probably notify you, latest updates for 1.0 broke table dinner.
Thanks, I'll look into it soon.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on July 29, 2018, 01:27:14 AM
Updated

Table Diner:
Fixed the error message spam in the world map screen. I have no idea why the world map calls the needs tab TabUpdate, but whatever, I added a check to cancel out when it does.

Mod Medicine Patch:
Fixed startup language error, vanilla updated the way it handles keyedreplacement language keys.
Title: Re: [B19] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on September 18, 2018, 10:06:08 AM
Sorry about the wait, I was on holiday.

Updated!
Table Diner:
Recompiled for B19, no significant changes.

Mod Medicine Patch:
Recompiled for B19, no significant changes.

BetterCoolers and BetterVents:
Added modded wall support! with a harmony patch.
some work to make them use less redundant code.
Recompiled for B19
Added ModSync support, for while I'm maintaining these.
Added support for smooth stone walls.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on October 19, 2018, 03:06:15 AM
Mods updated for 1.0
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Hexwall on November 02, 2018, 01:49:34 PM
Sorry to bother you but other than adding a menu in the mods tabs I don't see any changes. I set the radius to max and they still eat wherever. Pawns and tables don't have any slider of any sort like your mod says. I put the mod almost at the very end of the mod list, should it go somewhere else? Thanks
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on November 03, 2018, 12:45:43 AM
Quote from: Hexwall on November 02, 2018, 01:49:34 PM
Sorry to bother you but other than adding a menu in the mods tabs I don't see any changes. I set the radius to max and they still eat wherever. Pawns and tables don't have any slider of any sort like your mod says. I put the mod almost at the very end of the mod list, should it go somewhere else? Thanks
There must be another mod affecting it, but without more information I can't even speculate as to the cause.
I'm really unsure why you would have the mod settings menu but not the slider either.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Hexwall on November 04, 2018, 08:32:53 PM
Quote from: Antaios on November 03, 2018, 12:45:43 AM
There must be another mod affecting it, but without more information I can't even speculate as to the cause.
I'm really unsure why you would have the mod settings menu but not the slider either.

Well, here is my mod list, hope you can see what could be wrong
<li>Core</li>
<li>HugsLib</li>
<li>Mod Manager</li>
<li>RimHUD</li>
<li>Nature's Pretty Sweet</li>
<li>[KV] Faction Control - 1.0</li>
<li>Faction Discovery</li>
<li>[KV] Show Hair With Hats or Hide All Hats - 1.0</li>
<li>Nackblad Inc Rimhair</li>
<li>Rimsenal - Rimhair</li>
<li>[KV] Consolidated Traits - 1.0</li>
<li>Children, school and learning</li>
<li>Dubs Rimkit</li>
<li>Dubs Skylights</li>
<li>Field Medic [1.0]</li>
<li>More Vanilla Turrets [1.0]</li>
<li>[RF] Packed Lunches [1.0]</li>
<li>Simple sidearms</li>
<li>ED-Embrasures</li>
<li>EdB Prepare Carefully</li>
<li>Rimsenal</li>
<li>Rimsenal - Security pack</li>
<li>Rimsenal - Enhanced Vanilla Pack</li>
<li>Miscellaneous 'CORE'</li>
<li>Alpha Animals</li>
<li>Animals Logic</li>
<li>P-Music</li>
<li>L-Music</li>
<li>RimQuest</li>
<li>QualityBuilder</li>
<li>[KV] More Trait Slots - 1.0</li>
<li>Realistic Rooms</li>
<li>Wall Light</li>
<li>More Faction Interaction</li>
<li>NamesGalore</li>
<li>Pharmacist</li>
<li>HolyWasher</li>
<li>[SYR] Coffee and Tea</li>
<li>VGP Xtra Trees and Flowers</li>
<li>Tilled Soil</li>
<li>[RF] Rational Romance [1.0]</li>
<li>[RF] Fishing [1.0]</li>
<li>Misc. Robots</li>
<li>Misc. Incidents</li>
<li>Misc. Robots++</li>
<li>Genetic Rim</li>
<li>Sparkling Worlds - Full Mod</li>
<li>MendAndRecycle</li>
<li>Rah's Bionics and Surgery Expansion</li>
<li>Research Tree</li>
<li>Feed The Colonists</li>
<li>[KV] Change Dresser - 1.0</li>
<li>Increased Stack</li>
<li>Table Diner</li>
<li>Psychology</li>
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Canute on November 05, 2018, 04:15:48 AM
Personaly i would blame Psychology about it, since it modify alot of the mood/socials.
You can try to move table diner below it, or disable Psychology and look if that helps.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Hexwall on November 05, 2018, 08:31:55 PM
Quote from: Canute on November 05, 2018, 04:15:48 AM
Personaly i would blame Psychology about it, since it modify alot of the mood/socials.
You can try to move table diner below it, or disable Psychology and look if that helps.

It wasnt sadly
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on November 05, 2018, 10:57:07 PM
Off just the list I can't see any glaring possible issues.
Have you tried running a new test game, with only table diner installed, to see if the sliders show up?
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Hexwall on November 05, 2018, 11:25:03 PM
Quote from: Antaios on November 05, 2018, 10:57:07 PM
Off just the list I can't see any glaring possible issues.
Have you tried running a new test game, with only table diner installed, to see if the sliders show up?

Per your request I did and both the tables and pawns have the sliders. I honest to go don't know which mod could it be.... Like someone before me it could be psychology but Idk
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: asquirrel on November 13, 2018, 09:05:21 AM
Thank you! :)
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Dr_Zhivago on November 23, 2018, 07:16:10 PM
I'm not sure where you check more often, here or steam, but I was wondering if you would replace the texture for the newer coolers from RedistHeat to the "Better Coolers" 1.0 update. Named "SmallCooler" in the textures for RedistHeat.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on November 27, 2018, 11:17:24 PM
I'm not really intending to, no. It's a minor aesthetic preference which is just changing a few textures anyone who really wants to could do themselves really easily. It's easier to leave things so people don't have to update over a texture preference.

Unless there suddenly becomes a significant want for it, I'll leave it as is, the primary function of the mod isn't necessarily to look pretty, and that's subjective anyway.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Kori on January 17, 2019, 07:24:17 PM
Using the Mod Medicine Patch I noticed that the medicine icons in the animals or assign tab overlap each other now and don't get resized anymore. The game tries to create a second line for medicine instead of increasing the width of the column or making the medicine icons smaller.  :-\
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on January 22, 2019, 09:32:32 AM
Quote from: Kori on January 17, 2019, 07:24:17 PM
Using the Mod Medicine Patch I noticed that the medicine icons in the animals or assign tab overlap each other now and don't get resized anymore. The game tries to create a second line for medicine instead of increasing the width of the column or making the medicine icons smaller.  :-\

Oops, I mustn't have tested > 10 medicines in a while. Should be fixed now.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Kori on January 22, 2019, 07:54:20 PM
Thank you, it is much better now. There is only some overlapping with the next column left.  ;)

The only mod medicine I use is from VGP and Smokeleaf Industry, that gives you ten types of medicine in total.
If you could allow only 9 items for the first row (8 types of medicine + no medicine) or even divide all items evenly between both rows it would be perfect. :)



[attachment deleted due to age]
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on January 22, 2019, 11:59:04 PM
Quote from: Kori on January 22, 2019, 07:54:20 PM
Thank you, it is much better now. There is only some overlapping with the next column left.  ;)

The only mod medicine I use is from VGP and Smokeleaf Industry, that gives you ten types of medicine in total.
If you could allow only 9 items for the first row (8 types of medicine + no medicine) or even divide all items evenly between both rows it would be perfect. :)
Looks like the Fluffy's mods don't give the medical setter quite the same space or aspect ratio as the medical tab. Or I'm going out of the boundary on the medical tab anyway but there's nothing there so it's not noticeable. I'll look into having it detect that.

Edit:
Updated, should work for any sized widget now, It'll also keep shrinking medicines into oblivion if you somehow manage to get 100s of them instead of going out of bounds, too.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Kori on January 23, 2019, 03:44:46 AM
Thank you so much! :)
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: PixelBitZombie on March 03, 2020, 10:19:12 AM
I know this is old, however I really enjoy this vent mod, skully has stopped and you kinda took over as the unofficial. Man I would love to have this mod back, I've tried what I could to my knowledge to make it work to no avail. Giving it a 1.1 folder>assemblies>harmony & bettervents.dll's. Changing the target version. It's just something deeper that I myself can't manage to fix without knowledge.

Here's hoping you can update this!
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on March 03, 2020, 11:00:36 AM
Hey there,

I do intend to update, I as originally planning last weekend. Unfortunately time has gotten away from me and I've ended up busy, so the next plan I have for an update time will be sometime next week as I'll still be busy until then.
Title: Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: PixelBitZombie on March 03, 2020, 11:35:16 AM
That's amazing man, you have my gratitude and appreciation. Look forward to the update! I'm sure others will be excited too.
Title: Re: [1.1] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on March 18, 2020, 01:40:13 PM
Updated to 1.1!

Sorry it took a while, finally found some time.
Let me know if you encounter any issues.
Title: Re: [1.1] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: BlackSmokeDMax on March 18, 2020, 03:59:12 PM
Quote from: Antaios on March 18, 2020, 01:40:13 PM
Updated to 1.1!

Sorry it took a while, finally found some time.
Let me know if you encounter any issues.

Fantastic news! Thank you!
Title: Re: [1.1] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Pelador on March 18, 2020, 04:33:49 PM
tyvm Antaios
Title: Re: [1.1] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: 2.71828 on June 05, 2020, 01:23:52 PM
Is it possible that 'Mod Medicine Patch' depends on 'Pharmacist' from Fluffy, or something? I'm currently trying to fix my modlist by bisecting ( see here (https://ludeon.com/forums/index.php?topic=52325.msg479592)), and if I load this mod, but don't load Pharmacist, I get a weird error if I try to open the debug menu options or debug logging menu (see here: https://gist.github.com/HugsLibRecordKeeper/8d03bd40e48215bdf6c4221bf538c114 ). This is not a 'minimal' safe, but I have narrowed the problem down to 'Mod Medicine Patch'. If I add it, I get this error.
Title: Re: [1.1] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on July 27, 2020, 04:51:34 AM
Just updated Mod Medicine Patch, split out the patch into a separate assembly that loads only if Pharmacist is present.

This should fix this issue with the debug menus.
Quote from: 2.71828 on June 05, 2020, 01:23:52 PM
Is it possible that 'Mod Medicine Patch' depends on 'Pharmacist' from Fluffy, or something? I'm currently trying to fix my modlist by bisecting ( see here (https://ludeon.com/forums/index.php?topic=52325.msg479592)), and if I load this mod, but don't load Pharmacist, I get a weird error if I try to open the debug menu options or debug logging menu (see here: https://gist.github.com/HugsLibRecordKeeper/8d03bd40e48215bdf6c4221bf538c114 ). This is not a 'minimal' safe, but I have narrowed the problem down to 'Mod Medicine Patch'. If I add it, I get this error.

Title: Re: [1.1] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on August 04, 2021, 11:22:48 AM
Updated for 1.3
Title: Re: [1.3] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: crazyjat on October 04, 2021, 05:42:48 PM
"Use Table and Pawn specific radii" setting does not save across re-launching of game.

In addition, this is very confusing language to me. Based on how the setting currently works, it should be called something like "Use colonist setting for table radius". Additionally, I think it makes more sense to remove the radius functionality from the actual tables when this is enabled. That value seem to have no impact when this is enabled anyway. I also feel like this setting should default to off and not on.

Thank you.
Title: Re: [1.3] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on October 04, 2021, 11:19:11 PM
Quote from: crazyjat on October 04, 2021, 05:42:48 PM
"Use Table and Pawn specific radii" setting does not save across re-launching of game.

In addition, this is very confusing language to me. Based on how the setting currently works, it should be called something like "Use colonist setting for table radius". Additionally, I think it makes more sense to remove the radius functionality from the actual tables when this is enabled. That value seem to have no impact when this is enabled anyway. I also feel like this setting should default to off and not on.

Thank you.

I've updated to make it so it saves. I forgot to when I did the last update, and updating is a mildly tedious process honestly.

I've left it before now because it makes basically zero difference. If you don't use the sliders, they aren't taken into account in calculations, and no data is saved - so barring ui issues, there's really no reason to disable the setting.

I renamed the label to "Enable Table and Pawn radius sliders" which hopefully makes more sense.

If I removed the slider from tables when the setting was on, then tables would never have a slider as it's only enabled when that option is turned on. For what it's worth, all three radius settings are taken into account if any of them are set, and the game will pick and use the smallest of the three - it still definitely takes into account the table radius functionality.
Title: Re: [1.3] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on April 11, 2022, 05:36:03 AM
Updated Mod Medicine Patch.
Mainly added extra compatibility for Android Tiers

Added submitted languages

German by Dimos
Chinese by Shavius
Title: Re: [1.4] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: Antaios on October 25, 2022, 04:47:23 PM
Updated to Rimworld 1.4

BetterVents and BetterCoolers:
- Fixed door / replacing behaviour

Mod Medicine Patch:
- Patched Smart Medicine medicine menu for individual hediffs

Table Diner:
- Patched Common Sense
- Added default sliders in the mod menu for table and pawn search distances.
Title: Re: [1.4] Antaios's Mods - Table Diner + Mod Medicine Patch
Post by: LadyLucifer on April 26, 2024, 09:35:22 AM
Hello there, i like to inform you that on my request a 1.5 Version of your Mod was made!