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RimWorld => Releases => Mods => Outdated => Topic started by: pawnstorm on May 12, 2014, 03:06:12 PM

Title: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: pawnstorm on May 12, 2014, 03:06:12 PM
Vanilla+

Description:
This mod is basically a compilation of all my previous mods but more polished and with some extra features, most of which are configurable in the Architect+ menu.
The aim is to provide an easily extendible core mod that enriches the vanilla gameplay experience without adding too many things that push it in a certain direction or affect balance too much.

Important:
You can't use this mod on an existing savegame. You have to start a new game with this mod enabled and you can't disable the mod for that savegame afterwards.

Download:
The download link is at the bottom of this post or here (http://ludeon.com/forums/index.php?action=dlattach;topic=3571.0;attach=2359).

Modpack:
I've also created a small modpack around Vanilla+ with a small selection of mods that in my humble and probably biased opinion fit well with the philosophy of this mod. You can download it here (https://www.mediafire.com/?xa03ch2v39cx3dp). It includes Vanilla+.

The modpack consists of these mods:
Inventory Panel (http://ludeon.com/forums/index.php?topic=3622.0), PowerSwitch (http://ludeon.com/forums/index.php?topic=2890.0), Cremation Chamber (http://ludeon.com/forums/index.php?topic=2409.0), Electro Slag Remelting (http://ludeon.com/forums/index.php?topic=3111.0), Resource Compression (http://ludeon.com/forums/index.php?topic=3340.0), Fertilizer Pump (http://ludeon.com/forums/index.php?topic=3408.0), Rotating Hoppers (http://ludeon.com/forums/index.php?topic=3383.0), NoMore Naked Colonists (http://ludeon.com/forums/index.php?topic=3066.0).

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.

Screenshots:

(http://img.photobucket.com/albums/v243/alsikjezieeetikjeop/vanillamenu.png)
* Some details on the options under miscellaneous settings:

- Every tile you build something on will be added to your home region
- Colonists won't take jobs outside of home region when there are enemies
- Puts down new blueprints when buildings or structures get destroyed
- Corpses will be automatically unforbidden in your home region
- Sandbags can't be surrounded by other sandbags anymore
- Adds the sand tile to the "Structure" menu
- Increases the population cap (3 minimum, 25 maximum, 250 critical)
- Will make turrets shoot at hostile animals too

(http://img.photobucket.com/albums/v243/alsikjezieeetikjeop/vanillaformations.png)

(http://img.photobucket.com/albums/v243/alsikjezieeetikjeop/vanillabutchertable.png)
To make your colonists automatically hunt animals, you need to set up a bill in your butcher table and click on the button to enable it. If you want your colonists to hunt faster, set up another butcher table.

Other features:
- Order your colonists to eat or go to sleep when their respective food or rest level drops below 50%.
- Improved firefighting
- Can remove thin rock roofs with no roof region
- Automatically undrafts colonists after rescueing/capturing/etc.
- New jobdriver for hunting which includes hauling corpses back

Notes:
- Architect+, Battle Formations, Automatons and PopCap+ are already included in this mod.
- Click on "Vanilla+" to open up the settings dialog. The second page is still a bit of a mess, I know.
- I removed the sand toggle in v0.9 and didn't add one for the improved no roof region, but if you want to disable those you can still do that in the Mods/VanillaPlus/Settings.xml file.

Credits:
Clker.com (http://www.clker.com/) is where I got the images I used for the buttons
ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) for allowing me to use PopCap+ in my mod
Joretap0 (http://ludeon.com/forums/index.php?action=profile;u=6276), Haplo (http://ludeon.com/forums/index.php?action=profile;u=161), Psyckosama (http://ludeon.com/forums/index.php?action=profile;u=2603), zelldot (http://ludeon.com/forums/index.php?action=profile;u=4696), mrofa (http://ludeon.com/forums/index.php?action=profile;u=2507), WorldOfIllusion (http://ludeon.com/forums/index.php?action=profile;u=2971) and Silvermane (http://ludeon.com/forums/index.php?action=profile;u=4477) for allowing me to add their mods to my modpack

Changelog:
0.1- Sneakpreview
0.5- Added meat threshold for autohunt, turrets attacking animals, toggles to pause game on events
0.9- Merged some namespaces, added thin rock roof removal and improved firefighting, reworked curfew and update home region a little
1.0- Improved firefighting a bit more and fixed 2 options not always being loaded properly
1.0.1- Added automatically undrafting colonists after rescueing/capturing/etc.
1.1- Fixed possible bug (http://ludeon.com/forums/index.php?topic=3617.0) caused by "Stay inside during threats", changed auto unforbidding corpses to also affect non-human corpses
1.2- Added jobdriver for hunting which includes hauling the corpse back
1.2.1- Small update to the sandbag waffle restricter, probably not very exciting for most of you
1.2.2- Small bugfix for a (very rare) bug concerning loading a savegame and fire reservations
1.2.3- Slightly improved the waffle restricter
1.2.4- Fixed a bug related to the "Stay inside during threats" option
1.2.5- Fixed this (http://ludeon.com/forums/index.php?topic=3628.0) and did another minor tweak in that class related to "Stay inside during threats"
1.2.6- The text above the architect menu can now be changed by editing the Settings.xml file

P.S. No muffalos were harmed during the making of this mod.

[attachment deleted by admin: too old]
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: pidggit on May 12, 2014, 03:54:57 PM
Quote from: pawnstorm on May 12, 2014, 03:06:12 PM
P.S. No muffalos were harmed during the making of this mod.

How'd you pull this off? SO MANY muffalos were harmed in the making of my mod... :)
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Tynan on May 12, 2014, 04:25:14 PM
I have to say, this is quite impressive.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Crimsonknight3 on May 12, 2014, 07:05:50 PM
Is it possible to use vanilla+ but disable the architect+ functionality? Having lots of items is a pain, but clicking the buttons multiple times to scroll through tabs keeps confusing me as there is no clear indication of which tab I happen to be on thus making me have to try and remember how many clicks a certain item is etc etc

Thanks
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: pawnstorm on May 12, 2014, 07:27:52 PM
Quote from: Tynan on May 12, 2014, 04:25:14 PM
I have to say, this is quite impressive.
Thanks! Always nice to get the big kahuna's approval :P.

Quote from: Crimsonknight3 on May 12, 2014, 07:05:50 PM
Is it possible to use vanilla+ but disable the architect+ functionality? Having lots of items is a pain, but clicking the buttons multiple times to scroll through tabs keeps confusing me as there is no clear indication of which tab I happen to be on thus making me have to try and remember how many clicks a certain item is etc etc

Thanks
I suppose I could make paging optional, but is this really an issue? Even on 1024x768 resolution, I can fit about 36 small icons on a page. I reckon 2 pages shouldn't be too hard to memorize, especially when you sort them, how many items do you have in your tabs? :P
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Crimsonknight3 on May 12, 2014, 08:01:47 PM
Im on 1600x900 and the text almost completely covers the icons, so I have to turn small icons off which results in for example 3 furniture tabs without any research done. It isn't a big "issue" but it would be nice to have the option in the future perhaps?

[Edit] I would like to point out that i LOVE the sorting feature by the way and I think you've done an amazing job with all your mods :)
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: pawnstorm on May 12, 2014, 08:13:38 PM
Quote from: Crimsonknight3 on May 12, 2014, 08:01:47 PM
Im on 1600x900 and the text almost completely covers the icons, so I have to turn small icons off which results in for example 3 furniture tabs without any research done. It isn't a big "issue" but it would be nice to have the option in the future perhaps?
What's wrong with the text covering the icons? You can still click it right? It's only for some of them...

Anyway, I'll make a setting for the max number of rows it displays per page, that's be even better, right? I don't think I'll add it to the settings window since I doubt many people would feel the need to change it, but next release you can find and change it in Settings.xml in the VanillaPlus folder. [offtopic] I also added an option to make turrets also shoot hostile animals for the next release :).
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Crimsonknight3 on May 13, 2014, 11:19:32 AM
Quote from: pawnstorm on May 12, 2014, 08:13:38 PM
Quote from: Crimsonknight3 on May 12, 2014, 08:01:47 PM
Im on 1600x900 and the text almost completely covers the icons, so I have to turn small icons off which results in for example 3 furniture tabs without any research done. It isn't a big "issue" but it would be nice to have the option in the future perhaps?
What's wrong with the text covering the icons? You can still click it right? It's only for some of them...

Anyway, I'll make a setting for the max number of rows it displays per page, that's be even better, right? I don't think I'll add it to the settings window since I doubt many people would feel the need to change it, but next release you can find and change it in Settings.xml in the VanillaPlus folder. [offtopic] I also added an option to make turrets also shoot hostile animals for the next release :).

that sounds perfect. just the option is a bonus lol it doesnt matter too much but when im picking an item in any game I usually always do it by icon not text. only time I use text is if I cant find something ill slowly read all the text until I do.

off topic that is an AMAZING idea!! why nobody has done it yet is beyond me! a turret can save you from hoards of angry space men with guns and grenades but they cant protect you from a lone squirrel!!! lol One note though is perhaps put an option to disablw in the config.xml again I say this simply as im a person who thinks of every eventuality. Maybe a person has a turret defence for raiders but uses hostile mobs to train combat or some such malarkey. If the option is there then you dont need to bother adding it in the future shpuld some random person want to go hand to hand with an angry boomrat lol


p.s sorry if my english is bad, im writing on my phone with my sleeping daughter next to me in the car waiting for my partner to get out of the supermarket
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Austupaio on May 13, 2014, 11:37:22 AM
Also, personally, I wouldn't like turrets targeting hostile animals, so please do make it optional, if that's feasible for you.

What's the point of hostile animals if the turrets will just tear them up? With turrets fighting animals, there's absolutely no challenge to animal attacks.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: iame6162013 on May 13, 2014, 11:57:27 AM
Quote from: Austupaio on May 13, 2014, 11:37:22 AM
Also, personally, I wouldn't like turrets targeting hostile animals, so please do make it optional, if that's feasible for you.

What's the point of hostile animals if the turrets will just tear them up? With turrets fighting animals, there's absolutely no challenge to animal attacks.
yea then they(the hostile animals) are very weak...
What about more hostile animals the more turrets...
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Crimsonknight3 on May 13, 2014, 12:09:32 PM
Quote from: iame6162013 on May 13, 2014, 11:57:27 AM
Quote from: Austupaio on May 13, 2014, 11:37:22 AM
Also, personally, I wouldn't like turrets targeting hostile animals, so please do make it optional, if that's feasible for you.

What's the point of hostile animals if the turrets will just tear them up? With turrets fighting animals, there's absolutely no challenge to animal attacks.
yea then they(the hostile animals) are very weak...
What about more hostile animals the more turrets...

Agreed, maybe just an option for turrets attacking animals now, but in the future with more coding and time, animals becoming more difficult or # of animals attacking increasing with the amount of turrets there are on the map...
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Austupaio on May 13, 2014, 12:31:54 PM
I'm already killing tribals by the hundreds, I don't really want to have to deal with the lag and corpse disposal of a 500 muffalo attack on top of that...
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: iame6162013 on May 13, 2014, 12:37:16 PM
Quote from: Austupaio on May 13, 2014, 12:31:54 PM
I'm already killing tribals by the hundreds, I don't really want to have to deal with the lag and corpse disposal of a 500 muffalo attack on top of that...
well just bomb em... really that's what i'm doing just at this point day 500 (TOO MANY TONS(100 by 100 full of corpses... THAT'S HUGE))
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: pawnstorm on May 13, 2014, 02:06:06 PM
Quote from: Austupaio on May 13, 2014, 11:37:22 AM
Also, personally, I wouldn't like turrets targeting hostile animals, so please do make it optional, if that's feasible for you.

What's the point of hostile animals if the turrets will just tear them up? With turrets fighting animals, there's absolutely no challenge to animal attacks.
I'm trying to stay as close to the vanilla experience as possible so almost everything will be optional, and enabled by default only when I think they add convenience without affecting balance. So yeah, it will be optional and turned off by default.
I even added a toggle for enabling placing sand, which is a funny story actually... well, maybe not "haha" funny, actually ok it's not really funny, lets call it mildly entertaining, anyway I digress...
I couldn't figure out a way to hide or disable items at runtime, so what actually happens if you disable sand in the architect+ menu is it adds ThingDefOf.DoorKey to the buildingprerequisities of sand.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Crimsonknight3 on May 13, 2014, 02:49:53 PM
Quote from: pawnstorm on May 13, 2014, 02:06:06 PM
Quote from: Austupaio on May 13, 2014, 11:37:22 AM
Also, personally, I wouldn't like turrets targeting hostile animals, so please do make it optional, if that's feasible for you.

What's the point of hostile animals if the turrets will just tear them up? With turrets fighting animals, there's absolutely no challenge to animal attacks.
I'm trying to stay as close to the vanilla experience as possible so almost everything will be optional, and enabled by default only when I think they add convenience without affecting balance. So yeah, it will be optional and turned off by default.
I even added a toggle for enabling placing sand, which is a funny story actually... well, maybe not "haha" funny, actually ok it's not really funny, lets call it mildly entertaining, anyway I digress...
I couldn't figure out a way to hide or disable items at runtime, so what actually happens if you disable sand in the architect+ menu is it adds ThingDefOf.DoorKey to the buildingprerequisities of sand.

I'm sure it was funnier at the time haha I agree that optional is key when building a utility mod such as this. Have the devs included a way to add your own tab to the games own options menu? Or perhaps we could ask, then you could include options for ALL of your mods additions without having to edit .xml's. Personally I don't mind editing files but as with all walks of my life, I try and think of things from other peoples perspectives. From experience I see people being told all the time how to install a mod or edit a file and you still end up with tons of people asking for the same things they have already been told.

I wish I had the patience to learn modding. I started learning how to mod minecraft and it was going well until I hit a brick wall where I couldn't figure out something but I couldn't get anyone to help me so I just stopped. Wanting to build an addition to buildcraft where I could build a modular engine that would be 2x3x3 so it was a rectangle like most usual engines, then attach a drive shaft and then build a modular 2x2x2 cubular generator to generate power.

If I was modding this game I would probably try and make a mod where you could add a custom pawn into the game bought only from a tech trader of sorts that could ONLY haul things, give it a robot looking skin and it would never have to eat or sleep but instead periodically head to its "charging station" to recharge, and then move on to adding similar robots for combat - farming and perhaps mining. Well that's one of my visions. I don't have the knowhow to make it real though. I have always been an ideas person.... lol
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Austupaio on May 13, 2014, 06:19:00 PM
Quote from: pawnstorm on May 13, 2014, 02:06:06 PM
I'm trying to stay as close to the vanilla experience as possible so almost everything will be optional, and enabled by default only when I think they add convenience without affecting balance. So yeah, it will be optional and turned off by default.
Perfect then, my complaints were unjustified. Much love for your work.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: pawnstorm on May 13, 2014, 10:53:49 PM
New version. I added a meat threshold to the autohunt feature, your colonists will only automatically hunt if you have less meat in all your storage areas. Also, there's now an option to allow turrets to attack hostile animals and I've added some toggles to automatically pause the game when certain events happen.

On the last page of the settings dialog I've also added the ability to change the maximum number of rows it shows per page (I know, odd place... had to put it somewhere :P). This is for normal icons by the way, if you change it it also changes the max rows for small icons to the closest value that roughly takes the same amount of space. If you want to change it to something else, you can always edit the Settings.xml file.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: Crimsonknight3 on May 13, 2014, 11:34:59 PM
Thank you lots :) I will test out tomorrow night when I get back from hospital... Well technically tonight.. my daughter has been a pain and its 430am now lol
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: insanevizir on May 14, 2014, 07:10:35 AM
Hey guys, i downloaded the mod, along with lots more and it seems i'm too nub to make it work. It's already active in the mods window, but it wont appear inside my gameplay. I started a new colony and nothing changes. Any tips?

<img src="https://imagizer.imageshack.us/v2/628x519q90/837/wlvn.png" alt="" class="bbc_img">

My other active mods are:
BetterPower+
Blasting Charges
Clutter
E-Learning
Electro Slag Remelting
Fertile Plains
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: pawnstorm on May 14, 2014, 07:23:31 AM
Quote from: insanevizir on May 14, 2014, 07:10:35 AM
Hey guys, i downloaded the mod, along with lots more

Maybe some of those mods are incompatible, which mods did you activate? You could try disabling a few mods to see if that fixes anything. Are there any error messages in your output_log.txt file?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: insanevizir on May 14, 2014, 07:49:35 AM
##################################################
Initialize engine version: 4.3.4f1 (e444f76e01cd)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 9.18.13.3523]
    Renderer: NVIDIA GeForce GTX 550 Ti
    Vendor:   NVIDIA
    VRAM:     977 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
- Completed reload, in  0.056 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1440x900 60Hz; virtual: 1440x900 at 0,0
Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\System.dll (this message is harmless)
RimWorld 0.3.413 rev19543

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\Mono.Security.dll (this message is harmless)
Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\System.Configuration.dll (this message is harmless)
Platform assembly: F:\Jogos\RimWorld\RimWorld413Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: F:\Jogos\RimWorld\Mods\BetterPower+\Assemblies\BetterPower+.dll (this message is harmless)
Non platform assembly: F:\Jogos\RimWorld\Mods\E_Learning0.1\Assemblies\ELearning.dll (this message is harmless)
Non platform assembly: F:\Jogos\RimWorld\Mods\FertilizerPump\Assemblies\RimWorldTestCodeMod.dll (this message is harmless)
Non platform assembly: F:\Jogos\RimWorld\Mods\Non-Lethal Turrets\Assemblies\Projectile_RubberBullet.dll (this message is harmless)
Exception reading VanillaWeapon-M-24Rifle.xml as XML: 'ThingDefs' is expected  Line 93, position 12..

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Exception reading VanillaWeapon-Pistol.xml as XML: 'ThingDefs' is expected  Line 90, position 12..

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Exception reading VanillaWeapon-Shotgun.xml as XML: 'ThingDefs' is expected  Line 88, position 12..

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Non platform assembly: F:\Jogos\RimWorld\Mods\Shields\Assemblies\ShieldMod.dll (this message is harmless)
Non platform assembly: F:\Jogos\RimWorld\Mods\Woods\Assemblies\Placeable-Saplings.dll (this message is harmless)
Non platform assembly: F:\Jogos\RimWorld\Mods\Woods\Assemblies\WoodEconomyMod.dll (this message is harmless)
Non platform assembly: F:\Jogos\RimWorld\Mods\Fertile Plains - Valley - BP+\Assemblies\MountainGenner.dll (this message is harmless)
Non platform assembly: F:\Jogos\RimWorld\Mods\BP & WE Patch\Assemblies\WoodEconomyMod.dll (this message is harmless)
Non platform assembly: F:\Jogos\RimWorld\Mods\VanillaPlus\Assemblies\VanillaPlus.dll (this message is harmless)
XML error: <version>2.0</version> doesn't correspond to any field in type ModMetaData.

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Exception reading VanillaWeapon-M-24Rifle.xml as XML: 'ThingDefs' is expected  Line 93, position 12..

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Exception reading VanillaWeapon-Pistol.xml as XML: 'ThingDefs' is expected  Line 90, position 12..

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Exception reading VanillaWeapon-Shotgun.xml as XML: 'ThingDefs' is expected  Line 88, position 12..

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Non platform assembly: F:\Jogos\RimWorld\Mods\BP & WE Patch\Assemblies\WoodEconomyMod.dll (this message is harmless)
HandleD3DDeviceLost
  HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)

(Filename:  Line: 1539)

HandleD3DDeviceLost
  HandleD3DDeviceLost: needs reset, doing it
FullResetD3DDevice
#######################################
Dont know if theres something here, but this is the log content. I use a lot of mods lol, those i posted and those on the image at same time. the only one not working up to now is the Vanilla+

Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: Crimsonknight3 on May 14, 2014, 08:14:27 AM
The problem appears to be with weapons or something that modifies weapons. What weapon mods do you have? or mods that alter how weapons work?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: pawnstorm on May 14, 2014, 08:49:11 AM
I have no idea which mod adds those VanillaWeapon-*.xml files, but they're not from Vanilla+. Maybe you can search your Mods directory for one of those files to see which mod they do belong to.

Also, I think throwing Vanilla+ into the mix with a huge list of mods is asking for trouble. It should at least work with the mods I listed in the first post, but I expect there to be quite a few mods that won't play nice with Vanilla+.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: iame6162013 on May 14, 2014, 08:51:52 AM
one thing some mods are in the log but not in his mod list, So u know...
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: Crimsonknight3 on May 14, 2014, 08:52:24 AM
Quote from: pawnstorm on May 14, 2014, 08:49:11 AM
I have no idea which mod adds those VanillaWeapon-*.xml files, but they're not from Vanilla+. Maybe you can search your Mods directory for one of those files to see which mod they do belong to.

Also, I think throwing Vanilla+ into the mix with a huge list of mods is asking for trouble. It should at least work with the mods I listed in the first post, but I expect there to be quite a few mods that won't play nice with Vanilla+.

Im using the big bang pack + another maybe another 5 or 6 and im having no problems yet. Only issue im having is adding better power events because im using industrial mod but want the artifact + plasma storm events lol
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: pawnstorm on May 14, 2014, 08:58:22 AM
Quote from: Crimsonknight3 on May 14, 2014, 08:52:24 AM
Quote from: pawnstorm on May 14, 2014, 08:49:11 AM
I have no idea which mod adds those VanillaWeapon-*.xml files, but they're not from Vanilla+. Maybe you can search your Mods directory for one of those files to see which mod they do belong to.

Also, I think throwing Vanilla+ into the mix with a huge list of mods is asking for trouble. It should at least work with the mods I listed in the first post, but I expect there to be quite a few mods that won't play nice with Vanilla+.

Im using the big bang pack + another maybe another 5 or 6 and im having no problems yet. Only issue im having is adding better power events because im using industrial mod but want the artifact + plasma storm events lol
Ah, that's nice to hear. I hadn't really tested it with any mods besides the ones I mentioned earlier.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: insanevizir on May 14, 2014, 12:12:53 PM
The Weapons mod i use is Project Armory. I'll try disabling it when i get home and post the results here for future reference. :)
Thanx a lot for the help.


Edited:

Ok, found it.
Tested a lot of combinations and the mod conflicting with yours is  "Turret Package (v.1.4)". With this one active, yours wont work.

I'll try to deconstruct the turrets and desactivate the turrets mod and try to save my colony. :)
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: SacoMato on May 14, 2014, 03:35:04 PM

I love this mod!

Playing this mode with AlphaMuffalo1.0  and the auto-hunt hunts Alpha Muffalo too.

Thanks pawnstorm! Great Work.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: Vas on May 14, 2014, 03:42:59 PM
My god, I can't wait to try this out.  xD  I wish it didn't take so long reinstalling 200 gigs worth of programs.  BAHHHH.  Why did my OS have to be destroyed.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: Crimsonknight3 on May 14, 2014, 05:32:41 PM
Quote from: insanevizir on May 14, 2014, 12:12:53 PM
The Weapons mod i use is Project Armory. I'll try disabling it when i get home and post the results here for future reference. :)
Thanx a lot for the help.


Edited:

Ok, found it.
Tested a lot of combinations and the mod conflicting with yours is  "Turret Package (v.1.4)". With this one active, yours wont work.

I'll try to deconstruct the turrets and desactivate the turrets mod and try to save my colony. :)

That's good, let us all know how it works out
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: Crimsonknight3 on May 14, 2014, 05:36:25 PM
Quote from: pawnstorm on May 14, 2014, 08:58:22 AM
Quote from: Crimsonknight3 on May 14, 2014, 08:52:24 AM
Quote from: pawnstorm on May 14, 2014, 08:49:11 AM
I have no idea which mod adds those VanillaWeapon-*.xml files, but they're not from Vanilla+. Maybe you can search your Mods directory for one of those files to see which mod they do belong to.

Also, I think throwing Vanilla+ into the mix with a huge list of mods is asking for trouble. It should at least work with the mods I listed in the first post, but I expect there to be quite a few mods that won't play nice with Vanilla+.

Im using the big bang pack + another maybe another 5 or 6 and im having no problems yet. Only issue im having is adding better power events because im using industrial mod but want the artifact + plasma storm events lol
Ah, that's nice to hear. I hadn't really tested it with any mods besides the ones I mentioned earlier.

Only thing of note, and I am not sure at all that I am correct, but with all my mods installed, pawns appear to sleep and eat a lot more often. Is that simply functionality of the food/sleep thresholds?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: pawnstorm on May 14, 2014, 05:48:56 PM
Quote from: Crimsonknight3 on May 14, 2014, 05:36:25 PM
Only thing of note, and I am not sure at all that I am correct, but with all my mods installed, pawns appear to sleep and eat a lot more often. Is that simply functionality of the food/sleep thresholds?
Hmm, that sounds odd... I can't think of any reason why they would eat or sleep more.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: Crimsonknight3 on May 14, 2014, 06:39:50 PM
hmm well ive never played vanilla and I just had a feeling they appeared to be sleeping more but maybe its just me lol
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: roboto69 on May 14, 2014, 11:45:28 PM
Just felt it would be a good idea to mention that I have experienced a problem using rmeditor to edit my colonists with this mod. I also had the same issue with that "more fit colonists" mod, and I'm pretty certain the issue is with both of the mods as I used them separately.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.5)
Post by: pawnstorm on May 15, 2014, 12:36:08 AM
Quote from: roboto69 on May 14, 2014, 11:45:28 PM
Just felt it would be a good idea to mention that I have experienced a problem using rmeditor to edit my colonists with this mod. I also had the same issue with that "more fit colonists" mod, and I'm pretty certain the issue is with both of the mods as I used them separately.
Compatibility with 3rd party tools isn't really one of my objectives. Frankly, I'd have been surprised if it did work with my mod. My best guess as to why your editor doesn't work with my mod is because my mod changes the class which colonists use, there's nothing I can do to change that without losing functionality.
It shouldn't be too hard to update the editor to parse xml a bit more freely and handle mods better. You might have better luck if you make a request to the author of that tool. Or you can just use any general purpose xml editor, or notepad even.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.9)
Post by: pawnstorm on May 15, 2014, 03:14:15 AM
New version! I think it's about ready for a longplay, I'd love to see some videos of people using my mod on youtube :P. I don't have anymore features planned, so if there aren't any bugs I think the only thing I'll change for v1.0 is maybe improve the settings dialog a little.

- I changed the update home region feature a little, now it waits until the building is completed.
- When there are enemies on the map, now it also makes colonists that are still in your home region but are on their way to do something outside of your home region cancel their task
- Added improved firefighting as an option, on by default
- Added removing of thin rock roofs to the no roof region, also on by default. I didn't add a toggle for this, but if you want to turn it off you can do so in the Mods/VanillaPlus/Settings.xml file (by setting improvedNoRoof to False).
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.9)
Post by: LittleMikey on May 15, 2014, 09:07:32 AM
Fantastic mod, great work ^_^
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.9)
Post by: Crimsonknight3 on May 15, 2014, 09:39:19 AM
Looking amazing by the way going to test it out  when my daughter naps... if she naps today lol
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.9)
Post by: insanevizir on May 15, 2014, 06:48:43 PM
I made it work with all the mods i have installed just by activating this one first.
After vanila+ is activated, go back to main menu and then back to mods and activate one by one, going always back to menu before activating the next one. Having no issues using:
Core
VanillaPlus
BetterPower+
Woods
BlastingCharges
More Floors
Non-Lethal Turrets
StackableMeals
Wild Farmer
Workplaces
Turret Pack
Project Armory
Fertile Plains -BP+
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.0)
Post by: pawnstorm on May 15, 2014, 11:30:14 PM
Version 1.0 is out!

I improved firefighting even more. No more watching your solar panels burn to the ground because they're burning while a colonist is standing right beside them, but the fire is reserved for another colonist halfway across the map!
Also did some minor fixes to a few options not always being loaded properly.

Edit: Small update, now it also automatically undrafts colonists after rescueing/capturing/etc.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.0.1)
Post by: Dr. Z on May 16, 2014, 07:45:57 AM
What exatly is the sort menu supposed to do? I don't see any differece whether I toggle one categorie or not.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.0.1)
Post by: pawnstorm on May 16, 2014, 04:13:01 PM
Quote from: Dr. Z on May 16, 2014, 07:45:57 AM
What exatly is the sort menu supposed to do? I don't see any differece whether I toggle one categorie or not.
It sorts the items in your tab menus alphabetically (the ones after cancel and deconstruct).
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.1)
Post by: pawnstorm on May 16, 2014, 08:05:22 PM
I really do mean to stop pushing new updates every day after version 1.0, but I think my mod may have been responsible for a bug someone reported, anyway:

1.1- Fixed possible bug (http://ludeon.com/forums/index.php?topic=3617.0) caused by "Stay inside during threats", changed auto unforbidding corpses to also affect non-human corpses
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2)
Post by: Dr. Z on May 17, 2014, 04:28:28 AM
Can I install 1.1 and still use my savegame started with 1.0?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2)
Post by: pawnstorm on May 17, 2014, 04:38:08 AM
Quote from: Dr. Z on May 17, 2014, 04:28:28 AM
Can I install 1.1 and still use my savegame started with 1.0?
Yeah, there shouldn't be any problems. I just released version 1.2 by the way, there shouldn't be any problems with that either. I think everything from version 0.9 to 1.2 should be save compatible.

Anyway, I found a little gem in Tynan's released source code (http://ludeon.com/forums/index.php?topic=3394.0), a new jobdriver for hunting that isn't even in alpha 3f yet! I had to make some changes, but I managed to get it working, it's in Vanilla+ v1.2 now :).
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2)
Post by: SacoMato on May 17, 2014, 04:46:05 AM
Thx Pawnstorm for all your hard work!
:)
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.1)
Post by: pawnstorm on May 17, 2014, 08:50:43 PM
I reworked the sandbag waffle restricter a little. Most of you probably turn it off immediately anyway, but just so you know, it's bad karma to turn it off. Everytime someone turns off the sandbag waffle restricter, god kills a puppy.

No other changes, nothing new planned either.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.1)
Post by: Austupaio on May 17, 2014, 08:55:34 PM
What exactly is a sandbag waffle? ;D
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.1)
Post by: pawnstorm on May 17, 2014, 09:01:51 PM
Quote from: Austupaio on May 17, 2014, 08:55:34 PM
What exactly is a sandbag waffle? ;D
It's when you create a grid of connected sandbags which the raiders must pass through. It slows them down, which is nice I suppose, there should be something to slow raiders down. But the raiders are also unable to shoot while moving over the sandbag waffle, which makes it a bit of an exploit in my opinion.
If you want to know why it's called a waffle, create a grid of sandbags and tell me what it looks like :P.

Edit: http://www.youtube.com/watch?v=inS84nrcLKA#t=588
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.1)
Post by: Austupaio on May 17, 2014, 09:06:58 PM
Ah, I see. Yeah, I understand. Once barbed wire or caltrops are available, that should eliminate any need for that sort of thing.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.2)
Post by: pawnstorm on May 17, 2014, 11:19:41 PM
Fixed a very rare bug that occured sometimes when loading a savegame which caused fire reservations to get messed up and throw some warnings. Thanks to SacoMato for reporting it!
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.1)
Post by: Dr. Z on May 18, 2014, 06:16:53 AM
Quote from: pawnstorm on May 17, 2014, 09:01:51 PM
Quote from: Austupaio on May 17, 2014, 08:55:34 PM
What exactly is a sandbag waffle? ;D
It's when you create a grid of connected sandbags which the raiders must pass through. It slows them down, which is nice I suppose, there should be something to slow raiders down. But the raiders are also unable to shoot while moving over the sandbag waffle, which makes it a bit of an exploit in my opinion.
If you want to know why it's called a waffle, create a grid of sandbags and tell me what it looks like :P.

Edit: http://www.youtube.com/watch?v=inS84nrcLKA#t=588

But if you restrict sandbag waffles, I thought you can't build one sandbag next to another, so if you just want to build a line of sandbags for your colonists to hide behind, you must turn it off, or am I wrong?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.1)
Post by: pawnstorm on May 18, 2014, 06:22:18 AM
Quote from: Dr. Z on May 18, 2014, 06:16:53 AM
Quote from: pawnstorm on May 17, 2014, 09:01:51 PM
Quote from: Austupaio on May 17, 2014, 08:55:34 PM
What exactly is a sandbag waffle? ;D
It's when you create a grid of connected sandbags which the raiders must pass through. It slows them down, which is nice I suppose, there should be something to slow raiders down. But the raiders are also unable to shoot while moving over the sandbag waffle, which makes it a bit of an exploit in my opinion.
If you want to know why it's called a waffle, create a grid of sandbags and tell me what it looks like :P.

Edit: http://www.youtube.com/watch?v=inS84nrcLKA#t=588

But if you restrict sandbag waffles, I thought you can't build one sandbag next to another, so if you just want to build a line of sandbags for your colonists to hide behind, you must turn it off, or am I wrong?
Have you tried it? :P
You can build a line of sandbags, you just can't "waffle" them. Make a new game and try to put sandbags next to eachother, you'll see what I mean.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.1)
Post by: Dr. Z on May 18, 2014, 07:23:37 AM
Quote from: pawnstorm on May 18, 2014, 06:22:18 AM
Quote from: Dr. Z on May 18, 2014, 06:16:53 AM
Quote from: pawnstorm on May 17, 2014, 09:01:51 PM
Quote from: Austupaio on May 17, 2014, 08:55:34 PM
What exactly is a sandbag waffle? ;D
It's when you create a grid of connected sandbags which the raiders must pass through. It slows them down, which is nice I suppose, there should be something to slow raiders down. But the raiders are also unable to shoot while moving over the sandbag waffle, which makes it a bit of an exploit in my opinion.
If you want to know why it's called a waffle, create a grid of sandbags and tell me what it looks like :P.

Edit: http://www.youtube.com/watch?v=inS84nrcLKA#t=588

But if you restrict sandbag waffles, I thought you can't build one sandbag next to another, so if you just want to build a line of sandbags for your colonists to hide behind, you must turn it off, or am I wrong?

Have you tried it? :P
You can build a line of sandbags, you just can't "waffle" them. Make a new game and try to put sandbags next to eachother, you'll see what I mean.

Why do I need to start a new game, can't I just toggle it on?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.3)
Post by: benramit on May 18, 2014, 11:01:54 AM
I'm having a issue I think with Vanilla I think what happens is when raiders show up all my pawns just stop.  Stop doing jobs and can't be selected.  Like i said I'm not sure it's Vanilla but I think it is.

One other thing Vanilla will not work with project K-9.

Last thing this mod is super cool.

Thanks
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.3)
Post by: Crimsonknight3 on May 18, 2014, 04:20:42 PM
Quote from: benramit on May 18, 2014, 11:01:54 AM
I'm having a issue I think with Vanilla I think what happens is when raiders show up all my pawns just stop.  Stop doing jobs and can't be selected.  Like i said I'm not sure it's Vanilla but I think it is.

One other thing Vanilla will not work with project K-9.

Last thing this mod is super cool.

Thanks


have you set home regions? they will still work when enemies show up but only in home regions as far as I can tell
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.3)
Post by: Crimsonknight3 on May 18, 2014, 05:42:35 PM
I'm having a bug though similar to the other guy but it definately isn't user error. Since updating to the latest version of vanilla+ I keep having an issue where just after a raid (I should note this doesn't happen after EVERY raid!) I lose total control of the game. It's very strange because I can still pause/unpause but I lose total control and can't click on anything (and I also noted that each time this happens multiple pawns but not all become completely frozen even though they should be moving after I have undrafted them) Also another strange thing is that if I press esc nothing happens but when messing around trying to click everything I accidentely changed the resoulution... So the esc menu is working it just isn't appearing. It's all rather strange... Also I lose most of the gui aswell...
Below is a screenshot of what my screen looks like after the bug has happened (paused it but note all pawns are moving around normally apart from Bill. It's strange because it appears to be a rimworld problem yet it only started happening after installing the newest vanilla+ version....

LOTS of this in my log
NullReferenceException: Object reference not set to an instance of an object
  at BF.PawnX+<GetCommands>d__0.MoveNext () [0x00000] in <filename unknown>:0

  at UI.InspectionUtility.DrawInspectCommandGridFor (IEnumerable`1 selectedObjects) [0x00000] in <filename unknown>:0

  at UI.InspectPane.InspectPaneOnGUI () [0x00000] in <filename unknown>:0

  at UI.TabInspect.PanelOnGUI (Rect fillRect) [0x00000] in <filename unknown>:0

  at UI.UIPanel.PanelOnGUI () [0x00000] in <filename unknown>:0

  at UI.MainTabsRoot.GameControlsOnGUI () [0x00000] in <filename unknown>:0

  at UI.UIMapRoot.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

HandleD3DDeviceLost
  HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)




The handled3ddevicelost is what happened last... Haven't a clue why....

(http://i211.photobucket.com/albums/bb77/Ricky16_2007/Rimscreen.jpg~original)
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.3)
Post by: CyborgDragon on May 18, 2014, 06:02:52 PM
I've had something similar happen. It's caused by one colonist specifically. Hit , or . and you should select a single colonist and get your UI back. If you keep hitting , or . and cycle around, you can find the colonist causing the issue. The D3D device lost simply means the game can't render, that happens if you say, alt-tab or something.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.3)
Post by: Crimsonknight3 on May 18, 2014, 06:34:25 PM
Quote from: CyborgDragon on May 18, 2014, 06:02:52 PM
I've had something similar happen. It's caused by one colonist specifically. Hit , or . and you should select a single colonist and get your UI back. If you keep hitting , or . and cycle around, you can find the colonist causing the issue. The D3D device lost simply means the game can't render, that happens if you say, alt-tab or something.

Ahh okay Ill try that next time. I lost that map at any rate. I deleted the quarry mod as it was throwing up errors in my log and it does the same thing that industrial mod drills do so I need to start a new one lol
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.1)
Post by: pawnstorm on May 19, 2014, 03:58:36 AM
Quote from: Dr. Z on May 18, 2014, 07:23:37 AM
Why do I need to start a new game, can't I just toggle it on?
Yeah that works too.

Quote from: benramit on May 18, 2014, 11:01:54 AM
I'm having a issue I think with Vanilla I think what happens is when raiders show up all my pawns just stop.  Stop doing jobs and can't be selected.  Like i said I'm not sure it's Vanilla but I think it is.
Quote from: Crimsonknight3 on May 18, 2014, 05:42:35 PM
I'm having a bug though similar to the other guy but it definately isn't user error.
Hmm, I'll look into this. Did you guys both have the "Stay inside during threats" option on? Do you have any savegames of when this happened? Also, which other mods are active?
It's a really strange bug since that function (BF.PawnX.GetCommands()) just gets the command buttons (like draft/undraft, save pos, goto pos, eat, sleep).

Quote from: Crimsonknight3 on May 18, 2014, 04:20:42 PM
have you set home regions? they will still work when enemies show up but only in home regions as far as I can tell
Yeah that's how it should work. It might not work very well with newly started colonies that still have small home regions, it's probably better to not use the "Stay inside during threats" option with a small home region.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.3)
Post by: Austupaio on May 19, 2014, 04:01:43 AM
Yeah, that option requires a comprehensive home zone to not hinder you.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.3)
Post by: pawnstorm on May 19, 2014, 04:32:32 AM
Quote from: Crimsonknight3 on May 18, 2014, 05:42:35 PM
all pawns are moving around normally apart from Bill
The screenshot makes me want to slap Bill in the face and scream "What is wrong with you? Why don't you tell us what's going on?" at him :P. The only thing I can think of is for some reason Bill got spawned as a normal Pawn who thinks he's a BF.PawnX. Lists of enabled mods and perhaps a savegame would help me lots here. I think some old version of the dresser mod used to respawn pawns to refresh them, I don't suppose all of you guys started your savegames with an old version of dresser or had vanillaplus disabled [at the start/for a while] on your savegames?

Edit: Was Bill trying to plant or harvest anything? Someone on IRC mentioned a raid event happening while some colonists are planting or harvesting might have something to do with it.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.4)
Post by: pawnstorm on May 19, 2014, 05:57:09 AM
I did in fact find a nasty bug related to the "Stay inside during threats option", fix is up :). I must shamefully say it was a copy paste fail on my part. I'm not 100% sure yet this bug is also responsible for the NullReferenceException, but since it was an obvious bug and related to the same events it most likely is.

I also turned off the "Stay inside during threats" option by default because it doesn't seem very useful on newly started colonies. But once you have a large enough home region, you can just turn it on and it should work as intended.

Also note that there shouldn't be any problem for your savegames updating to this version, except if you were still using a version prior to v0.9.

Edit: The default setting is just the setting Vanilla+ ships with by the way. If you change it, it will save that setting
Edit2: I think I should fix something else in the "Stay inside during threats" code too... I think there'll be a v1.2.5 later today
Edit3: 1.2.5- Fixed this (http://ludeon.com/forums/index.php?topic=3628.0) and did another minor tweak in that class related to "Stay inside during threats"
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.4)
Post by: Crimsonknight3 on May 19, 2014, 09:38:22 AM
Quote from: pawnstorm on May 19, 2014, 05:57:09 AM
I did in fact find a nasty bug related to the "Stay inside during threats option", fix is up :). I must shamefully say it was a copy paste fail on my part. I'm not 100% sure yet this bug is also responsible for the NullReferenceException, but since it was an obvious bug and related to the same events it most likely is.

I also turned off the "Stay inside during threats" option by default because it doesn't seem very useful on newly started colonies. But once you have a large enough home region, you can just turn it on and it should work as intended.

Also note that there shouldn't be any problem for your savegames updating to this version, except if you were still using a version prior to v0.9.

Edit: The default setting is just the setting Vanilla+ ships with by the way. If you change it, it will save that setting
Edit2: I think I should fix something else in the "Stay inside during threats" code too... I think there'll be a v1.2.5 later today
Edit3: 1.2.5- Fixed this (http://ludeon.com/forums/index.php?topic=3628.0) and did another minor tweak in that class related to "Stay inside during threats"

As always thanks for your hard work :)
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.5)
Post by: benramit on May 19, 2014, 03:14:29 PM
got the update it work perfect thank you so much ;D
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.5)
Post by: pawnstorm on May 19, 2014, 03:16:12 PM
Quote from: benramit on May 19, 2014, 03:14:29 PM
got the update it work perfect thank you so much ;D
Glad to hear, thanks for reporting it works now!
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6)
Post by: pawnstorm on May 21, 2014, 01:41:10 PM
Added the modpack and compiled a new version of Vanilla+. You can now change the caption above the architect menu by editing the Settings.xml file. Probably not very useful for most of you, but I figured it might be a nice touch for modpack creators, so they can easily change the caption to the name of their modpack.
If someone deletes the Settings.xml file, it'll default back to Vanilla+ though.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: Jagginlaz0rz on May 24, 2014, 03:22:22 PM
Quote from: Tynan on May 12, 2014, 04:25:14 PM
I have to say, this is quite impressive.
Tynan y no u make turrets attack animalz furst!!!!!! :O

But, this begs a different question, how DID you make the turrets attack animals? Was it a difficult thing?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v0.1)
Post by: pawnstorm on May 24, 2014, 07:46:17 PM
Quote from: Jagginlaz0rz on May 24, 2014, 03:22:22 PM
But, this begs a different question, how DID you make the turrets attack animals? Was it a difficult thing?
Tynan made turrets unable to target animals on purpose, for balance reasons I suppose. It's really easy to change it, though making turrets behave like that by default would make animal events kinda pointless. Anyway, all you have to do is override TryStartShoot() and remove
if (!p.RaceDef.humanoid)
return false;
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: mrofa on May 24, 2014, 07:56:05 PM
It wouldnt make the insanity wave pointless.
My colony did survive mutants, zombies, mutants and zombies and some other pawns.
But when i got a squierrls invasion, not only they killed mutants and tribals that was atacking my base at the time, they also killed zombies that resurected from tribals bodies, and thats was still under heavy fire from my 8 colonists. So in the end i end up with my last colonist building mines in middle of my colony rooms, and blowing up room by room just to kill off the remaning squierrls.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Ruin on May 25, 2014, 01:49:14 PM
I hear you mrofa on the animal insanity events.  The only way I have found to really make animal insanity events easy is a whole lot of colonists with mini-guns and a choke point entering my base.  Even then it can get dicey with boom rats.  My play style has evolved to not use turrets as they become useless when you get a solar flare and I am typically trying for a very long duration colony.  So, I don't think it is unbalancing to make turrets shoot at animals as (1) animal events can be very hard and (2) it wont matter when the solar flare happens along with the animal event.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Austupaio on May 25, 2014, 02:23:15 PM
I'm going to need some screenshots of these hard animal events. They require some effort to organize my colonists, i.e. not just ignoring it, but even with several dozen alpha muffalo, the animals are certainly not hard. Having turrets shoot the animals would just make them a joke.

Not really sure why people always say turrets are useless due to solar flare either, it only lasts about 24 hours.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: jaredis1 on May 26, 2014, 02:12:31 PM
Can I see your source code so I know how you added the ui to the game?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: pawnstorm on May 26, 2014, 02:40:08 PM
Quote from: jaredis1 on May 26, 2014, 02:12:31 PM
Can I see your source code so I know how you added the ui to the game?
Architect+ (http://ludeon.com/forums/index.php?topic=3410.0) comes with source, and here (http://ludeon.com/forums/index.php?topic=3311.msg35874#msg35874) is another way to add things to the UI which won't create compatibility issues with other mods that extend the incidentmaker classes.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: jaredis1 on May 26, 2014, 02:57:58 PM
Quote from: pawnstorm on May 26, 2014, 02:40:08 PM
Quote from: jaredis1 on May 26, 2014, 02:12:31 PM
Can I see your source code so I know how you added the ui to the game?
Architect+ (http://ludeon.com/forums/index.php?topic=3410.0) comes with source, and here (http://ludeon.com/forums/index.php?topic=3311.msg35874#msg35874) is another way to add things to the UI which won't create compatibility issues with other mods that extend the incidentmaker classes.

thx you!!
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: murlocdummy on May 26, 2014, 03:54:22 PM
I found that Project Armory is having issues with its VanillaWeapon*.xml file.  What the issue actually does, I'm not sure.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: SacoMato on May 26, 2014, 04:11:12 PM
Quote from: murlocdummy on May 26, 2014, 03:54:22 PM
I found that Project Armory is having issues with its VanillaWeapon*.xml file.  What the issue actually does, I'm not sure.

Are you talking about the yellow warnings?
If so, it is not a mod compatibility issue with vanilla+ and project armory.
There is a typo in those files, where the last /ThingDef was suppose to be /ThingDefs.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: murlocdummy on May 27, 2014, 09:30:29 PM
Quote from: SacoMato on May 26, 2014, 04:11:12 PM
Quote from: murlocdummy on May 26, 2014, 03:54:22 PM
I found that Project Armory is having issues with its VanillaWeapon*.xml file.  What the issue actually does, I'm not sure.

Are you talking about the yellow warnings?
If so, it is not a mod compatibility issue with vanilla+ and project armory.
There is a typo in those files, where the last /ThingDef was suppose to be /ThingDefs.

Wow, that's...amazingly simple.  I just fixed it in my version, but the 3 bytes of error code will have to be fixed by the author so that everyone else won't experience the issue.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Fergurp123 on May 30, 2014, 04:48:25 PM
I think this is possibly the most polished and well presented mod for any game ever! Fantastic job!
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Tuvka on June 02, 2014, 07:24:57 AM
Gorgeous fashion! Will mod refined by alpha 4?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Hansel on June 03, 2014, 07:06:04 PM
Best mod ever!! Please up-mod to 4C.
Please.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: pawnstorm on June 05, 2014, 08:16:55 AM
I'm currently on a holiday and don't have access to my home computer. I'll update it when I get back home around the 14th.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Avis on June 05, 2014, 09:42:04 PM
Dangit! That's too long to wait  ;D I guess when it gets updated it will be well worth the wait!
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: WolfgangPolska on June 15, 2014, 10:41:14 AM
There is bug with Animal rugs mod. Mod changes butchering table (autohunt option), so "skin creature" bill isn't available. Is there way to fix this ? Or make compatiblity patch?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: mrnic3 on June 16, 2014, 03:32:31 PM
Is this mod still updated? If not could someone release a mod that just allows shooting animals? Or fix this one? I can't downgrade to 3f as the new version is out and I can't find the old release on my harddrive.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: jefftan on June 23, 2014, 03:06:07 AM
This had been a really helpful mod. It would be breaking hearts to see  a good mod like this not being updated  any more. :'(
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: JKTD1919 on June 23, 2014, 05:11:27 PM
I would kill for an update to this.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: harpo99999 on June 23, 2014, 07:03:13 PM
personally, I would KILL if this mod was NOT updated
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Olek on June 23, 2014, 07:15:14 PM
The Dude said he would be back on the 14th, though he didn't specify which month ;P
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: pawnstorm on June 24, 2014, 07:47:22 AM
Quote from: Encode on May 29, 2014, 11:51:22 PM
Would it be possible to tie this option to the <eType>Building_Turret</eType> instead? Thanks!
Nope, it's tied to the class because, well, it uses a different class.

Quote from: WolfgangPolska on June 15, 2014, 10:41:14 AM
There is bug with Animal rugs mod. Mod changes butchering table (autohunt option), so "skin creature" bill isn't available. Is there way to fix this ? Or make compatiblity patch?
For alpha 3F you mean? There won't be anymore updates compatible with 3F. I'll see if I can come up with something that's not too much work to make it compatible in alpha 4.

Quote from: harpo99999 on June 23, 2014, 07:03:13 PM
personally, I would KILL if this mod was NOT updated
Hmm, tempting, who would you kill?

Anyway, I'm back but I've been a bit preoccupied with other things. Perhaps I'll have time for it this weekend.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: BlazingDawn on June 25, 2014, 08:59:36 AM
you are doing good work, keep it up :)
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: lance789 on June 25, 2014, 09:46:47 AM
Will this be updated for Alpha 4?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Rensiur on June 25, 2014, 10:06:04 AM
 ::)

See the post from June 24th made by pawnstorm

QuoteAnyway, I'm back but I've been a bit preoccupied with other things. Perhaps I'll have time for it this weekend.

Should answer your question.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: EruPL on June 25, 2014, 05:08:16 PM
Need this mod so much, animals are killing my colonists  :'(
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Girlinhat on June 25, 2014, 06:41:16 PM
Quote from: EruPL on June 25, 2014, 05:08:16 PM
Need this mod so much, animals are killing my colonists  :'(
Hoping to get this functionality again, along with assigning gunner positions.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: benramit on July 02, 2014, 07:46:57 AM
Is this dead?  :'(
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Avis on July 05, 2014, 08:29:12 PM
Quote from: benramit on July 02, 2014, 07:46:57 AM
Is this dead?  :'(

No, the modder is working on it i think. Its just taking forever because hes busy with other stuff.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: forsaken1111 on July 09, 2014, 10:20:43 AM
Quote from: EruPL on June 25, 2014, 05:08:16 PM
Need this mod so much, animals are killing my colonists  :'(
Good news, turrets apparently target hostile animals in alpha 5
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Avis on July 09, 2014, 04:16:54 PM
Quote from: forsaken1111 on July 09, 2014, 10:20:43 AM
Quote from: EruPL on June 25, 2014, 05:08:16 PM
Need this mod so much, animals are killing my colonists  :'(
Good news, turrets apparently target hostile animals in alpha 5

Yeah, i noticed that. I don't think the turrets fired until the insane squirrel was on my colonists though, So maybe they need to see that they are hostile?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: forsaken1111 on July 10, 2014, 10:05:21 AM
Quote from: Avsnoopy on July 09, 2014, 04:16:54 PM
Quote from: forsaken1111 on July 09, 2014, 10:20:43 AM
Quote from: EruPL on June 25, 2014, 05:08:16 PM
Need this mod so much, animals are killing my colonists  :'(
Good news, turrets apparently target hostile animals in alpha 5

Yeah, i noticed that. I don't think the turrets fired until the insane squirrel was on my colonists though, So maybe they need to see that they are hostile?
Hm, mine fired on a boomrat as it ran by. It hadnt' attacked anyone.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: ElTanko on August 04, 2014, 05:49:12 PM
After installing the mod and turning it on, all my screen text disappears. Loading the game again shows nothing but black. Only fix is to delete mod and reload game. Ideas?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Jaxxa on August 04, 2014, 07:13:12 PM
What version of Rimworld are you running?
This mod looks like it hasn't been updated in a awhile and is still for Alpha 3, the latest Rimworld is Alpha 5
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: ElTanko on August 04, 2014, 08:58:14 PM
5D & I found out I done goofed my core file. Finally found it and reset it. Thank you for telling me what version of RM to use.

[attachment deleted by admin: too old]
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: LuminaryXion on October 08, 2014, 10:40:36 AM
The lack of auto-hunt in Alpha 7 makes me cry. Please please update! <3
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Timber on November 01, 2014, 12:13:59 PM
Is this coming back?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Avis on November 09, 2014, 05:35:18 PM
Quote from: Timber on November 01, 2014, 12:13:59 PM
Is this coming back?

Sadly, i don't think so. But its still a possibility, maybe someday...
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: Dr. Z on February 20, 2015, 04:28:14 PM
Just rediscovered this mod because of an answer to an old thread and remembered that there were some pretty cool things and I used this mod often. What do you think about an Alpha 9 rebirth?
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: RemingtonRyder on March 06, 2015, 11:38:09 PM
Again, not to hurry you or anything, but spotted this while I was doing a Release board clean-up.
Title: Re: [MOD+MODPACK] (Alpha 3F) Vanilla+ (v1.2.6 - May 21, 2014)
Post by: forumaccount on March 06, 2016, 10:58:52 AM
This looks fantastic, thank you!