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RimWorld => Mods => Releases => Topic started by: DoctorVanGogh on August 26, 2017, 08:43:36 AM

Title: [B19] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 26, 2017, 08:43:36 AM
(https://steamuserimages-a.akamaihd.net/ugc/857228336820763272/93FFA74C2BDB16508F7C7970725C29299D691D18/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Reclaim, Reuse, Recycle

Rimworld mod that allows extracting added parts (aka Bionics, Peg legs, etc) & implants from corpses.

This mods basically adds two types of jobs/recipes:
There are research projects unlocking the different jobs.

Installation
Subscribe on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1120445716)
Get the mod from the github project (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/releases) page.

Changelog

Version 0.19.1.4:
- B19 release
- Improved Textures by Syrchalis

Version 1.0.1.4:
- 1.0 unstable support

Version 0.18.1.3:
- B18 support
- New versioning scheme (game-major.game-minor.mod-major.mod-minor)...
- Harvesting & Refurbishment are now done at dedicated workbenches.
Those benches have a massive bonus to workspeed & harvesting success chance if installed adjacent to each other.
(Textures not 100% final)
- Harvesting & Refurbishment are their own dedicated work types (located under Crafting).

Version 1.0.1:
- Non corpse corpses are no longer valid harvesting targets. No more carving up shellfish looking for implants.
- Removed the specialized workGivers for harvesting. For the time being harvesting will count as butchering/crafting.



Basic concepts

Extracted part status

Reclaimed parts (which can be any added part or implant that could be removed from a corresponding live pawn) are either extracted in a non-sterile or mangled variant. Undamaged (or slightly damaged) parts are extracted as non-sterile, while moderately damaged parts get extracted as mangled versions. The thresholds for non-sterile/mangled/no extraction can be changed in the mod options. (Defaults are 100%-85%: non-sterile, 85%-50%: mangled, otherwise: non reclaimable).
Non-sterile parts only need the part and medicine to be usable again, while mangled parts need additional material(s) for restoration.



Non-SterileMangled
(https://raw.githubusercontent.com/DoctorVanGogh/ReclaimReuseRecycle/master/Textures/Things/Item/BodyPart/NonSterile.png)(https://raw.githubusercontent.com/DoctorVanGogh/ReclaimReuseRecycle/master/Textures/Things/Item/BodyPart/Mangled.png)

Extracted part 'Complexity'

Parts are categorized by Complexity (a visible stat on the reclaimed part). Available levels are

This complexity is derived from the extracted part by internal tags, techlevel or ultimately price and should account for all mod-added parts.
Each complexity level corresponds to the medicine (and possibly other materials) needed to make the part usable again. Primitive needs Herbal Medicine (plus wood/cloth), Advanced uses regular Medicine (plus steel/components) and Glittertech requires Glitterworld Medicine (plus components & plasteel).

Harvesting Jobs

Extraction is a composite job that will always try to remove all possible parts in a corpse.
The extraction can fail and that failure is calculated per part. Failures work similar to surgery and are in fact calculated from the surgery/mechanoid extraction success chance of the executing pawn. Success chance is multiplied by 1.5 compared to regular surgeries to accomodate for the composite nature of the harvesting job as well as the lack of 'supporting' medicine (Room stats still apply for biological harvests).
A minor failure will typically still allow extraction of a (mostly) undamaged part, while catastrophic failure will almost certainly destroy the part.

Changes to vanilla behavior

This mods adds special filters to the corpse categories for fully harvested corpses and corpses with parts of a certain complexity.
Harvested corpses contain no reclaimable parts, while Unharvested corpses ultimately could have (some) parts removed.
The vanilla Butcher corpse job get's changed to only use Harvested corpses by default. If you want to make it use any corpse, make sure to activate Unharvested corpses too (but why would you?).

Compatibility

Mod load order should not matter for this mod. It also should support any and all additional parts from 3rd party mods.
Quote from: SpaceDorf on August 05, 2017, 10:24:05 PM
from experience I have no conflicts with :
XeoNovaDans Surgery Tweaks, Better Surgery,Birds and Bees,  Children and Pregnancies, DESurgeries, RBSE-Hardcore, Epoe, ADogSaid, EPOE Limb Harvesting, Harvest Everything, JTFieldSurgerie, More Consumables and Mutagens, Malfunction, Mod Medicine Patch, Quality Surgeon, sd_medicaddons, fluffies medical tab and of course :

Ushanka!

what I have not tried so far is Craftable Mutants and the Extended Human Body Simulation but since it is based on epoe ..

-----

@Doc you may quote me on that and refer all complaints to me.

While the complexity might not be 100% as expected for 'weird' extra parts it will always guess something and thus allow reclamation & reuse of the part(s).

Some remarks:

I've decided against simply 'vomiting' out the final usable bionics directly in the harvesting job, since that makes bionic acquisition way too easy. But now with this mod you have the option to reclaim those parts you want - or if you feel like making a recycling industry out of your raiders, you can do that - it's just a bit more involved than 'Click, get bionics' .


Bugs & issues

Please report any errors or issues here or on the github issue tracker (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/issues).

License:
This mod is licensed under CC BY-NC-SA 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/)
(http://mirrors.creativecommons.org/presskit/buttons/88x31/svg/by-nc-sa.svg)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 26, 2017, 04:33:01 PM
Seems this thread does not show on the board overview after being moved - let's correct that ;)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: tonsrd on August 26, 2017, 08:17:19 PM
yay its moved to release ( congrats ill delete old version and install new one )

ps: does ur mod work with this one ? to extract these odd parts from raiders ? ( rim gen )

https://ludeon.com/forums/index.php?topic=35158.0

I
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 27, 2017, 05:45:01 AM
Honestly - I have no fricken clue if it works with this or that mod ;D

It is designed to work with any mod that adds implantable parts (stuff where you could get an 'install XYZ' or 'Remove XYZ' operation). It also does not destroy corpses on harvesting (well, except maybe, possibly if your pawn fails in a ridiculous way and tries to remove that eyepatch with a chainsaw - what did you expect to happen?).

So - here you have my 100% vote on mod compatibility: Maybe? ;)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: firestrock on August 27, 2017, 07:16:59 AM
Quote from: DoctorVanGogh on August 26, 2017, 08:43:36 AM
Extraction is a composite job that will always try to remove all possible parts in a corpse.

Does that mean all parts (even natural organs like liver, lungs, etc.) or just all added parts like bionics and peg legs and whatnot?
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 27, 2017, 09:42:56 AM
This mod only ever works with artificial parts. I had to add specific code to exclude natural organs ;)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: firestrock on August 27, 2017, 01:29:47 PM
Quote from: DoctorVanGogh on August 27, 2017, 09:42:56 AM
This mod only ever works with artificial parts. I had to add specific code to exclude natural organs ;)

Hmm, I'll see if I go with your balancing or find and eliminate that code ;)

I've tested your mod for a few hours and here's what I found:
Having the harvesting job be a doctoring work type leads to colonists butchering (vanilla bill) even though they're not assigned to cooking. I know where you are trying to go with the harvesting being of the doctoring work type, because it's basically surgery on dead patients, but this leads to designated doctors always harvesting and butchering corpses. Maybe the work type for the harvesting should be cooking (butchering) but requiring a certain level of doctoring, depending on the tier. I didn't have the opportunity to test this with the machining table yet but it looks like it'd be the same issue there too.
Steps to reproduce:
- Set up a butcher table
- Have one colonist be asigned only to doctoring
- Set up a 'Butcher creature' bill on the work table
- Colonist will butcher the creature for meat

Second bug, or rather incompatibility: The mod Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) adds fish and shellfish to the game that colonists will try to harvest. Upon finishing the job, the fish corpse will disappear and yield nothing. I don't know if it's the same with mega fauna and other mods that add animals, but you'd think it is.

Otherwise it's a great idea. With an option for the not-so-balance-focused people to enable natural organ harvesting it would be the mod that I have been searching for since A14.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 27, 2017, 02:58:41 PM
Well poop..... I thought I had eliminated that issue with the duplicate work types.....

Okay - seems I'll have to go back to where you need to enable cooking for your doctor....  (Or rather, grab Fluffy's work tab and just enable the harvest subtypes for cooking but still...).

As for the fishy stuff - you're the second person to report on this issue.. Seems I'll have to take a closer look.

Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: firestrock on August 27, 2017, 03:24:12 PM
WorkTab is actually what I came up with like thirty seconds before reading this  ;D
It's a bit... buggy atm, because there's a metric shitton of work types listed there and it all overlaps, but it works  ::)

The thing with the fishes is more of a minor annoyance because you can exclude them from the allowed corpses but if it's not too much work it would be nice if they were not there in the first place.

I'll be keeping an eye on my colonists and see whether I can find anything else. Seems good so far but I have ~180 mods installed so there might be some things that didn't happen yet.
Anything regarding the 'easy-money button'? Or did you not respond to that on purpose?  :'(
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 27, 2017, 03:53:24 PM
Okay... regarding the fishes. I've found the cause and sadly there's not a lot I can do about it without some Rube-Goldberg-esque contraption. Which ultimately is not worth it.

Seems RBB wants its shellfish categorized as Corpses. But they aren't.

Neither according to its definitions nor the game. But they're lobbed in as corpses.

So now my harvesting jobs who want a corpse (with certain parameters) gets something else entirely and.... "does stuff"... which leads to .... "weird stuff"....

Easiest workaround from a user perspective: Manually disallow the whole "Shellfish corpses" category for harvesting jobs.
Workable way forward: Get RBB to categorize the shellfish as meat (or "raw food" or whatever - which might have implications for cooking recipes, but that's not my problem :D). Because I can see issues for any recipe that wants to work on corpses. There's some special patching code for the regular vanilla butcher job in there, but that's just one recipe out of a potentially infinite number.

So yeah: Crayfish are weird food.... as are snails... and crustaceans in general...

Also: The worktype patch may take a bit - I might solve this with a dedicated harvesting/refurbishment workbench. That would solve both the job misalignment and the double worktypes.
But it also requires me doing art.... which.... takes time - at best ;)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: tonsrd on August 27, 2017, 07:54:09 PM
Quote from: DoctorVanGogh on August 27, 2017, 03:53:24 PM
Okay... regarding the fishes. I've found the cause and sadly there's not a lot I can do about it without some Rube-Goldberg-esque contraption. Which ultimately is not worth it.

Quote from: firestrock on August 27, 2017, 01:29:47 PM
Quote from: DoctorVanGogh on August 27, 2017, 09:42:56 AM
This mod only ever works with artificial parts. I had to add specific code to exclude natural organs ;)

Hmm, I'll see if I go with your balancing or find and eliminate that code ;)

I've tested your mod for a few hours and here's what I found:
Having the harvesting job be a doctoring work type leads to colonists butchering (vanilla bill) even though they're not assigned to cooking. I know where you are trying to go with the harvesting being of the doctoring work type, because it's basically surgery on dead patients, but this leads to designated doctors always harvesting and butchering corpses. Maybe the work type for the harvesting should be cooking (butchering) but requiring a certain level of doctoring, depending on the tier. I didn't have the opportunity to test this with the machining table yet but it looks like it'd be the same issue there too.
Steps to reproduce:
- Set up a butcher table
- Have one colonist be asigned only to doctoring
- Set up a 'Butcher creature' bill on the work table
- Colonist will butcher the creature for meat

Second bug, or rather incompatibility: The mod Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) adds fish and shellfish to the game that colonists will try to harvest. Upon finishing the job, the fish corpse will disappear and yield nothing. I don't know if it's the same with mega fauna and other mods that add animals, but you'd think it is.

Otherwise it's a great idea. With an option for the not-so-balance-focused people to enable natural organ harvesting it would be the mod that I have been searching for since A14.

Neither according to its definitions nor the game. But they're lobbed in as corpses.

So now my harvesting jobs who want a corpse (with certain parameters) gets something else entirely and.... "does stuff"... which leads to .... "weird stuff"....



I use this https://ludeon.com/forums/index.php?topic=33083.0

you can set a lvl for a person doing the job
aswell as which colonist can do the job. ( and displays there lvl )
med and cook lvl at butcher.

for other work benches it lets u pick how things get counted ( make until 10 "normal+" for example )
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: firestrock on August 28, 2017, 12:13:18 PM
Quote from: tonsrd on August 27, 2017, 07:54:09 PM
I use this https://ludeon.com/forums/index.php?topic=33083.0

See... I use this too (to be fair, with 186 mods installed there's hardly a mod I don't use) but that doesn't fix your problem when your designated doc is also your butcher. And gardener. And hauler. And the only person alive because everybody else totally didn't die of dehydration! (Borderlands 2, anyone?)

Anyway back to the fishes!
Quote from: DoctorVanGogh on August 27, 2017, 03:53:24 PM
with certain parameters
What parameters are we talking about exactly? And can't you just create a method "hasHediffAddedPart" that checks the corpse for... well a hediff of the "addedPart" type before processing it? That would fix this, wouldn't it? If this is total nonsense then forgive me, I don't know anything about Rimworld's inner wiring, but since you know which added parts a corpse has after you're done harvesting it (to know which items to drop), you also gotta know it beforehand, right?.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: dburgdorf on August 28, 2017, 02:52:40 PM
Quote from: DoctorVanGogh on August 27, 2017, 03:53:24 PMOkay... regarding the fishes.... There's some special patching code for the regular vanilla butcher job in there, but that's just one recipe out of a potentially infinite number....

Both fish and shellfish in my mod ("Basic Bridges") are corpses that don't happen to have live pawn analogues, since it's never possible to encounter them in the game until after they've been caught and killed, anyway.

As I already noted on the thread for my mods, there's no "special patching code" regarding shellfish for the butcher job, and none is needed. Like most recipes that utilize corpses, the butcher job has no problem at all with the corpses in my mod.

The "patch" being referenced does nothing more than exclude shellfish from the butchering recipe because they're not intended to be butchered and wouldn't yield anything if they *were* butchered. (And that has nothing to do with how they're defined as corpses, and everything to do with the fact that they lack any defined butchering products.) Fish, which are defined as corpses in exactly the same way as shellfish, can be butchered just fine.

The problem that users of "Reclaim Reuse Recycle" are encountering has very little to do with how my corpses are defined as corpses, except incidentally. It derives from the fact that the code in RRR assumes without checking that any corpse has a live pawn analogue.

(In fairness to DoctorVanGogh, that assumption is actually quite reasonable within a purely vanilla context.)

Quote from: firestrock on August 28, 2017, 12:13:18 PMAnd can't you just create a method "hasHediffAddedPart" that checks the corpse for... well a hediff of the "addedPart" type before processing it?

That's essentially the suggestion I made to DoctorVanGogh, myself.

I'm going to go ahead and recategorize shellfish as raw food in the next "Basic Bridges" update, as it makes sense to do so, but that won't fix potential problems in RRR as regards fish corpses (or corpses potentially added by other mods that similarly don't have living animal analogues). The real fix for the issue being discussed here is what ought to be a pretty simple conditional in the RRR code that checks to make sure a corpse being used in the recipe actually has a matching "pawn type" with the expected attributes, and rejects it if it doesn't.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 28, 2017, 03:22:36 PM
Nice of burgdorf to check in here - in the end I agree that's it's an issue I could should work around in a defensive way. Also nice of him to reclassify his fishes as food :D

I've pushed version 1.0.1 (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/releases) to github. If I get no (unexpected) error reports steam will follow in a day or two.

Changes

Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: MajorDam on August 28, 2017, 08:05:16 PM
QuoteHarvesting is no longer a special work subtype. For the moment it's categorized under Cooking (specifically butchering) & Crafting.
This might lead to errors on load for existing saves if a pawn is currently trying to execute a harvesting job. This error should simply reset itself. If pawns act weird, simply draft/undraft them - that should reset their jobs. Sorry about that.

Hello DoctorVanGogh,

I've just got this problem after updating to the new version of the mod. My pawns were all in their beds and their hauling priority were not high either in their work schedule ( 7 and 8 with worktab mod from fluffy). I touhgt that it was a good time to update the mod. I save, make the update then after that (and one mistake later, you'll see why after) impossible to haul anything. The game didn't recognize an available storage anymore for everything I wanted to haul basicaly (wood, chunks, food 100% sure, didn't check everything, but you got the point). At first sight I didn't understood what was the problem since nobody was actually hauling anything when I load my save, neither it was on their to do list after their wake-up. After a close check I saw that there was a single chunk of granite that still had a manual hauling demand in pending. Maybe this is what has been problematic druing the update ??  At this point, drafting and undrafting my pawns didn't change anything. I let 2 days past in game without any improvement... Yeah, and like a bad news doesn't come alone, I've made the "famous" mistake to save my game on the same file just after the update since I tought to be okay according to your instructions, plus, I took a look at the debug console just before saving and there was no error so far (I tough there is no reason for a problem to occur, "let's save and play now" ::)). Well I screwed up my gamesave...almost... because I installed back the first version of the mod instead in a desperate attempt and it worked. I'm able to haul again like before >.<

During a couple of minutes I was afraid to have committed the irreparable.

All that story only to say this: Please, I kindly advise you to insist on this warning and on the potential problem you can have if  there is a pending order to move manualy some stuff, so other people would not encounter the same problem as me. May I suggest the use of bold and red ?  ;D

Regards ! and thank you for the mod otherwise !  ;)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 29, 2017, 06:45:38 AM
Okay - there is a somewhat more 'brutal' way to get stuck pawns to work again if you're willing to try. Do the upgrade (keep different saves from before & after :D).

Then:
Pawns should now correctly use the 'new' work settings. Remember to make them pickup their weapons again, and disable the Development mode when you're done.

Again: Sorry about the mess.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: MajorDam on August 29, 2017, 01:49:51 PM

Hey, thx for your reply  :)
I'll test that method as soon I have the possibility and let you know.

Cheers  8)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: OmegaSwordEX on August 30, 2017, 05:21:03 PM
I'm getting this weird bug where stockpiles become completely unusable and are not recognized by any pawns if theyre set to not allow harvestable corpses.

EDIT: Started getting this constant error whenever the game tries to load up a job that takes corpses but with filters as to which it should use (i.e. only primitives and harvested, no glittertech, etc). I am running a decent amount of mods (80~) and I bet its conflicting with something, but I cant be sure. Off the top of my head I could name DESurgeries and EPOE maybe, and Rimjobworld :^)

Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
  at DoctorVanGogh.ReclaimReuseRecycle.Filter_Corpse.<DoesMatch>b__5_1 (DoctorVanGogh.ReclaimReuseRecycle.PackedThingDef pd) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[PackedThingDef] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at DoctorVanGogh.ReclaimReuseRecycle.Filter_Corpse.DoesMatch (Verse.Corpse corpse) [0x00000] in <filename unknown>:0
  at DoctorVanGogh.ReclaimReuseRecycle.Filter_Corpse.Matches (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.Bill.IsFixedOrAllowedIngredient (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_DoBill+<TryFindBestBillIngredients>c__AnonStorey2B3.<>m__15B (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_DoBill+<TryFindBestBillIngredients>c__AnonStorey2B3.<>m__15E (Verse.Region r) [0x00000] in <filename unknown>:0
  at Verse.RegionTraverser+BFSWorker.BreadthFirstTraverseWork (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0
  at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
RimWorld.WorkGiver_DoBill:TryFindBestBillIngredients(Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:StartOrResumeBillJob(Pawn, IBillGiver)
RimWorld.WorkGiver_DoBill:JobOnThing(Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
AIRobot.<>c__DisplayClass1_1:<TryGiveJob>b__0(Thing)
Verse.<ClosestThingReachable>c__AnonStorey5FB:<>m__BFD(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
AIRobot.X2_JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 31, 2017, 11:52:44 AM
Okay: I have an idea what that is - you are using some weird mod race which does not have properties I assume to be there for corpses. Can you supply your modconfig?

Also: Please check if #afd97ea (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/tree/afd97ea673b3262180ce371b593fd28d5b613d74) fixes your issue (Green button "Clone or Download").
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: OmegaSwordEX on August 31, 2017, 12:36:13 PM
Quote from: DoctorVanGogh on August 31, 2017, 11:52:44 AM
Okay: I have an idea what that is - you are using some weird mod race which does not have properties I assume to be there for corpses. Can you supply your modconfig?

Also: Please check if #afd97ea (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/tree/afd97ea673b3262180ce371b593fd28d5b613d74) fixes your issue (Green button "Clone or Download").

I'm quite sure the error on the harvest job is caused by Rimjobworld, since it adds extra parts to all pawns and I'm not sure if theyre categorized as artificial or natural, the mod must be getting confused when trying to remove the newly added parts I guess?

Regardless, here is my modsconfig.xml

EDIT: The new commit seems to have fixed the filtering issue for the jobs, but I just noticed something different now, which is probably caused by Rimjobworld definitely, corpses are being harvested multiple times with no results, I am assuming the game is trying to harvest a corpse for the RJW parts the mod forcibly adds to all pawns (signifying "natural" sexual characteristics that arent considered prosthetics) and is getting no drops from it. Basically the mod adds parts such as breasts and genitals to pawns when the mod is loaded, and those parts are able to be operated on ingame as well. The mod is fully compatible with EPOE, its not here on ludeon forums for obvious reasons but if this is a conflict that is completely out of reach to be fixed then I guess thats it. A real shame, I really enjoy the functionalities of both mods and your mod in particular is amazing to me.

[attachment deleted by admin: too old]
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on August 31, 2017, 07:28:24 PM
Quote from: OmegaSwordEX on August 31, 2017, 12:36:13 PM
... corpses are being harvested multiple times with no results...
Please try c28a021 (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/tree/c28a021abf0d0ba318769a856e7f7e13e27e8469). This sounds like an issue you could have in general if you transplanted a human organ to another pawn with EPOE, not just a special thing for the quoted mod of yours.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: OmegaSwordEX on August 31, 2017, 09:39:22 PM
The mod is running normally and corpses are being harvested as they should with all filters working properly. Everything seems to be working absolutely perfect. Thank you for your time and effort in solving this issue.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Kapun on September 04, 2017, 06:05:11 PM
I have a suggestion: Make a addon that would modify surgery: Minor failures will cause the part to be returned (not destroyed) but it would become non-sterile. Major ones would make the part mangled. Catastrophic failures will ether destroy the part, making it disappear, or maybe make the part would become "damaged beyond repair". These parts could then be salvaged to give back some of their material cost (60% maybe?). It would also be cool if these thing could be configurable using mod options.
Sorry for my bad English. Your mod is great :)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: SpaceDorf on September 05, 2017, 05:01:33 AM
Salvaging the parts for ressources sounds like a good idea in general.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on September 05, 2017, 09:26:41 PM
That is a nice idea.... in principle.... How about returning... I don't know 20-30% of the materials needed for a part if it can't be recovered (or if you decide not to refurbish, but go the melt down/disassemble route).

Except not every part that can be reclaimed actually has a recipe to build it :D What do you return then?

Maybe I'll do something.... "generic" when I do another feature pass for this (conciding with next release to break as little as possible). Like add 'destroy reclaimed part' to the incinerators, add 'disassemble part' - but then again, that would just be a thin facade of "un-build X" for every reclaimable part... And vanilla doesn't even begin to touch that...

So yeah - It's not like I didn't have that idea... there are just some rather infeasible parts in it.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Kapun on September 07, 2017, 02:09:01 PM
Well, yeah, but there are mods like EPOE that allow most parts to be manufactured. So what about the surgery failure effects idea? Noone seems to be commenting that.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on September 08, 2017, 04:43:20 AM
Well.... I must have misunderstood you there... Yeah - the "change vanilla surgery failures" feature is on my radar. In fact is has already been requested.

May in fact be the thing for the next 'big' feature release ;)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: CEPMatos on September 09, 2017, 07:26:54 PM
It looks like the game considers every single object an 'unharvested corpse'. It's mandatory to leave the 'unharvested corpse' allowed in any stockpile configuration in order for the pawns to haul objects there.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on September 10, 2017, 03:45:31 PM
Oh my.... how did that sneak in.... Well, I guess that happens when you try to work around shellfish.

Should be fixed in cf0dbc6 (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/tree/cf0dbc659f920350c055faba712dc0b1e167d59d).
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Kori on September 11, 2017, 08:23:26 PM
Quote from: DoctorVanGogh on September 10, 2017, 03:45:31 PM
Oh my.... how did that sneak in.... Well, I guess that happens when you try to work around shellfish.

Should be fixed in cf0dbc6 (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/tree/cf0dbc659f920350c055faba712dc0b1e167d59d).

I'm using cf0dbc6, and as soon as a human corpse gets the rotten status, it can't be hauled to any stockpile anymore, even with the whole corpses submenu completely allowed. It works fine as long as they are fresh though.
Could you please have a look at this? :)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Canute on September 12, 2017, 03:02:43 AM
Did you enable "allow rotten" at the stockage settings ?
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: CEPMatos on September 12, 2017, 05:53:15 AM
Looks like it's fixed for all objects, except for the mechanoids (can they be disassembled at the butcher table too?).
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on September 12, 2017, 06:15:55 AM
Quote from: CEPMatos on September 12, 2017, 05:53:15 AM
the mechanoids (can they be disassembled at the butcher table too?).
No - they can be harvested at the machining table ;)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Kori on September 12, 2017, 06:40:20 PM
Quote from: Canute on September 12, 2017, 03:02:43 AM
Did you enable "allow rotten" at the stockage settings ?

I'm pretty sure that I activated the whole Corpses section, but maybe I was too stupid to double check the allow rotten so I will try it again, thank you! :)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: werty112 on September 17, 2017, 12:23:37 PM
What to do to make un-sterile parts sterile once again?
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on September 17, 2017, 01:13:32 PM
Quote from: werty112 on September 17, 2017, 12:23:37 PM
What to do to make un-sterile parts sterile once again?
Quote from: DoctorVanGogh on August 26, 2017, 08:43:36 AM
[...]
Reclaim, Reuse, Recycle
[...]
This mods basically adds two types of jobs/recipes:

  • [...]
  • A set of "refurbish" type jobs on the Drug Lab which will transform extracted parts into fully reusable body parts again.
[...]
8)
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: faltonico on September 17, 2017, 01:36:39 PM
EPOE needs an additional manufacturing step for sterilizing all of their products once produced, or the need to craft them in sterile environments. I blame the simplistic way of crafting in this game for this though, EPOE simply copied that.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: werty112 on September 17, 2017, 05:28:43 PM
Quote from: DoctorVanGogh on September 17, 2017, 01:13:32 PM
Quote from: werty112 on September 17, 2017, 12:23:37 PM
What to do to make un-sterile parts sterile once again?
Quote from: DoctorVanGogh on August 26, 2017, 08:43:36 AM
[...]
Reclaim, Reuse, Recycle
[...]
This mods basically adds two types of jobs/recipes:

  • [...]
  • A set of "refurbish" type jobs on the Drug Lab which will transform extracted parts into fully reusable body parts again.
[...]
8)

Doesn't work
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: tonsrd on September 18, 2017, 10:38:57 AM
my docters are using the butcher table none stop to butcher pawns

are they only meant to butcher pawns if they have bionics or just everyon ?
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: foxmlg on September 22, 2017, 03:02:22 PM
So.. Theres a bug with chunks related to this mod.

If I create a stockpile only for chunks, hauling is impossible.

It only becomes possible to haul chunks if the stockpile also accepts "Corpses -> *Harvested", wich comes from this mod.

Please take a look at it. Its an infuriating bug.

Thank you.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on September 22, 2017, 03:16:04 PM
Please grab the latest version of github: https://github.com/DoctorVanGogh/ReclaimReuseRecycle/archive/HEAD.zip

That should have this fixed.
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: faltonico on September 24, 2017, 03:54:05 AM
I can't recycle this part:
(https://www.mediafire.com/convkey/3e69/gin24a39m8bb1sh7g.jpg) (https://www.mediafire.com/view/?gin24a39m8bb1sh)

I have had no problems with EPOE parts so far, this one is from Mechanite Augmentation Project (https://ludeon.com/forums/index.php?topic=19952.msg218153#msg218153).

Is it because it is scarred?

This is the xml of the part, just in case:
  <ThingDef ParentName="ImplantBase">
    <defName>GunSlinger</defName>
    <label>Gunslinger Implant</label>
    <description>A neural-muscular enhancing implant that improves skills with ranged weapons.</description>
    <graphicData>
      <texPath>Things/Item/Implant/Implant</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <statBases>
      <MarketValue>800</MarketValue>
    </statBases>
    <techHediffsTags>
      <li>Advanced</li>
    </techHediffsTags>
  </ThingDef>
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on September 24, 2017, 04:10:41 AM
I just checked and the part itself gets correctly flagged for non-sterile & mangled variants.

Removing the part from a dead pawn also worked.

I can tell from the screenshot that the Brain is significantly damaged (it's red). Check your settings and make sure the current health value is not outside the range where you get at least 'mangled' versions of the item (Default shouldn't return anything under 50%).
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: faltonico on September 24, 2017, 04:30:45 AM
Ahh...
I didn't know there were settings. Awesome.
It was effectively damaged really badly (10%), i was using the presets (50-85%), reducing it really low allowed me to get it back.

Thanks a lot for your work!
Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on October 29, 2017, 03:34:52 AM
Okay... I've published (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/releases) the first "official" version for A18.

Major change (aside from upgrading to A18) are dedicated workbenches and work types for harvesting & refurbishing.
Those new workbenches have huge bonuses if placed adjacent to each other.



Title: Re: [A17] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: MusicManiac on November 16, 2017, 05:15:04 AM
Hi. I've been having some problems with this mod. My pawns wont stock up clothes into a stockpile unless stockpile has *Harvested enabled, screenshot down there. If i remove this mod and re-build stockpile, it's working again. Only mods that change anything clothes-related are Infused, WM Too many leathers and DeadMansClothing. Changing load order doesn't help either

(https://i.imgur.com/vVxEAD2.png)(https://i.imgur.com/63gs9X8.png) (https://i.imgur.com/TxhYECS.png)(https://i.imgur.com/Jda1utL.png)
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on November 22, 2017, 01:02:41 PM
B18 is out:
https://github.com/DoctorVanGogh/ReclaimReuseRecycle/releases

New features:
- Harvesting & Refurbishment are now done at dedicated workbenches.
Those benches have a massive bonus to workspeed & harvesting success chance if installed adjacent to each other.
(Textures not 100% final)
- Harvesting & Refurbishment are their own dedicated work types (located under Crafting).
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Poczat on November 22, 2017, 06:10:22 PM
I have a problem with mod. I build harvest table, and i have dead corpse but my table show required materials.

Please help :)
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Canute on November 23, 2017, 03:38:19 AM
I don't used the B18 version yet.
But the mod add new filter options, check if you activate the right filters at the bills.
Maybe just for testing allow all, and check if it works.
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: rbneville on November 23, 2017, 11:30:03 AM
B18 version appears bugged. Pawns are marked as harvested as soon as the die, thus causing the harvest table to say required materials.
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Poczat on November 26, 2017, 09:53:06 AM
Is there any way to solve this problem?
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on November 26, 2017, 12:36:40 PM
Corpse either contains parts more advanced than recipe (check corpse's 'I' window for difficulty) or part is damaged/destroyed enough to fall outside recoverable range (check mod options).
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: rbneville on November 26, 2017, 04:32:32 PM
Quote from: DoctorVanGogh on November 26, 2017, 12:36:40 PM
Corpse either contains parts more advanced than recipe (check corpse's 'I' window for difficulty) or part is damaged/destroyed enough to fall outside recoverable range (check mod options).

Just checked using the latest release, used debug tools to spawn a raid then killed them. None of the corpses show anything relating to difficulty under their 'I' window. https://i.imgur.com/gfsCDNC.jpg (https://i.imgur.com/gfsCDNC.jpg)
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on November 26, 2017, 06:40:45 PM
The only way with the latest version for there not to be a 'Reclaimed item' stat... is a corpse with no implants or added parts... which has nothing to harvest... so everything working as intended.

(https://i.imgur.com/rLDwK0l.jpg)
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: rbneville on November 26, 2017, 07:14:22 PM
Ah my bad. :-[  Thank you for the quick reply.
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: shadowstitch on January 22, 2018, 12:46:32 PM
QuoteI've decided against simply 'vomiting' out the final usable bionics directly in the harvesting job

Yes, but COULD we please have a plain bionics butchering job that simply vomits out usable bionics?

To date, no one has made a simple "remove bionics from corpses" mod for B18, they're all excessively, sometimes needlessly complicated in their own unique ways (and in some cases, ridiculously bugged to boot.) R^3 is about the closest option right now, but it still requires more workbenches and 5500 points of gated research on top of the time/materials for refurbishment.

It has been argued that just removing a bionic part from a dead pawn and slapping it on another one is overpowered, but the vanilla game allows you to remove undamaged hearts and lungs and scyther blades and stick em in another person as easy as changing pants, so I don't see the problem.
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on January 23, 2018, 02:32:56 PM
Here's the "vomiting patch":

Go to options, enable development mode, exit options, click "debug actions" on top, pick "Tool: Try place direct thing", click "[Bionic part of your choice]" (textbox filters), click spawn location.

*BAM* new bionic.

Burn corpse as desired.
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Harry_Dicks on January 23, 2018, 02:42:11 PM
Quote from: DoctorVanGogh on January 23, 2018, 02:32:56 PM
Here's the "vomiting patch":

Go to options, enable development mode, exit options, click "debug actions" on top, pick "Tool: Try place direct thing", click "[Bionic part of your choice]" (textbox filters), click spawn location.

*BAM* new bionic.

Burn corpse as desired.

Beautiful!  ;D
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: shadowstitch on January 23, 2018, 02:42:46 PM
Quote from: DoctorVanGogh on January 23, 2018, 02:32:56 PM
Here's the "vomiting patch":

Cute.
Far be it for me to compromise your artistic vision. I'll just go make it for myself.
(Like pretty much every other thing I've politely suggested on these forums.)
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Harry_Dicks on January 23, 2018, 03:00:58 PM
Quote from: shadowstitch on January 23, 2018, 02:42:46 PM
Quote from: DoctorVanGogh on January 23, 2018, 02:32:56 PM
Here's the "vomiting patch":

Cute.
Far be it for me to compromise your artistic vision. I'll just go make it for myself.
(Like pretty much every other thing I've politely suggested on these forums.)

Awww I'm sure that was just a bit of friendly snark. I've found it to be a hit or miss though with a lot of suggestions. But when you directly suggest something that a mod author purposefully said they are against, I don't think you should sound unamused when they hit you back with a little bit of sass.
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on June 30, 2018, 04:28:20 PM
Released a version (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/releases/tag/1.0.1.4) for 1.0 unstable.

Note:
Mechanoid operations are now somewhat in Limbo. Vanilla mechanoids no longer have recoverable parts and the game is designed to auto kill downed mechanoids, so even if a 3rd party mods adds removable parts to mechanoids, those would be unrecoverable. Even dev-mode downed mechanoids currently have no 'operations' option.
Having said that: The part recovery with R³ works just fine - so if you have a mod which adds parts to mechanoids you can get them with this mod.

I'll have to take a longer look at this with 1.0.

For now consider mechanoid harvesting the fifth wheel of this mod ;)
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Lucky_D20 on July 02, 2018, 10:14:31 PM
Quote from: DoctorVanGogh on June 30, 2018, 04:28:20 PM
Released a version (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/releases/tag/1.0.1.4) for 1.0 unstable.

Note:
Mechanoid operations are now somewhat in Limbo. Vanilla mechanoids no longer have recoverable parts and the game is designed to auto kill downed mechanoids, so even if a 3rd party mods adds removable parts to mechanoids, those would be unrecoverable. Even dev-mode downed mechanoids currently have no 'operations' option.
Having said that: The part recovery with R³ works just fine - so if you have a mod which adds parts to mechanoids you can get them with this mod.

I'll have to take a longer look at this with 1.0.

For now consider mechanoid harvesting the fifth wheel of this mod ;)
I'm getting this at load up.


https://gist.github.com/HugsLibRecordKeeper/3d63bff28db01a3689d6f51c6898ebb5
Title: Re: [B18] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on July 03, 2018, 08:55:40 AM
Quote from: Lucky_D20 on July 02, 2018, 10:14:31 PM
I'm getting this at load up.


https://gist.github.com/HugsLibRecordKeeper/3d63bff28db01a3689d6f51c6898ebb5
Well congrats then I'd guess...
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Grimelord82 on July 05, 2018, 11:58:00 AM
I guess that explains why I can't harvest anything from mechanoids...but my doctor kinda enjoyed ripping out that bionic spine with her bonesaw and a painstopper with a large coring drill...so I've got that going for me.
Thanks for the mod!
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Tsunamy on July 06, 2018, 09:51:49 PM
With the 1.0 build downloaded off github, on the RimWorld 1.0 beta, I get these errors when the game launches.

RimWorld 1.0.1956 rev153
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

[R³] Initialized Harmony patches 1.4.0.176
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
DoctorVanGogh.ReclaimReuseRecycle.Util:Log(String)
DoctorVanGogh.ReclaimReuseRecycle.R3Mod:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:513)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:338)
System.Activator:CreateInstance(Type, Object[], Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:268)
System.Activator:CreateInstance(Type, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:263)
Verse.LoadedModManager:CreateModClasses() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:108)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:72)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:46)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:88)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:46)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:72)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:46)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:88)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:46)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:72)
Verse.KeyPrefs:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefs.cs:32)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:241)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:88)
Verse.KeyPrefs:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefs.cs:32)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:241)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on July 07, 2018, 04:01:41 PM
Quote from: Tsunamy on July 06, 2018, 09:51:49 PM
With the 1.0 build downloaded off github, on the RimWorld 1.0 beta, I get these errors when the game launches.
Quote
Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Okay, this is really weird. That stat should not be in there any more (since it's not in the game any longer).

Is this some sort of upgraded savegame from B18?
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Lucky_D20 on July 07, 2018, 04:13:53 PM
Quote from: DoctorVanGogh on July 07, 2018, 04:01:41 PM
Quote from: Tsunamy on July 06, 2018, 09:51:49 PM
With the 1.0 build downloaded off github, on the RimWorld 1.0 beta, I get these errors when the game launches.
Quote
Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Okay, this is really weird. That stat should not be in there any more (since it's not in the game any longer).

Is this some sort of upgraded savegame from B18?
HOLY SHIT! THAT IS THE SAME ERROR I POSTED BEFORE! Sounds like a congrats is in order.
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on July 07, 2018, 04:30:35 PM
Quote from: Lucky_D20 on July 07, 2018, 04:13:53 PM
...
HOLY SHIT! THAT IS THE SAME ERROR I POSTED BEFORE! Sounds like a congrats is in order.
Buddy you posted 1500 lines of log vomit with the first three errors about unrelated "SoundDefOf", "KeyBindingDefOf", "StatDefOf", "PawnRelationDefOf"... with 84 active mods loaded... You're free to analyse that clusterf*** yourself ;)

Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Lucky_D20 on July 07, 2018, 05:59:09 PM
Quote from: DoctorVanGogh on July 07, 2018, 04:30:35 PM
Quote from: Lucky_D20 on July 07, 2018, 04:13:53 PM
...
HOLY SHIT! THAT IS THE SAME ERROR I POSTED BEFORE! Sounds like a congrats is in order.
Buddy you posted 1500 lines of log vomit with the first three errors about unrelated "SoundDefOf", "KeyBindingDefOf", "StatDefOf", "PawnRelationDefOf"... with 84 active mods loaded... You're free to analyse that clusterf*** yourself ;)
i did which is why i came to source of the problem. And my C#inese is really bad, yet you couldn't figure it because of what? Oh yea because being a lazy asshole is what your about. Or it's not your code. I don't know. Either way I don't appreciate your passive aggresive remark of "congrats", and anyone who thinks that is ok can go fuck themselves. Also just a reminder, 1.0 now has 64 bit, which means 200+ mods is going to be more commonplace then before. So just fix your shit and quit being a bitch or just stop modding altogether. Personally I'd rather see things fixed. But I'm just that kind of asshole.

User was banned for this post
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Galvenox on July 10, 2018, 06:44:25 PM
odd thing just happened. installed your mod a couple of days ago, thought it's a good idea but not got around to using it yet in my game, there was no need to. now drop pods spawned some mangled wood, thought, alright let's give this a go, why not. it took one herbal medicine, one cloth, and two wood, to recover 1 wood. not hating or anything, but isn't it a bit pointless? maybe a peg leg is not that complicated and would be easier to recover? or not recoverable at all, it's just 1 wood after all, haha. other than that, love the idea for the mod.
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on July 10, 2018, 10:12:20 PM
Yeah, restoring a peg leg - especially from mangled status is rather pointless.
Problem here is recipe count. I'm already stuffing things into either "primitive", "advanced" or "glittertech" buckets for the recipes and each item in the bucket costs the same to work on.

Putting 'specialized' recipes per item in would be possible, but then defeats the whole "this mod can handle any implant, not matter if vanilla or mod added" thing.

So, yeah... Restoring "mangled" primitive parts will mostly be a loss. You basically have this splintered, partially burned piece of wood you're desparately trying to restore to working condition, just because they were Uncle Joe's shin replacement. That's not very cost effective ;)
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: SpaceDorf on July 14, 2018, 08:25:31 AM
Quote from: DoctorVanGogh on July 10, 2018, 10:12:20 PM
Yeah, restoring a peg leg - especially from mangled status is rather pointless.
Problem here is recipe count. I'm already stuffing things into either "primitive", "advanced" or "glittertech" buckets for the recipes and each item in the bucket costs the same to work on.

I know it is a pain to logic out universal decission trees that can handle everything thrown at them.
But simplifying primitive prosthetics like Galvenox suggests sounds like a good Idea.
Either by removing the extraction of primitive prosthetics as a whole, or dumbing it down into
damaged pieces of wood.
Another possibility would be a recipe to destroy those prosthetics ( burn them at the campfire / smelter / crematorium ) so there is a cheap way to remove them from storage.
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: RickySpanish on July 14, 2018, 06:47:52 PM
Quote from: Tsunamy on July 06, 2018, 09:51:49 PM
With the 1.0 build downloaded off github, on the RimWorld 1.0 beta, I get these errors when the game launches.

RimWorld 1.0.1956 rev153
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

[R³] Initialized Harmony patches 1.4.0.176
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
DoctorVanGogh.ReclaimReuseRecycle.Util:Log(String)
DoctorVanGogh.ReclaimReuseRecycle.R3Mod:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:513)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:338)
System.Activator:CreateInstance(Type, Object[], Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:268)
System.Activator:CreateInstance(Type, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:263)
Verse.LoadedModManager:CreateModClasses() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:108)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:72)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:46)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:88)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:46)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:72)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:46)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:88)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:46)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:72)
Verse.KeyPrefs:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefs.cs:32)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:241)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not resolve cross-reference: No RimWorld.StatDef named MechanoidOperationSuccessChance found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:88)
Verse.KeyPrefs:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefs.cs:32)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:241)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

I hate to ask this, because I am afraid of getting banned if you decide to be rude. But is this problem fixed?
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Canute on July 15, 2018, 03:49:14 AM
No, latest github update was 15 days ago, and that is before these reports.
I think the doctor wait for the final release since the unstable version changed alot currently.
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on July 15, 2018, 01:53:54 PM
Correct @canute, but I rechecked the uploaded zip and it seems somehow an outdated file snuck into the attachment on github (I blame fat fingers and/or eating without a table).

I've updated the download to the correct version.
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: SpaceDorf on July 17, 2018, 07:39:51 AM
Just in time for two Raiders with Bionics.  ;D
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Anni on July 25, 2018, 01:04:40 PM
I'm posting this only in the hopes it helps, I know you might not update the 1.0 version until the official release.
But it seems, for whatever reason, when this mod is active I cannot create stone blocks from chunks.
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on July 26, 2018, 06:13:14 AM
Quote from: Anni on July 25, 2018, 01:04:40 PM
I'm posting this only in the hopes it helps, I know you might not update the 1.0 version until the official release.
But it seems, for whatever reason, when this mod is active I cannot create stone blocks from chunks.
It was actually every recipe that blew - thanks for reporting the issue. Gotta love release madness where things may even change multiple times per day ;)

Grab 1.0.1.4b (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/releases/tag/1.0.1.4b).
Title: Re: [B18/1.0 unstable] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: superresistant on August 13, 2018, 11:07:40 AM

Is there a tutorial or something ? I don't know if it's me that doesn't understand or an incompatibility with the 1.0.1.4b.
Title: Re: [B19] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: DoctorVanGogh on September 09, 2018, 09:36:36 AM
Update: B19 is out
Title: Re: [B19] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: SYDWAD on September 21, 2018, 01:29:18 AM
I have an idea, how about if a bionic limb gets shot or blown off can it drop a damaged and mangled limb on the ground?
Title: Re: [B19] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Heymom on December 22, 2018, 12:13:51 PM
Hey

I am getting "non-sterile wood" from this addon at random it seems. Anyone else getting this?
Title: Re: [B19] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Canute on December 22, 2018, 12:59:51 PM
I didn't used that mod so far,
but did you maybe recycle a corpse with a peg leg,wooden foot/hand ? :-)
Non-sterile is definitiv from this mod.

Title: Re: [B19] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: Heymom on December 22, 2018, 01:28:30 PM
Quote from: Canute on December 22, 2018, 12:59:51 PM
I didn't used that mod so far,
but did you maybe recycle a corpse with a peg leg,wooden foot/hand ? :-)
Non-sterile is definitiv from this mod.

Might have been a peg-leg or smth :D didnt think if it.. i used the destroy tool, since i thought it was a bug ..
Title: Re: [B19] Reclaim Reuse Recycle - Harvest & reuse Corpse parts
Post by: boslog on May 06, 2020, 10:04:37 AM
after i harvested the corpse they just drop the augment to the ground and not store it at warehouse so i cant sterilize it to be used again. how can i make my settlers store the thing?