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RimWorld => Mods => Releases => Topic started by: Mehni on September 26, 2017, 03:49:12 PM

Title: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on September 26, 2017, 03:49:12 PM
The many mods of Mehni

Since the forum has a habit of deleting attachments and maintaining different posts is becoming a bother, here's a nice list with a short description and links. I would love to hear feedback and stories.

Credits can be found at the bottom of this post. If I have violated your license / or failed to credit you, please let me know.

License can be found at the bottom of this post.

If you like my mods, please considering buying me a coffee.
(https://i.imgur.com/QGcents.png) (https://ko-fi.com/mehnicreates)


1.0:

Mod Name   Version   Updated   GitHub   Steam   Description*
More Faction Interactionv1.0.10Feb 17(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/MoreFactionInteraction/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1454024362)Adds more interaction with and between factions, bringing the world to life.
Food Alertv1.1.1Oct 10(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/FoodAlert/releases)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1114619043)Shows a persistent alert with the amount of food you have, and an estimate of how long stocks will last.
Climate Cycle++v1.1.2Oct 22(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/Climate-Cycle-/releases)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1266884568)A runaway climate cycle seeking extreme temperatures!
Elemental Boomalopesv1.0.0Jan 16(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/Elemental-Boomalopes/releases)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=938052209)Boomalopes that do more than go boom.
Pick Up And Haulv1.0.5Dec 3(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/PickUpAndHaul/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058)"Greatest hauling mod ever" - Chicken Plucker
Dismiss Traderv1.1.0Oct 20(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/TraderDismissal/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1322328003)Dismiss traders with the click of a button.
4M Mehni's Misc Modificationsv1.1.6Oct 30(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/4M-Mehni-s-Misc-Modifications/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1366888108)Adds various settings to customise your RimWorld experience.
Various Space Ship Chunks0.1.1.0Oct 21(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/ShipChunks/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1158568885)It adds various kind of Ship Chunks. Art and xml by Tobe.
Orbital Trader Transponderv1.0.1Nov 1(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/Orbital-Trade-Transponder/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1301120711)Call a trader to your location. Collaboration with Shotgunfrenzy. (https://ludeon.com/forums/index.php?topic=37350)
Numbersv1.0.3Oct 29(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/kNumbers/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321)Get a customisable general overview of all colonists, prisoners, enemies, etc.


B18: (deprecated, outdated. or just not updated yet.)

Mod Name   Version   Updated   GitHub   Steam   Description*
Number 22 with Rice0.18.0.1Nov 21(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/Number-22-with-rice/releases/)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=874130602)Defaults the vanilla hydroponics bay to rice.
Plasteel Components0.18.0.1Nov 21(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/Plasteel-Components/releases/)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=895854638)Craft regular ol' components out of plasteel.
Return of the Megatherium0.18.0.1Nov 21(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/Megatherium/releases)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=904663723)Restored the inferior megasloth back to its former glory.
Minigun Handling Techniques, Vol. 30.18.0.2Nov 21(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/Minigun-Handling/releases)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1100328402)Targeting with the minigun highlights the area in which the bullets will land.
Sun Tzu's Raider Tactics0.18.0.1Jan 10(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/SunTzu-RaiderTactics/releases)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1147799676)A fun and exciting raid type featuring smarter raiders!
CutePenguin0.18.0.1Jan 10(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/Penguin/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1264959770)Cute penguin. Can clean. Don't eat plz. Art and xml by Tobe.
How Much Longer, My Muse?!0.18.0.1Feb 10(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/How-Much-Longer-My-Muse/releases)(http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1296993318)Shows an expiration timer on the inspiration.

*For more detailed descriptions visit the mod pages on Steam or GitHub.

Deprecated and one-offs:
(A17) I Can't Believe It's Not Growing There (http://steamcommunity.com/sharedfiles/filedetails/?id=1147799676) - Devilstrand, Corn and Healroot now require at least 140% soil fertility.
(A17) Visible Hives (https://ludeon.com/forums/index.php?topic=35796.msg367580#msg367580) Makes hives more visible in stockpiles.
(B18) Coward Scythers (https://cdn.discordapp.com/attachments/224106027413405696/404599891244089345/CowardScythers.zip) Scythers seek cover.
(B18) PostArmorDamage (https://ludeon.com/forums/index.php?topic=38949.msg396760#msg396760) Restores the pre-B18 one-shot limbs.
(B18) WildAnimalAlert (https://github.com/Mehni/WildAnimalAlert/releases) Updated version of Lost_RD's WildAnimalAlert. Comes with a new "warn only on predator spawn" option.



Credits:
Resources:   Marnador (https://ludeon.com/forums/index.php?action=profile;u=36313) - RimWorld Font (https://ludeon.com/forums/index.php?topic=11022.0)
Libraries:   pardeike (https://github.com/pardeike) - Harmony Patch Library (https://github.com/pardeike/Harmony)
Code:   Why_is_that (https://steamcommunity.com/profiles/76561197982352048/myworkshopfiles/?appid=294100), erdelf (https://ko-fi.com/erdelf), AlexTD (https://steamcommunity.com/id/uuugggg/myworkshopfiles/?appid=294100), everyone else that hangs in the discord. (https://discord.gg/rimworld)
Testing:   XeoNovaDan (https://ludeon.com/forums/index.php?action=profile;u=66226), pdxsean (https://www.youtube.com/channel/UC2qt1v2_sqEzQpOr0F8zvaQ), Spartyon7 (https://twitch.tv/Spartyon7) 
Art:   Xen (https://www.patreon.com/EmpireXen), Chicken Plucker, Shotgunfrenzy
This table:   Dingo (https://ludeon.com/forums/index.php?action=profile;u=61474)

License:
My mods all fall under the MIT license. I'd appreciate the courtesy of dropping me a message when you include it in a mod pack. Do not upload standalone translated versions on Steam. If you wish to translate it, please give me a pull request on GitHub or drop me a line here.

If I don't respond/appear alive for a month after a new alpha release, have at it. However, give credit where it's due.
Title: Re: [A17] The Many Mods Of Mehni [Updated Sept-26] New! "Sun Tzu Raider Tactics"
Post by: XeoNovaDan on September 26, 2017, 06:00:48 PM
The Mehni mods of Mehni, finally all on one page!
Title: Re: [A17] The Many Mods Of Mehni [Updated Sept-26] New! "Sun Tzu Raider Tactics"
Post by: crusader2010 on January 02, 2018, 03:57:31 PM
Any chance for an update to B18? :)
Title: Re: [A17] The Many Mods Of Mehni [Updated Sept-26] New! "Sun Tzu Raider Tactics"
Post by: Harry_Dicks on January 02, 2018, 06:31:23 PM
Any chance for an update to B18? :)

Seconded! 8)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-10] New! "Sun Tzu Raider Tactics"
Post by: Mehni on January 10, 2018, 07:25:00 AM
Updated the starting post. Most of my mods have now been updated. Food Alert will follow soon. Elemental Boomalopes is waiting on some improved art.

A new mod tentatively called Climate Cycle++ is in the works. Once it's been through testing, I'll release that. Shouldn't be long.

A second mod under the working title of "Pick Up That Can" will be my next project. Stay tuned.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-10] New! "Sun Tzu Raider Tactics"
Post by: wwWraith on January 10, 2018, 07:30:23 AM
Can we get some details on Sun Tzu's Raider Tactics?
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-10] New! "Sun Tzu Raider Tactics"
Post by: Mehni on January 10, 2018, 08:57:14 AM
It adds a new and exciting raid type. It's a type of sapper raid, with one part that will split up to try and flank you.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-10] New! "Sun Tzu Raider Tactics"
Post by: Harry_Dicks on January 10, 2018, 01:50:47 PM
Updated the starting post. Most of my mods have now been updated. Food Alert will follow soon. Elemental Boomalopes is waiting on some improved art.

A new mod tentatively called Climate Cycle++ is in the works. Once it's been through testing, I'll release that. Shouldn't be long.

A second mod under the working title of "Pick Up That Can" will be my next project. Stay tuned.

Info on Climate Cycle++?! Is that anything to do with controlling the weather like Cold Desert Nights was? I'm really, really itching for something like that. I want a tundra map that's only a little cold in daytime but ridiculously cold at night, and crazier winters, but mild summers. I figure if I keep throwing this idea around maybe someone will pick it up! :P

Also, what about Pick Up That Can?! That sounds like cleaning/hauling/trash or something? Sounds exciting!
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-10] New! "Sun Tzu Raider Tactics"
Post by: asquirrel on January 10, 2018, 04:59:09 PM
Food alert sounds like a great mod.  I'm always on the verge of starving my colonists.  They're not big fans of rice.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-10] New! "Sun Tzu Raider Tactics"
Post by: Mehni on January 10, 2018, 06:11:21 PM
Info on Climate Cycle++?! Is that anything to do with controlling the weather like Cold Desert Nights was? I'm really, really itching for something like that. I want a tundra map that's only a little cold in daytime but ridiculously cold at night, and crazier winters, but mild summers. I figure if I keep throwing this idea around maybe someone will pick it up! :P

Also, what about Pick Up That Can?! That sounds like cleaning/hauling/trash or something? Sounds exciting!

Interesting, I never heard of Cold Desert Nights. Climate Cycle++ will focus more on long-term climate and less on short-term weather. So no on the nights, but a tentative yes on the winters/summers. I'll add mod settings when I'm feeling up to it, so you'd be able to customise your experience. The current goal is rather modest: a cycle that ramps up quicker and goes to greater extremes than the vanilla Climate Cycle.

Pick Up That Can is a terrible idea and will be a micromanagement hell. I suspect people will like it.

Food alert sounds like a great mod.  I'm always on the verge of starving my colonists.  They're not big fans of rice.

Exactly why I made it!
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Mehni on January 12, 2018, 03:05:07 PM
Climate Cycle++ is now released!

A run away climate cycle, seeking EXTREEEEEME weather.

version 0.18.0.2

How to use

Step 1. Install mod.
Step 2. Activate in the scenario editor before starting a new colony.

Credits and thanks:

- ShotgunFrenzy and ramyb for the preview image.
- Why_is_that for the SettingsHelper.
- www.twitch.tv/Spartyon7 for testing.
- Dan, for rubber ducking :)

Not savegame compatible.

There are three types of climate cycle: The first one is similar to the vanilla Climate Cycle, only it ramps up quicker and further. The second version is a climate cycle that gets hotter and hotter and the final version gets colder and colder. You can change these in the Settings menu.

It also adds an alert for Heatstroke. You'll need it.

Get it from Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1266884568) or GitHub (https://github.com/Mehni/Climate-Cycle-/releases).
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Harry_Dicks on January 12, 2018, 03:34:00 PM
Climate Cycle++ is now released!

A run away climate cycle, seeking EXTREEEEEME weather.

version 0.18.0.2

How to use

Step 1. Install mod.
Step 2. Activate in the scenario editor before starting a new colony.

Credits and thanks:

- ShotgunFrenzy and ramyb for the preview image.
- Why_is_that for the SettingsHelper.
- www.twitch.tv/Spartyon7 for testing.
- Dan, for rubber ducking :)

Not savegame compatible.

There are three types of climate cycle: The first one is similar to the vanilla Climate Cycle, only it ramps up quicker and further. The second version is a climate cycle that gets hotter and hotter and the final version gets colder and colder. You can change these in the Settings menu.

It also adds an alert for Heatstroke. You'll need it.

Get it from Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1266884568) or GitHub (https://github.com/Mehni/Climate-Cycle-/releases).

Awesome!! I can't wait to try it out. So does that mean you could have the settings to where it keeps getting hotter or colder, forever? Like it would eventually be 100C/212F outside? Or -40 outside, and keep going more and more over time? If so, this sounds like a really, really fucking cool concept. This will go PERFECT with Quantum Cooler and Furnace mods! I always thought they were a little silly, not much need for them, but this will be fucking awesome if you can adjust everything in the mod settings.

So could you have it set to keep decreasing temperature, an extra 5-10 degrees colder every year or something? Can you make it stop after a certain amount of time, or once a certain temperature is reached? I ask because I'm thinking of a scenario where you are playing in a tundra mountain map with a normal 20/60 growing cycle to start. But every year is colder, and colder, slowly forcing you deeper into the mountain, until the outside isn't even tolerable without some cool spacer level heating suits your colonists must wear. Maybe it can go even colder and colder, until you can't go outside at all! You would need multiple furnaces (I think they can make rooms to 1000's of degrees) to keep going, in my dream scenario. Also there is a newly released mod I can't remember the name of it, but it deals with insulating walls. It could be cool to take it in the other direction as well. Maybe you start on an ice sheet, and it will slowly get hotter every year, and you must build very insulated bases with multiple quantum coolers (I think these can also go negatives to 1000's of degrees, if not, customize this and Furnace mod for myself.)

Question - will the outside temperature always affect the inside temperature of a mountain base, to a certain degree? Even if say, the base is 10 blocks deep at minimum from the outside, 10 airlock doors too, or whatever. Will the crazy outside cold temperatures still matter then? Another question - if you make it hot enough outside, will everything eventually start catching on fire? If so, could my scenario still work, if you had say all stone walls/doors for the perimeter of your mountain, base, or mountainbase?

Lots of questions and great ideas keep coming to me with this mod, the more I think of it. You really can take the game into all kinds of cool new directions with it, and I'm looking forward to trying it out! ;D
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Mehni on January 12, 2018, 04:41:19 PM
Awesome!! I can't wait to try it out. So does that mean you could have the settings to where it keeps getting hotter or colder, forever? Like it would eventually be 100C/212F outside? Or -40 outside, and keep going more and more over time?

Yep, that's what the "Winter is coming" and "Waiting for the Sun" options do.

So could you have it set to keep decreasing temperature, an extra 5-10 degrees colder every year or something? Can you make it stop after a certain amount of time, or once a certain temperature is reached?

There are no breaks on this ship ;)

Question - will the outside temperature always affect the inside temperature of a mountain base, to a certain degree? Even if say, the base is 10 blocks deep at minimum from the outside, 10 airlock doors too, or whatever. Will the crazy outside cold temperatures still matter then? Another question - if you make it hot enough outside, will everything eventually start catching on fire? If so, could my scenario still work, if you had say all stone walls/doors for the perimeter of your mountain, base, or mountainbase?

Yes, to my knowledge. There's no perfect isolation in vanilla RimWorld. I have no idea what'll happen at the really extreme temperatures though! Let me know when you find out.

Lots of questions and great ideas keep coming to me with this mod, the more I think of it. You really can take the game into all kinds of cool new directions with it, and I'm looking forward to trying it out! ;D

Glad you like it!
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Sarge on January 12, 2018, 05:47:40 PM
@OP

Would you consider releasing your heatstroke alert as a freestanding mod as well?
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Harry_Dicks on January 12, 2018, 11:04:02 PM
Alright so looking at your mod further, I keep getting more excited for it. I was curious as to why one option is called "Waiting for the Sun" if that means it keeps getting hotter forever. Wouldn't you be waiting for the Sun to go away? ::) So the default option for years for a "Full hot->cold->hot cycle" is 4. Does that mean 1.33 years of generally hotter weather, 1.33 of colder, and 1.33 of hotter, while still including the regular seasons? Also, for the intensity integer, is there anyway you could have it be season specific? For example, I want ultra crazy cold winters, regular spring, and mild summer, and very cold fall.

If none of those options are viable, I am also curious, do you plan on expanding on this mod any further? I think you have so many cool possibilities with it!

EDIT: Also, these temperature changes aren't reflected on the world map, when you click on a tile for it's info, is it? What about if you caravan to another tile, will it still be under the intense effects that your home zone is? What about multiple colonies? If you start colony 2 while colony 1 is in a cold cycle, will colony 1 be in a warm? So many questions!!!
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Mehni on January 13, 2018, 03:21:11 AM
@Sarge: You can install Climate Cycle++ and not add a climate cycle to your scenario to achieve the same thing a standalone mod would do. So no, I'm not inclined to make it a full-blown standalone mod with a mod page and a preview image. If you don't use the scenario part it's even fully save-game compatible.

@Harry_Dicks: Makes sense, but that's not what the end credits song is called ;) Instead we'll just imagine that the RimWorld has been grabbed by a cult praising the Sun and is waiting for its warming embrace.

Re: Seasons, yes. It's an offset to the regular outdoor temperature. If you want extreme seasonal weather, you could set the period offset to 1 and the temperature will go up and down like crazy. Set it to 3 and you have something akin to your scenario.

I am planning on expanding this mod further, yeah. You've given me some great ideas! I liked the Cold Desert Nights mod you showed me earlier and while it's a different approach from what I do, something like that is interesting and could mesh well.

The world map doesn't reflect the temperatures, no. Multiple maps haven't been tested, so if you give it a test I'd love to know. If it works (which I suspect it does) then climate cycles will be synced.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Harry_Dicks on January 13, 2018, 04:34:12 AM
@Sarge: You can install Climate Cycle++ and not add a climate cycle to your scenario to achieve the same thing a standalone mod would do. So no, I'm not inclined to make it a full-blown standalone mod with a mod page and a preview image. If you don't use the scenario part it's even fully save-game compatible.

@Harry_Dicks: Makes sense, but that's not what the end credits song is called ;) Instead we'll just imagine that the RimWorld has been grabbed by a cult praising the Sun and is waiting for its warming embrace.

Re: Seasons, yes. It's an offset to the regular outdoor temperature. If you want extreme seasonal weather, you could set the period offset to 1 and the temperature will go up and down like crazy. Set it to 3 and you have something akin to your scenario.

I am planning on expanding this mod further, yeah. You've given me some great ideas! I liked the Cold Desert Nights mod you showed me earlier and while it's a different approach from what I do, something like that is interesting and could mesh well.

The world map doesn't reflect the temperatures, no. Multiple maps haven't been tested, so if you give it a test I'd love to know. If it works (which I suspect it does) then climate cycles will be synced.

Sounds great, thanks for the response! One more thing I thought of, if you have the options of Winter is Coming or the heat equivalent, and say you leave it on that for a few years so the temp is quite different than normal, what happens if you change that button back to default settings? Will the temperature slowly over time equalize back to normal values? Will it take about as long to get to normal, as it did to get to the extreme temps? If that's the case, then I think I might be able to use that as a temporary work around, until you expand upon the mod options further :)

EDIT: After reading this post https://ludeon.com/forums/index.php?topic=38190.0 I was curious how raiders and non player pawns will dress with your mod and extreme temperatures. I know there's a limit to clothing, but if it is say -100C outside, will they all show up in parkas and stuff. What about -200C, will they even show up at all? Can any animals survive that even? I think I read somewhere that animals will leave map after being too hold/cold for too long for them, so I'm curious about how they react to it as well. Sorry for so many questions, I just haven't had a chance to get a decent game going in awhile and check out the longer term effects.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Mehni on January 13, 2018, 06:00:40 AM
Changing from one setting to another should change the temperature right quick. It doesn't "reset" the climate cycle, it switches the results over.

The mod (currently) doesn't change apparel or pawn spawning. Vanilla doesn't like to spawn humanoids when it's colder than -40C or hotter than +45C, but it does try to dress its pawn appropriately for the temperature (think tuques or cowboy hats). I am inclined to add an option for raiders to come with wool parkas if the temperature drops to -100C (because that's the point where vanilla bugs out).
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Harry_Dicks on January 13, 2018, 07:42:23 AM
Man, I don't know how it's possible but this just keep getting more and more awesome! Also, would RimWorld be able to sort of "scan" all available apparel for the warmest clothes, that raiders are still eligible to spawn with? I ask because I might throw in some new modded clothes that make it so you can withstand even more extreme temps, maybe an extra 100F or whatever. If it were say -100C outside, and I have modded clothes that would make it okay for raiders, but no vanilla clothes would, would the game be able to find and use these clothes, to be able to spawn raiders that don't all have hypothermia right off the bat?

Something else I just thought of, it would be great to have Xeo's Genetically Engineered Plants with this. He has duraveg that has a low yield but can withstand extreme temps. I'm thinking this would be a really cool little modpack of: Climate Cycle++, Quantum Cooler, Furnace, Genetically Engineered Plants, Insulation (or whatever it's called for the extra insulated walls), and maybe another mod that adds extreme temperature gear. I'm thinking I might hack up something for myself with something like long johns that covers the whole skin layer, thermal shirt for middle, and heavy fur coat for shell. Also, a special power armor for hot and cold. Or hell, maybe one for cold and one for hot!

Also, there is another mod I want to try with yours, called Nature Is Pretty Sweet. But I haven't followed it recently, there were a lot of bugs at first but I believe most of them were taken care of. I'm thinking I will at some point though, and your mod will should mesh perfectly with that as well!
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Sarge on January 13, 2018, 10:00:01 AM
@Sarge: You can install Climate Cycle++ and not add a climate cycle to your scenario to achieve the same thing a standalone mod would do. So no, I'm not inclined to make it a full-blown standalone mod with a mod page and a preview image. If you don't use the scenario part it's even fully save-game compatible.

That's perfect thanks. I'm keen to take your mod for a spin in any case since I'm a sucker for punishment and my colony just got wrecked so it's time to re-roll... again.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Harry_Dicks on January 14, 2018, 12:52:13 AM
So I want to use the Realist Darkness mod with yours as well. The last posting on this forum is for the A17 version though, so things might have changed for B18, but I was curious if this would cause any compatibility issues with your mod, posted here https://ludeon.com/forums/index.php?topic=23244.0
Quote
COMPATIBILITY NOTES:
You SHOULD be able to load/unload this mod at will without any ill effects.
This mod overrides 1 definition file and 1 assembly event:
weathers.xml definition file.
Eclipse events in the core game assembly. (Does not touch event handlers; only the specific verse associated with this one event)
This mod has a very small footprint and should be compatible with everything that doesn't touch eclipses or the weather definitions.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Mehni on January 14, 2018, 03:04:39 AM
Completely compatible. No issue there.

Climate Cycle++ doesn't change any of the core functions. All it does is add a TemperatureOffset.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Mehni on January 17, 2018, 04:39:37 PM
Officially updated Food Alert for B18.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Harry_Dicks on January 17, 2018, 05:37:45 PM
Officially updated Food Alert for B18.

Woohoo! Thank you, Mehni! What plans do you have for us next?! ;D
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Mehni on January 18, 2018, 05:38:25 AM
What plans do you have for us next?! ;D

(https://i.imgur.com/KVGocgm.png)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-12] New! "Climate Cycle++"
Post by: Harry_Dicks on January 18, 2018, 08:37:11 AM
OMG! YES! Now if only you had a "Sow zone (all)."  I love the stuff you're doing, keep up the great work! ;D
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Mehni on January 23, 2018, 10:50:38 AM
I am happy to announce the release of Pick Up And Haul!

(https://github.com/Mehni/PickUpAndHaul/raw/master/About/preview.png)

"Greatest hauling mod ever" - Chicken Plucker

Colonists will gather stuff in their inventory, then haul it all to a stockpile.

This hauling mod will greatly increase hauling efficiency, because pawns can now carry more than one gun or t-shirt. Those smart and intelligent colonists can use their inventory! You gotta see it to believe it.

Compatibility notes:
Should work fine with other hauling mods like AllowTool's Haul Urgently, Please Haul Perishables and Stack Merger, but they don't gain the inventory-benefit. May or may not work with Combat Extended. Compatibility and synergy is the next goal. Let me know in the comments which mod to prioritise.

Save-game compatible. If you want to remove it, draft everybody before removing it.

Credits and thanks:
- erdelf and Why_is_that for code and advice (yet again!)
- Chicken Plucker, for the preview image
- Brrainz, for the amazing Harmony library

Come join us on discord. https://discord.gg/RimWorld

Balance notes:
On the one hand this takes away a frustration of mine, but I can't deny that it won't make the game at least somewhat easier. You can bring back some of that challenge again with my other mods like Sun Tzu Raider Tactics or Climate Cycle++.

Get it on GitHub (https://github.com/Mehni/PickUpAndHaul/releases) or Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Mehni on January 23, 2018, 10:54:12 AM
(https://i.imgur.com/5kjZdJR.gif)

Thanks to Chicken Plucker for this quick demonstration.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Canute on January 23, 2018, 11:58:57 AM
GEEEEESHHHHH Mehni,
do you know how long the modding community is waiting for this ? :-))

Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Sarge on January 23, 2018, 12:49:57 PM
This walks straight up into the list of "must have" mods. Awesome.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Harry_Dicks on January 23, 2018, 01:10:54 PM
WOW!!!! I can't wait to try this out, won't be until tomorrow though. So what are the limits, stack size, stacks, mass, anything? Are there mod options to change any of this stuff? Man holy hell this looks so crazy.

Do we have any information on how this affects performance? I ask because I thought that hauling/pathfinding was one of the biggest users of CPU cycles. So I'm curious if anyone has any information. My PC is older, and I'm at around 170 mods now, but anything that will further significantly use processing power means it might be a no go for me, because I'm right at that breaking point of how much lag or slow down I'm willing to tolerate.

I was also thinking about how this could possibly help performance? Maybe if you only have like 20% of the hailing jobs, it won't be as much load on your system as they all get taken care of a lot faster.

Last question, this should work fine with While You're Up, right? Will pawns be able to haul multiple things on their way to their next job? I would imagine that throwing that into the mix could make the amount of compute cycles for hauling quickly spiral out of control, no?
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Canute on January 23, 2018, 01:52:03 PM
Ok, the first comment to the haul mod.
There are 4-5 small stacks of wood, total 90 logs.
Previously, when i would force someone to haul he would grab 75 and haul them back.
With the mod, he just take the stack i order to haul and ignore the other stacks and doing some other higher priority job.

Would be nice if he could collect these other haulable objects too, before he return to he work.

And another thing i notice, the hauler drop sidearm weapons the pawn pickup for simplesidearm too. These should be excluded from the droping.

Edit:
And i got some errors now
https://gist.github.com/af584ef32339333ffa3bd7cf404e115a

And i think the mod got difficults with chunks. A pawn got ordered to haul a chunk, he picked it up into the inventory and isn't be able to drop it anymore.

Hauling robots don't work well anymore too.
They carry a chunk at their inventory, and then he stand forever.
After deactivate the mod, the chunk came out and the robot haul it away.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Mehni on January 23, 2018, 03:17:38 PM
RE: Chunks - fix is on its way.

RE: Robots - I'd need an output log. There are a couple dozen robot mods out there. Which one specifically?

RE: Simple Sidearms: I'll look into it.

RE: force hauling - this mod doesn't do anything when forced. It's only when hauling voluntarily. I won't to hook deep into the hauling behaviour for the sake of compatibility (and my sanity). If you want to micro, this mod gives you the manual option to tell colonists to pick up something and drop it elsewhere.

RE: performance: No idea. It's more than likely an increased load, but I can't tell you by how much.

edit: fix is sent out.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: wwWraith on January 23, 2018, 03:53:50 PM
With the mod, he just take the stack i order to haul and ignore the other stacks and doing some other higher priority job.
I confirm this issue. When forced to haul the pawn gets "Taking to the inventory" job instead of "Hauling" or "Picking up", and doesn't try to drop it anywhere. However forced hauling items marked for "haul urgently" works better, at least with single items/stacks, as I saw my pawns sometimes picking other items nearby and going to the stockpile to drop one type of them (which was carried "in hands") - but keeping other items in their inventory. I tried "pick up" orders, but the pawns also took only single stack/item.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Sarge on January 23, 2018, 04:06:11 PM
Subscribe.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Canute on January 23, 2018, 04:41:30 PM
RE: Robots - I'd need an output log. There are a couple dozen robot mods out there. Which one specifically?
Hmm you are not familar with the hugslib report ?
The link contain modlist and error log.
But i think the chunk-fix let the robot works fine too.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: pinguin42 on January 24, 2018, 03:18:44 PM
Just installed this mod on a save with 100+ mods and run into an issue: Colonists will pick up stuff into their inventory, but then start another job. This causes colonists to walk around with dozens of items in their inventory. They only seem to unload when they reach their carry weight maximum.
It's really noticeable with low weight items, had a colonist walking around with the entire harvest of smokeleaf leaves for 3 days (500+ leaves). He's not a dedicated hauler (priority 8 ) but apparently found the time between cooking jobs for this single hauling job and then went straight back to cooking.
Mods related to hauling in my loadout; allow tool (though this wasn't a haul+ order), Bmartin's improved caravan formation and improved load transports, hand me that brick, stack merger, work tab, stack xxl.

I will try and troubleshoot some more tomorrow (mess around with priorities to see whether it's the carry weight maximum or another job taking priority that's causing this), just wanted to report this and see if there are more people with this issue.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Mehni on January 25, 2018, 03:30:59 AM
You're not alone, and that is a fault in my mod. I'm working on a fix.

It's an issue with the Job logic I wrote that frees up the pawn for a new job too soon (before they dump their inventory). I didn't estimate it to be as big of a problem as it was as pawns tend to self-unload anyway but I was wrong on that.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Canute on January 25, 2018, 04:07:11 AM
Try to force unload when a pawn is at the homezone.
But this can cause trouble with very large (outdoor) homezones.
Maybe you can modify "going for a walk" "relaxing society" so pawn unload their inventory as a joy task.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Mehni on January 25, 2018, 11:41:19 AM
Thank you for your suggestion.

I'm not resorting to hacky fixes though. I'm doing it proper.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Sarge on January 25, 2018, 10:23:22 PM
Thank you for your suggestion.

I'm not resorting to hacky fixes though. I'm doing it proper.

I like this guy.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Dingo on January 26, 2018, 03:07:43 PM
Hey Mehni, glad to see you tackling hauling! I think it's definitely one of the more frustrating/cumbersome parts in RW for most players. If I can make a couple of suggestions for your code:

1) You can inherit WorkGiver_HaulGeneral instead of WorkGiver_Haul if you want to be slightly more efficient.

2) This snippet is probably causing you issues:
Code: [Select]
            if (MassUtility.EncumbrancePercent(pawn) >= 0.90f)
            {
                Job haul = HaulAIUtility.HaulToStorageJob(pawn, t);
                pawn.inventory.UnloadEverything = true;
                return haul;
            }

            if (pawn.inventory.UnloadEverything == true)
            {
                return new Job(JobDefOf.UnloadYourInventory);     
            }

pawn.inventory.UnloadEverything = false;
...

I don't think the game or your mod ever set UnloadEverything to false other than on pawn exiting map or when the game handles cleanup. You're probably looping here, unless I'm missing something (totally possible!).

3) Out-of-the-loop question: when the pawn takes to inventory, does the Thing they take get properly removed from the map's listerHaulables? If not, that might be an issue to preemptively handle.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Kori on January 28, 2018, 10:19:29 AM
Pick Up And Haul looks incredible!
Any ETA on CE and Simple Sidearms compatibility?
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Mehni on January 29, 2018, 04:24:20 AM
@Dingo
Thanks for the feedback and the chat on Discord! I think we talked about all except point 3: Verse.AI.Toils_Haul.TakeToInventory handles the despawning with a call to Thing.SplitOff. Was a good thing to look into, so ty.


@Kori
No ETA, sorry. Simple Sidearms is coming first as a bug an unintended sidefeature I'm removing will also add compatibility with that mod. This shouldn't take me much longer.

CE is expected in a later release.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Kori on January 29, 2018, 05:23:29 AM
Okay, thanks for the info! :)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Mehni on January 29, 2018, 08:03:11 PM
Updated Pick Up And Haul. I cured kleptomania! Mostly.

I'll add more of a description later, for now I'm tired and going to bed. Direct download will be up tomorrow.

The mod no longer conflicts with Combat Extended or Simple Sidearms, and it shouldn't conflict with While You're Up. If it does, give me a description of the problem and an output_log.

- Pawns will remember what they've grabbed and not unload meals (or simple sidearms, or medicine you told them to pick up!)
- Pawns will unload when idle.
- Pawns will unload when they have a lot of stuff in their inventory.
- Pawns will no longer hoard all the things. Mostly. Sometimes they still will.

There's a ton more in there, but they're under the hood refinements.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Harry_Dicks on January 29, 2018, 08:56:24 PM
There's a ton more in there, but they're under the hood refinements.

You keep it up, mister, and you can refine me under the hood anytime ;)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: Natthone on January 29, 2018, 11:12:58 PM
I just wanted to say that the new hauling mod conflicts with SimpleSidearms, I believe. The colonists unload whatever is in their inventory instead of just dropping the wood they chopped. So every time someone with a sidearm unloads, they drop their weapon, which is promptly picked back up. I thought it was funny.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
Post by: SzQ on January 29, 2018, 11:20:42 PM
Updated Pick Up And Haul. I cured kleptomania!

The main problem that made me to remove this great mod is that they walk around with harvested organs around. Organs in my game rot in one day if not stored in negative temperature.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Mehni on January 30, 2018, 08:00:11 AM
Quote
just wanted to say that the new hauling mod conflicts with SimpleSidearms, I believe.

The newly released v0.18.1.0 doesn't conflict anymore. Get it from Steam or Github.

I've put in a lot of work and added a ton of refinements this last week since release. For the full newly-updated description read below:

Functionality
If possible, colonists that can haul will haul stuff to their inventory, pick up one more item to haul to a stockpile and then unload their inventory. If for some reason pawns run out of things to haul before their inventory is full, they will unload themselves:

- At semi-regular intervals, if their inventory contains 3 items or more.
- When their inventory has reached a certain mass limit.
- When they haul something else to a stockpile.
- When they're idle.

You can tell colonists to pick up an item and keep it in their inventory. They will remember what they have and keep it on their person. This is very practical for field doctoring, or for animal trainers taming herds of animals.

Limitations
- Only player-owned humanlikes can use their inventory to haul. Rule of thumb: If you can order it to equip a gun or wear a pair of pants, it'll use their inventory to haul for you. No guests, animals pretending to be robots, dogs, prisoners, or whatever else.
- At (rare) intervals, under certain specific conditions, pawns will unload everything they have in their inventory. This is a type of garbage collection on my part. I'm not happy with it just yet.
- The unloading isn't perfect or bulletproof. Colonists will occasionally turn into kleptomaniacs. There's a fine line between "Pick Up And Haul", "Pick Up And Walk Back Immediately" and "Pick Up And Hoard All The Things".

Compatibility notes:
Should work fine with other hauling mods like AllowTool's Haul Urgently, Please Haul Perishables and Stack Merger, but they don't gain the inventory-benefit.

Works well together with Simple Sidearms.

Does not conflict with Combat Extended, but if Pick Up And Haul detects CE, then it will lay dormant.

Compatibility and synergy is the next goal. Let me know in the comments which mod to prioritise.

Future plans:
- Synergy with Haul Urgently, Please Haul Perishables and Combat Extended. Not conflicting is one thing, cooperating is another.
- Mod settings.
- Many more refinements.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Kori on January 30, 2018, 08:12:45 AM
Compatibility and synergy is the next goal. Let me know in the comments which mod to prioritise.

CE, please! :)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Harry_Dicks on January 30, 2018, 08:20:18 AM
CE isn't even fully patched to B18 yet, though? I could be wrong, but I would hate to see you dedicate a significant amount of time for getting your mod to work with CE, and to then see CE get a major update, rendering your work moot. Although it is your time, and I will not try to tell you how to spend it ;)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: wwWraith on January 30, 2018, 09:16:43 AM
A few other mods that may have to be tested for compatibility as they touch hauling or unloading:

I'll try, however I'm a bit worried about this thing:
- At (rare) intervals, under certain specific conditions, pawns will unload everything they have in their inventory. This is a type of garbage collection on my part. I'm not happy with it just yet.
I don't want to realize that my pawns unloaded their sidearms (they often have some work tools equipped as their "main weapons") only when a raid comes. So, can you clarify these conditions so it will be predictable for the player? Or at least add some sort of warning when it happens until you'll find a better solution?
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Harry_Dicks on January 30, 2018, 10:08:21 AM
I'll try, however I'm a bit worried about this thing:
- At (rare) intervals, under certain specific conditions, pawns will unload everything they have in their inventory. This is a type of garbage collection on my part. I'm not happy with it just yet.
I don't want to realize that my pawns unloaded their sidearms (they often have some work tools equipped as their "main weapons") only when a raid comes. So, can you clarify these conditions so it will be predictable for the player? Or at least add some sort of warning when it happens until you'll find a better solution?

Fantastic work wwWraith. That has me also thinking, could we get some sort of flag or warning if a pawn has been carrying perishables for longer than X amount of time, or if an item has deteriorated X percent while in a pawns inventory, or something. Using Rah's Bionics makes it so that organs needs to be refridgerated, and this could prove terrible for ironman playthroughs and you could have something crucial rot while in a pawn's inventory. I know people will say that something this important you should micromanage, but I am just trying to extrapolate this thinking into other scenarios, and how it could prove detrimental to the player. I'm not sure of the duration of these organs, but something like Haplo's Bees & Honey has these special honeycombs with a queen bee that will spawn, but rot within 24 hours unless you build a new hive box. Dammit, I can't think of the what you call what a beekeeper keeps his bees in..
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Canute on January 30, 2018, 10:15:18 AM
Quote
You can tell colonists to pick up an item and keep it in their inventory. They will remember what they have and keep it on their person. This is very practical for field doctoring, or for animal trainers taming herds of animals.

How do you do this ? I didn't found a way to do it yet.

But like wwWraith mention, no improvement with SimpleSidearms, they just drop their weapons and repick them after the unload.
Maybe you can add a inventory switch not to drop this on an unload.

Another thing, pawn still put chunks into their inventory when you order them to haul. But you can't force them to drop them.
Lucky they drop/unload them when they are going to unload.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: wwWraith on January 30, 2018, 10:37:37 AM
Using Rah's Bionics makes it so that organs needs to be refridgerated, and this could prove terrible for ironman playthroughs
[...]
Haplo's Bees & Honey has these special honeycombs with a queen bee that will spawn, but rot within 24 hours unless you build a new hive box.
I'm not trying to say that the rotting is not a problem, but a couple of tips: after a several solar flares during heat waves (which happened nearly every year) I decided for myself that it's more practical to store the organs inside their owners until the time of need rather than in freezers ;) And for Bees&Honey, I just designate some beehives in advance so when any queen appear it is quickly hauled directly to the buildings.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: pinguin42 on January 30, 2018, 02:14:07 PM
Sorry to be the bearer of bad news, but playing with version 18.1.0 is about as problematic as with 18.0.2 but in the exact opposite direction. As mentioned in my previous post, this may very well be mod conflict because I'm playing with 100+ mods (and installed this one on an existing save)

2 notable issues with screenshots here https://imgur.com/a/kCqvZ (https://imgur.com/a/kCqvZ):
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Mehni on January 30, 2018, 02:23:44 PM
Quote
I don't want to realize that my pawns unloaded their sidearms (they often have some work tools equipped as their "main weapons") only when a raid comes. So, can you clarify these conditions so it will be predictable for the player? Or at least add some sort of warning when it happens until you'll find a better solution?

A pawn basically has to win the Tick lottery. The code that triggers the forced unload runs infrequently and at unpredictable intervals. If Pick Up And Haul finds the pawn is carrying more than 2 items. From my testing it runs about once a day for certain pawns, almost never for others.

It gets printed to the dev console when it does.

Code: [Select]
[PickUpAndHaul] Matvei cleared haul-state and will drop inventory.
Quote
could we get some sort of flag or warning if a pawn has been carrying perishables for longer than X amount of time
Might be worth handling on my part. I'll look into it.

Quote
How do you [pick up an item and keep it in inventory] ? I didn't found a way to do it yet.

(https://i.imgur.com/j4Xc8wQ.png)

Quote
no improvement with SimpleSidearms, they just drop their weapons and repick them after the unload.
Maybe you can add a inventory switch not to drop this on an unload.

Check the mod description and verify you're on v.0.18.1.0 or later. This is largely handled and you should see significant improvement. It's not perfect, I'll admit, but it's significantly better than what it was before.

@pinguin42: That's fantastic feedback, thank you. I'll work on a solution for that. Like I said elsewhere, there's a fine line between "Pick Up And Haul", "Pick Up And Walk Back Immediately" and "Pick Up And Hoard All The Things" - examples like yours point out the flaws in the system.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Mehni on January 30, 2018, 02:29:45 PM
Another thing, pawn still put chunks into their inventory when you order them to haul. But you can't force them to drop them.
Lucky they drop/unload them when they are going to unload.

If you check the stacktrace output on the error when that happens you'll see that this is a problem caused by Simple sidearms. It's not a problem I can fix without preventing colonists stuffing chunks in their inventory entirely. I posted in the appropriate forum thread and I hope PeteTimesSix fixes it on his side.

If he doesn't it, I'll either have to hardcode some workaround or degrade functionality for everybody using this mod: not just the people who use both Simple Sidearms and Pick Up And Haul.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Harry_Dicks on January 30, 2018, 02:37:17 PM
I'm not trying to say that the rotting is not a problem, but a couple of tips: after a several solar flares during heat waves (which happened nearly every year) I decided for myself that it's more practical to store the organs inside their owners until the time of need rather than in freezers ;) And for Bees&Honey, I just designate some beehives in advance so when any queen appear it is quickly hauled directly to the buildings.

Hah, I figured I would get at least one or two answers for those statements :P I ended up using Solar Flare shield, along with Rimatomics and really big batteries, solar flares aren't an issue anymore for me. And about the beehives, that's exactly what I ended up doing like you said, after being curious as to why I couldn't find any once I started to actually try and make some. The next issue I had with it was the pawns always wanting to eat the honey before it could get hauled. I think it must have been higher in their food list, higher than a fine meal. I know about WM Smarter Food Selection, but I think I had some issues with it when I was checking it out, or at least I wasn't getting out of it what I wanted, and have it benched for now.

I actually haven't had a full game going for about 6 weeks now. All I've been doing it just "tinkering" with all kinds of different mods, I suppose trying to build my own "dream mod list" lineup, without redundancy, and exactly how I like it, with nothing I don't. But this has given me a pretty decent taste of pretty much all available mods and their features.

I've also been modding a ton of my mods as well. Taking some from certain mods, changing values or colors in others, it can end up being way more work than you think it would be! But I'm not complaining, because everyday I'm having fun. And everyday I keep lying to myself, saying, "today's the day I actually play a colony past day one!" I'm not sure when I will ever get around to a real game like that, but I have this feeling like today's the day I actually play a colony past day one! ;)

EDIT:
I posted in the appropriate forum thread and I hope PeteTimesSix fixes it on his side.

If he doesn't it, I'll either have to hardcode some workaround or degrade functionality for everybody using this mod: not just the people who use both Simple Sidearms and Pick Up And Haul.

Just something to think about, for anyone who is used to using Simple Sidearms, and would also like to use Pick Up and Haul, but is concerned they might have issues. You could use Kiame's Weapon Storage, as an alternative to Simple Sidearms. I think you will just lose the autoswap functionality of SS, because I don't see much of a difference from making a pawn swap their weapons between the two mods. SS does make a pawn account for the mass of any carried sidearms, however. Now that I think about it, Weapon Storage could be even better though, because with the Mending mod and it's patch for Weapon Storage, then you will always have your weapons/sidearms at full health! ;) The only real difference, is I think with SS the pawn is still technically carrying the weapon, but with Weapon Storage, the weapon is actually stored in the storage building? Or it might be a "pocket dimension," but I'm not really too sure.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: wwWraith on January 30, 2018, 03:08:18 PM
Another thing, pawn still put chunks into their inventory when you order them to haul. But you can't force them to drop them.
Lucky they drop/unload them when they are going to unload.

If you check the stacktrace output on the error when that happens you'll see that this is a problem caused by Simple sidearms. It's not a problem I can fix without preventing colonists stuffing chunks in their inventory entirely. I posted in the appropriate forum thread and I hope PeteTimesSix fixes it on his side.

If he doesn't it, I'll either have to hardcode some workaround or degrade functionality for everybody using this mod: not just the people who use both Simple Sidearms and Pick Up And Haul.

Looks like PeteTimesSix is not active for about 2 months and SimpleSidearms has several old unresolved issues :( Maybe you can add a setting to toggle stuffing chunks in the inventory? Btw I think it's not a very realistic situation when someone is strong enough to bring several chunks with them ;)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Mehni on January 30, 2018, 04:41:13 PM
It's also not very realistic to stuff a dozen stacks of pemmican in their inventory :P

I feared as such though, and I'll do the hardcoded work-around. No chunks if you're a Simple sidearms user.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Canute on January 30, 2018, 04:45:38 PM
Much thanks ! :-)
I know it is a pain for a new modder, when the author of a popular mod is MIA.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Kori on January 30, 2018, 08:39:51 PM
CE isn't even fully patched to B18 yet, though?

I'm playing with the B18 version from this post
https://ludeon.com/forums/index.php?topic=33461.msg388865#msg388865
for a few days now and it runs far so fine except for a few minor bugs.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Mehni on January 31, 2018, 01:30:25 PM
2 notable issues with screenshots here https://imgur.com/a/kCqvZ (https://imgur.com/a/kCqvZ):
  • Items don't seem to stack in colonists inventories anymore, so when I deconstructed a ruin on the map a hauler came over, picked up 3 stacks of ~5 blocks and returned to the stockpile. Screenshot 1
  • Colonists don't  unload their entire inventory when there is still stuff to haul (not consistently, sometimes they do, sometimes they don't). Same example; when another hauler with more than 3 items in her inventory arrived at the stockpile, she unloaded a single stack and went right back out there to pick up another stack of 4 blocks Screenshots 2, 3, and 4

So this turned out to be a pretty interesting problem to solve, and one that I am glad was raised.

(https://media.giphy.com/media/l4pTc7tCU9e42LJpm/giphy.gif)

I think I did well, if I say so myself.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Sarge on January 31, 2018, 03:13:14 PM
It feels like I can stare at that .gif all day
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: pinguin42 on January 31, 2018, 03:56:38 PM
Looks great, tomorrow I'll download and play with the update for a bit and report back.


It feels like I can stare at that .gif all day

I feel like if I watch it long enough they will clear the second half too  :P
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: SzQ on January 31, 2018, 04:49:03 PM
Hello Mehni

Can we get version of Climate Cycle++ without restriction of 8 years and 20 times multiplier? Or to set those restrictions to higher values?
I just wish to that this mod could replace stacking up cold snaps (https://ludeon.com/forums/index.php?topic=36951.msg383402#msg383402) to play at extreme low temperatures.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Harry_Dicks on January 31, 2018, 04:50:49 PM
Damn Mehni, you are doing a fantastic job with this. I of course am not a programmer, so I can only try to imagine how you make the magic happen under the hood. Magic Mehni! Mehni's Magic! 8)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Mehni on January 31, 2018, 06:26:13 PM
Hello Mehni

Can we get version of Climate Cycle++ without restriction of 8 years and 20 times multiplier? Or to set those restrictions to higher values?
I just wish to that this mod could replace stacking up cold snaps (https://ludeon.com/forums/index.php?topic=36951.msg383402#msg383402) to play at extreme low temperatures.

I added another offset to the "Winter is coming" option. That alone should drop temps by at least 20°C. There was an unoptimality in there that caused a slight rise before the dip. Grab it from GitHub or Steam.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Mehni on January 31, 2018, 06:28:08 PM
Updated Pick Up And Haul too.

Vastly improved hauling, unloading and compatibility (specifically robots). People using both Simple sidearms and Pick Up And Haul won't have their pawns pick up un-droppable chunks.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Harry_Dicks on January 31, 2018, 06:41:10 PM
Mehni, could I ask if you plan on expanding Climate Cycle++ in anyways? I'm losing hope that Cold Desert Nights will ever be updated.

Help us Magic-Mehni, you're my only hope! 8)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Sleeeper on January 31, 2018, 09:59:41 PM
Updated Pick Up And Haul too.

Vastly improved hauling, unloading and compatibility (specifically robots). People using both Simple sidearms and Pick Up And Haul won't have their pawns pick up un-droppable chunks.
Last update breaks simple sidearms mod: weapons disappear from inventory when switched.

Also sidearms disappear when you click drop on ground from inventory screen (white arrow).
The game plays drop sound but weapon doesn't appear on ground.

Tried removing PickUp and Haul - sidearms work again without it.

Older PickUpAndHaul-0.18.0.2 doesn't have that issue so I'll stick with it for now.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Canute on February 01, 2018, 03:52:19 AM
Mehni,
new issue with Minions  from Rim of Magic mod
https://ludeon.com/forums/index.php?topic=37161.345
Minion's refuse to work, but all other pawn's and animals work/haul like they should
Code: [Select]
Exception in SetupToils (pawn=TM_MinionR271259, job=HaulToCell (Job_545255) A=Thing_Apparel_UCFASTStone263939 B=(138, 0, 220)): System.NullReferenceException: Object reference not set to an instance of an object
at PickUpAndHaul.PawnUnloadChecker.CheckIfPawnShouldUnloadInventory (Verse.Pawn,bool) <0x0004f>
at PickUpAndHaul.HarmonyPatches.JobDriver_HaulToCell_PostFix (Verse.AI.JobDriver_HaulToCell) <0x000c8>
at (wrapper dynamic-method) Verse.AI.JobDriver_HaulToCell.MakeNewToils_Patch1 (object) <0x00030>
at Verse.AI.JobDriver.SetupToils () <0x00037>
 lastJobGiver=RimWorld.JobGiver_Haul, curJob.def=HaulToCell, curDriver=Verse.AI.JobDriver_HaulToCell
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AbilityUser.PawnSummoned:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
https://gist.github.com/HugsLibRecordKeeper/51f4978db7735e379ebd73609a5d1f13

When i remove that mod, minion start to work again.
Not sure if your work cause this, or the changed behavior from the minions.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Blue9 on February 01, 2018, 07:15:21 AM
wooo, let's goo mehni!..... now a mehni-gun pls
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Harry_Dicks on February 01, 2018, 11:05:29 AM
wooo, let's goo mehni!..... now a mehni-gun pls

I'm not going to tell Mehni what mods to make, but honestly, there are already so many hundreds (if not a thousand?) different guns you can get from all of the various mods. It would have to be something unique, or have some cool mechanic, in my opinion, to actually be worth the time put into it. Personally, I would love to see what other cool things Mehni will come up with, because he's already blown my pants off (I make sure to wear my Victoria's Secret underneath when I'm around him, because you never know...) with Climate Cycle++ and Pick Up and Haul. I would much rather see more cool stuff like that! ;)
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Mehni on February 01, 2018, 01:24:19 PM
Mehni, could I ask if you plan on expanding Climate Cycle++ in anyways?

I mean I did update it a day ago :P I'm planning on adding an option to make raiders more resistant to extreme temperatures, so there's some more variation in raids apart from just mechs.

Last update breaks simple sidearms mod: weapons disappear from inventory when switched. Also sidearms disappear when you click drop on ground from inventory screen (white arrow).

Older PickUpAndHaul-0.18.0.2 doesn't have that issue so I'll stick with it for now.

Could not reproduce this, despite various attempts by myself and another simple sidearms user. I added quite a few things to 0.18.1.2 which I hope will fix this issue, but that's about it.

Mehni,
new issue with Minions  from Rim of Magic mod
https://ludeon.com/forums/index.php?topic=37161.345
Minion's refuse to work, but all other pawn's and animals work/haul like they should

Fixed, both on my end and on Torann's end. Thanks for the heads-up and the log.

wooo, let's goo mehni!..... now a mehni-gun pls

The world always needs more dakka.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Mehni on February 01, 2018, 01:27:58 PM
Pick Up And Haul v0.18.1.2 is now released, both on Steam and GitHub.

- Fixed errors with hauling chunks and other heavy objects.
- Fixed the issue where colonists were trying to haul null ghost items.
- Hopefully fixed issues with worldpawns and the tweener.
- Added more error checking, making it more robust overall.

New:
- Colonists will now prioritise unloading if items in their inventory are about to rot.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Harry_Dicks on February 01, 2018, 02:07:35 PM
Mehni, could I ask if you plan on expanding Climate Cycle++ in anyways?

I mean I did update it a day ago :P I'm planning on adding an option to make raiders more resistant to extreme temperatures, so there's some more variation in raids apart from just mechs.

I meant more like Cold Desert Nights, any sort of other options, like maybe alter the day/night temperatures?

Also, incase anyone is interested, this is the post from the author of Cold Desert Nights made on January 6th.

Quote
Unfortunately, while I'd intended on updating over the past few weeks while I had some time off work, I ended up having other projects to take care of, and, since I'm not currently playing Rimworld, I can't really find the time to devote to updating right now.

The source code is freely available and licensed under the MIT license, so, if anybody wants to get things updated and produce a derivative mod, they are free to do so. Otherwise, I'm not sure when I'll get time and energy to update things myself.

Sorry. :(

Here's a list of the things you could do in it:

Each biome can be configured individually, by default, they will all be normal vanilla RimWorld settings, however, each can have:
- The temperature function changed between one of three settings: Vanilla, Flatter, Flattest; see the graph and Excel image for more information.
- The temperature difference between night and day set (in degrees Celsius)
- The temperature offset from normal (in degrees Celsius) in case you want to make a biome warmer or colder.
- The max seasonal shift (in degrees Celsius); this is mostly based on the distance from the equator (further north or south will produce higher variances in temperature based on this value as a maximum at one of the poles)
- For each type of weather:
- The weight of the weather being chosen
- If the weather can be chosen multiple times in a row
- If the weather can be chosen within the first week of gameplay (ie: thunderstorms)
- If multiple rainy weather types can be chosen in a row
- The minimum and maximum temperatures to use for determining which weather to use - want a freezing desert that still gets rain? Set the minimum temperature to 1C and you won't ever get snow.
- The increase/decrease in temperature caused by the Heat Wave and Cold Snap game conditions.

All settings can be configured while playing:
- Changes to temperatures will take place relatively quickly while unpaused (within the next 60 ticks in game when the temperature cache is refreshed). On the world map, temperature changes should appear in the 'Terrain' tab immediately after updating.
- Changes to weather will occur the next time the game tries to get a new weather (generally at least once per in-game day).

https://steamcommunity.com/sharedfiles/filedetails/?id=948483652
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 1] Updated "Pick Up And Haul"
Post by: pinguin42 on February 01, 2018, 03:15:38 PM
Been playing with 18.1.2 of Pick up and haul for a bit and keep getting red errors in the log. I wasn't sure whether it was the savegame or not (I mean, I've installed and reinstalled 3 versions of Pick up and haul on it now and changed the mod order around quite a bit) so I started a new game. Standard map, standard starting items, single pawn, set to priority 1 hauling and a stockpile some distance away from the starting items. It keeps giving me red errors (log here: https://gist.github.com/dfa606db08a5f14bcf84a78bf8d0e213 (https://gist.github.com/dfa606db08a5f14bcf84a78bf8d0e213)), which cause my pawn to stand still for a second before moving on. They will also not unload their entire inventory, but instead unload one or two stacks (until their weight drops below threshold?) and then move out again. I suspect a mod conflict, but don't have the modding knowledge to figure it out further. So for the moment I'll deactivate pick up and haul ( :'(), but I'll keep following it with interest!
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Canute on February 01, 2018, 03:16:49 PM
Mehni,
new issue with Minions  from Rim of Magic mod
https://ludeon.com/forums/index.php?topic=37161.345
Minion's refuse to work, but all other pawn's and animals work/haul like they should

Fixed, both on my end and on Torann's end. Thanks for the heads-up and the log.

Sorry, didn't fix the issue.
After updating the mod (delete old and unzip new ) minions still don't work and giving errors.
Code: [Select]
Exception in SetupToils (pawn=TM_GreaterMinionR329523, job=HaulToCell (Job_710580) A=Thing_Human_Corpse317619 B=(156, 0, 192)): System.NullReferenceException: Object reference not set to an instance of an object
at PickUpAndHaul.HarmonyPatches.JobDriver_HaulToCell_PostFix (Verse.AI.JobDriver_HaulToCell) <0x00022>
at (wrapper dynamic-method) Verse.AI.JobDriver_HaulToCell.MakeNewToils_Patch1 (object) <0x00030>
at Verse.AI.JobDriver.SetupToils () <0x00037>
 lastJobGiver=RimWorld.JobGiver_Haul, curJob.def=HaulToCell, curDriver=Verse.AI.JobDriver_HaulToCell
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AbilityUser.PawnSummoned:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Code: [Select]
TM_GreaterMinionR329523 started 10 jobs in 10 ticks. List: (HaulToCell (Job_710571) A=Thing_Human_Corpse317619 B=(156, 0, 192)) (Wait (Job_710572)) (WaitMaintainPosture (Job_710573)) , (HaulToCell (Job_710574) A=Thing_Human_Corpse317619 B=(156, 0, 192)) (Wait (Job_710575)) (WaitMaintainPosture (Job_710576)) , (HaulToCell (Job_710577) A=Thing_Human_Corpse317619 B=(156, 0, 192)) (Wait (Job_710578)) (WaitMaintainPosture (Job_710579)) , and (HaulToCell (Job_710580) A=Thing_Human_Corpse317619 B=(156, 0, 192)) (Wait (Job_710581)) (WaitMaintainPosture (Job_710582))  lastJobGiver=null, curJob.def=WaitMaintainPosture, curDriver=Verse.AI.JobDriver_WaitMaintainPosture
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AbilityUser.PawnSummoned:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
https://gist.github.com/HugsLibRecordKeeper/4f84619f68677c6b2beed4102e3095f4
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 1] Updated "Pick Up And Haul"
Post by: Mehni on February 01, 2018, 04:31:02 PM
Been playing with 18.1.2 of Pick up and haul for a bit and keep getting red errors in the log.

Would you mind uploading your savefile somewhere?

@Canute

Dangit. I just realised that Torann doesn't inherit from BasePawn. I use xpath to patch the BasePawn and in an ideal world all mods use BasePawn.

We don't live in an ideal world, so I added a red error for when someone decides not to use the Basepawn. It's mostly harmless and shouldn't impede functionality. I was briefly in contact with Torann, but nothing came of it just yet. In his case he does some things that merit using his own abstract base, but it is a pain.

EDIT: That's on Steam only for now. I'll push to GitHub later tomorrow.
Title: Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
Post by: Sleeeper on February 01, 2018, 10:23:42 PM
Last update breaks simple sidearms mod: weapons disappear from inventory when switched. Also sidearms disappear when you click drop on ground from inventory screen (white arrow).

Older PickUpAndHaul-0.18.0.2 doesn't have that issue so I'll stick with it for now.

Could not reproduce this, despite various attempts by myself and another simple sidearms user. I added quite a few things to 0.18.1.2 which I hope will fix this issue, but that's about it.
Same sidearm disappearing issue in 0.18.1.2, but I noticed that it does happen with custom races pawns (tested pawns from Lighter Than Fast mod) and not with vanilla human pawns.  Maybe new changes after 0.18.0.2 mess with Humanoid  Alien Framework or something...
To reproduce the issue spawn a non-human colonist, give him a gun and a melee sidearm, and try to switch to sidearm or drop it on ground.

Looks like it's related to your previous post about pawn not inheritting from BasePawn.
Got red errors about races from Lighter Than Fast mod and those have that sidearm vanishing issue.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 1] Updated "Pick Up And Haul"
Post by: Mehni on February 02, 2018, 03:07:36 AM
Thanks for the sleuthing! That saves me a lot of headaches.

I talked to the author of Lighter Than Fast and those pawns indeed didn't inherit from BasePawn. They'll fix it in a future update.

For now I handle it as gracefully as I can AND spam the log with warnings. I won't be changing the logspam because ultimately it is a misconfiguration on their part. I know there are a lot of mods out there that adhere to best practices, but a guy can dream.

Dear modders: Thou shalt inherit from BasePawn without including Thine Own. Whatever your ParentName is, if you change it to ParentName="BasePawn", we're good. This will also make compatibility with things like Combat Extended a lot easier, for you and other.

For what it's worth, this mod isn't inherently incompatible with Alien Races. I've got confirmation that both Orassans and Androids work just fine. The incompatibility lies with anything that uses it's own abstract base.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 1] Updated "Pick Up And Haul"
Post by: Canute on February 02, 2018, 04:14:19 AM
*reach Mehni a smokeleaf joint* keep dreaming ! :-)
New modder will allways do this mistakes. For testing they just run core with their mod and don't encounter this problems.
But solong this modder fix and learn from their mistakes anything is good even it can cause headaches to other sometimes.

Keep up the good work.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 1] Updated "Pick Up And Haul"
Post by: Torann on February 02, 2018, 08:50:32 AM
Sorry, I have not yet pushed the fix for minions to be compatible with pick up and haul - should be sometime this weekend.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 1] Updated "Pick Up And Haul"
Post by: Canute on February 02, 2018, 09:01:32 AM
Don't worry, until the update is ready, the minions need to work harder. :-)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Mehni on February 02, 2018, 03:00:02 PM
Another day, another update to Pick Up and Haul.

v0.18.1.3 not only prevents ghost unloading, it also fixes any current issues that may remain. It's overall more robust, doesn't error as much and when it does it handles errors better. Also fixes a NullReferenceException when attempting to haul to a full stockpile.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Blue9 on February 02, 2018, 04:02:07 PM
we need a clap emote.  ;D//
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: SzQ on February 02, 2018, 05:14:18 PM
Mehni, You are Hero we need and deserve!
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Harry_Dicks on February 02, 2018, 05:38:21 PM
This guy is on fire! 8)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Mehni on February 03, 2018, 04:25:36 PM
v0.18.1.4

- It's now possible to kill Wandering Caravans.
- Fixed a nasty bug with ridiculously long queues.
- Bit of a code cleanup.
- Reduced stack fragmentation caused by picking up partial stacks when the colonist could've picked up more.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Kori on February 04, 2018, 02:15:41 AM
Hey Mehni,

could you please add a download for Ship Chunks to github, please? Only Transpiler is available at the moment.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Mufflamingo on February 06, 2018, 07:02:48 AM
Pick up and haul was great. At first. Then my colonist decided to keep that new butchered meat in his storage for at least a day. I kept on wondering where somethings were and viola they are in the inventory. Is this a normal behavior? I mean its annoying if I really need that meat and I need to micromanage and drop it in the freezer to be used by the cook.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Mufflamingo on February 06, 2018, 07:37:27 AM
Pick up and haul was great. At first. Then my colonist decided to keep that new butchered meat in his storage for at least a day. I kept on wondering where somethings were and viola they are in the inventory. Is this a normal behavior? I mean its annoying if I really need that meat and I need to micromanage and drop it in the freezer to be used by the cook.

Nevermind. That behavior was not present when I updated to the latest ver.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Harry_Dicks on February 06, 2018, 08:48:55 AM
Didn't Mehni add in a flag for things that rot anyway in an update? I remember asking this question.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Canute on February 06, 2018, 09:07:36 AM
Did you mean
Quote
Colonists will now quickly unload if they have items that are about to rot.
?

Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: SzQ on February 06, 2018, 09:23:06 AM
I still find pawns hauling around whole colony 40 meals in their pockets but it's very rarely.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Mehni on February 07, 2018, 07:49:59 AM
@Mufflamingo
Glad it's fixed :)

@SzQ
Sometimes the pawn doesn't store what they pick up, or neglect to drop it when I delete the reference to it. I have one solution to this, and that's to tell the pawn to drop everything. That includes meals, simple sidearms, whatever other practical thing they may have in their inventory. I only do that when Pick Up and Haul has detected a problem: when it can't recover from a null reference exception, or when a pawn thinks they have picked up more items to their inventory then they actually have. I could introduce a functionality where a pawn will drop everything once every ~x couple of days, but I think that has the potential to disturb gameplay more than it benefits. I'd love to get some feedback on this.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Mehni on February 07, 2018, 07:51:26 AM
In other news, I just released v0.18.1.5

Stockpiles seamlessly merge in and out of inventory. No more dozens of tiny stacks.

GitHub: https://github.com/Mehni/PickUpAndHaul/releases
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Harry_Dicks on February 07, 2018, 08:04:17 AM
If we have Fluffy's Stack Merger, is it essentially not needed anymore? In his mod description, it is very interesting in how he states how the mod works for combining smaller stacks and CPU load, compared to how a different stack merging mod handles it. Could you tell us anything about your mod in a similar fashion, and how it stacks up (bwahaha) against Stack Merger and the other mod that Fluffy mentions? Here is the quote from his description:

Quote
When I was playtesting this, Stockpile Efficiency was brought to my attention. These mods do pretty much exactly the same thing (in fact we both use the same vanilla methods for the actual hauling). The main difference is in how we keep track of what can be merged. Stockpile Efficiency searches for stacks that can potentially be merged whenever a pawn is looking for something to merge. Stack Merger keeps a permanent cache of stacks that can be merged. I haven’t run any benchmarks, but I expect my mod to have a mostly constant, relatively low cpu load. Stockpile Efficiency will have no load as long as pawns don’t have time to do the hauling jobs, but when they search for things to merge the cpu load will most likely be considerably larger.

Also, is the amount of things a pawn can carry limited by the mass of the objects and a pawn's carrying capacity? Not sure if I read it somewhere else, but when testing it, I wanted a pawn to carry more stacks, but the context menu was grayed out and said something about weight. If this is the case, there is a new mod that just came out, Fallout Traits, I think it adds 25+ new traits. There is a handful of them that are things like "Strong Back" with different tiers of various increases to carrying capacity. So if we have a pawn that can carry say 300kg, will Pick Up and Haul be able to take advantage of this? In that one gif you showed of the 4 pawns all decimating a big pile of stuff, if one of these pawns has this super carrying trait, would we see in that gif this one pawn going on to pick up more stacks than all the other pawns?
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 7] Updated "Pick Up And Haul"
Post by: Mehni on February 07, 2018, 08:20:58 AM
Sure.

In v0.18.1.4 and before, pawns would pick up stacks as they were and keep them as they were in their inventory. No problem if the pawn picked up a full stack. However, if you just harvested your potatoes, the pawn would have about 20 stacks in their inventory, each containing anywhere between 6 and 30 potatoes each.

Pawns would then unload 20 stacks, each containing 6~30 potatoes. Some might end up on the right spot, but others wouldn't. End result, a lot of stack fragmentation - worse than in vanilla even. I did this because, well, it was a lot easier to keep track of.

If you have Stack Merger installed, the old behaviour would just cause a lot of extra work for your pawns. The new version of Pick Up and Haul prevents the excessive stack fragmentation I previously caused, bringing it back to vanilla levels.

TL;DR: It's mostly a bug fix, not necessarily a new feature.

I might look into Fluffy's Stack Merger or Haul To Stack and optimise the unload behaviour for a future release, but honestly I don't think it's that big of a problem.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 7] Updated "Pick Up And Haul"
Post by: Mehni on February 07, 2018, 08:31:19 AM
In reply to your sneaky edit:

Quote
Also, is the amount of things a pawn can carry limited by the mass of the objects and a pawn's carrying capacity?

Yes.

Quote
So if we have a pawn that can carry say 300kg, will Pick Up and Haul be able to take advantage of this?

Yyyes. Pick Up and Haul by itself can be called overpowered, but if you were to combine it with that, it would be downright game-breaking. Note that "Carrying Capacity" from the Fallout mod isn't the same as "mass carried". Carrying capacity refers to what they can keep in their hands. Mass Carried is linked to bodysize, 35 kg per unit of bodysize. Humans have a bodysize of 1.0, so a limit of 35 kg.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 7] Updated "Pick Up And Haul"
Post by: Harry_Dicks on February 07, 2018, 08:37:20 AM
In reply to your sneaky edit:

Pffft you're just too quick!

Note that "Carrying Capacity" from the Fallout mod isn't the same as "mass carried". Carrying capacity refers to what they can keep in their hands. Mass Carried is linked to bodysize, 35 kg per unit of bodysize. Humans have a bodysize of 1.0, so a limit of 35 kg.

Wait, what? How does vanilla use carrying capacity refer to "what they can keep in their hands." What does that mean, if you would explain further? Mass Carried, I have never seen this anywhere, can this be increased via traits or anything? Sorry but this is confusing :)

Also, I still can't decide if I should leave Stack Merger on or not,even after your comment ::) Main number one concern right now is cutting down on my mods. It's slowly crept back up... almost to 180 "listed" now :-\

Below are a few traits from the Fallout Traits mod to show an example.

Code: [Select]
  <TraitDef>
    <defName>FT_FrailBack</defName>
    <commonality>0.1</commonality>
    <degreeDatas>
      <li>
        <label>frail back</label>
        <description>NAME has a frail back so HE can't carry as much as the average person.</description>
        <statOffsets>
          <CarryingCapacity>-25</CarryingCapacity>
        </statOffsets>
      </li>
</degreeDatas>
<conflictingTraits>
  <li>FT_StrongBack</li>
</conflictingTraits>
  </TraitDef>

  <TraitDef>
    <defName>FT_StrongBack</defName>
    <commonality>0.85</commonality>
    <degreeDatas>
  <li>
        <label>strong back</label>
        <description>NAME has a strong back which allows HIM to carry more than most people.</description>
        <degree>1</degree>
        <statOffsets>
          <CarryingCapacity>+50</CarryingCapacity>
        </statOffsets>
      </li> 
      <li>
        <label>very strong back</label>
        <description>NAME has a very strong back or is part mule or something. HECAP can carry twice as much as a normal person.</description>
        <degree>2</degree>
        <statOffsets>
          <CarryingCapacity>+75</CarryingCapacity>
        </statOffsets>
      </li> 
    </degreeDatas>
<requiredWorkTags>
  <li>ManualDumb</li>
  <li>Hauling</li>
</requiredWorkTags>
<conflictingTraits>
  <li>FT_FrailBack</li>
</conflictingTraits>
  </TraitDef>
 
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 7] Updated "Pick Up And Haul"
Post by: Mehni on February 07, 2018, 09:01:38 AM
Wait, what? How does vanilla use carrying capacity refer to "what they can keep in their hands." What does that mean, if you would explain further?

(https://i.imgur.com/ZYHu0TW.png)

It's what they can carry and haul. This guy is missing a finger, so instead of 75 he can only carry 69 of an item. Conversely if you have something that increases the stacksize limit, someone with increased manipulation or the strong back trait you showed could carry more than 75.

Mass Carried, I have never seen this anywhere, can this be increased via traits or anything? Sorry but this is confusing :)

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

Traits could change it, but that'll probably require more than XML.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 7] Updated "Pick Up And Haul"
Post by: Harry_Dicks on February 07, 2018, 03:40:39 PM
Of course there is a Mass Carried and Carrying Capacity ::)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 7] Updated "Pick Up And Haul"
Post by: Severik on February 08, 2018, 12:33:52 AM
So are there any Plans to "repair" the Behaviour of Hauling Robots from the "Misc. robots" mod? they aren´t transporting anything anymore.

since the last Updatey they don´t throw errors while searching for a Job they are not Designed to do like before but they are outright useless if they are just staying still besides their Basestation.

i like this Mod but its Breaking other Mod´s mechanics and i can´t remove it without ruining my Savegame.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 7] Updated "Pick Up And Haul"
Post by: Mehni on February 08, 2018, 03:38:00 AM
I can't "plan" what I don't know about. You're the first to report the issue.

edit: aaaand fixed. GitHub (https://github.com/Mehni/PickUpAndHaul/releases) / Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1279012058)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 2] Updated "Pick Up And Haul"
Post by: Mehni on February 08, 2018, 08:51:09 AM
Hey Mehni,

could you please add a download for Ship Chunks to github, please? Only Transpiler is available at the moment.

Slacked off for a while on this, but both Various Space Ship Chunks and CutePenguin are now fully on GitHub.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 7] Updated "Pick Up And Haul"
Post by: Kori on February 08, 2018, 09:56:27 AM
Thank you!
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mehni on February 10, 2018, 08:18:04 AM
Just added the newest and tiniest of mods.

(https://raw.githubusercontent.com/Mehni/How-Much-Longer-My-Muse/master/About/preview.png)

How Much Longer, My Muse?! shows the expiration timer on the inspiration.
Get it from GitHub (https://github.com/Mehni/How-Much-Longer-My-Muse/releases) or Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1296993318).
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Harry_Dicks on February 10, 2018, 11:58:10 AM
Very nice!

Random inspiration mod idea:

A mod that will always have your pawns that have an active inspiration for a job take priority of it over any others, similar to the Quality Construction mod (I think...). So if you send a pawn off for surgery, if any of your doctors have the surgery inspiration, they will be the ones to go perform the surgery. Or if you change a prisoner's status to try and be recruited, then your pawn with the recruiting inspiration will take priority for this job. I've had the situation before, as I'm sure others have, where one of my wardens got a recruit inspiration. However, they were one of my second tier wardens, and they never got the chance to actually recruit a prisoner until I micromanaged it.

Even better, the mod would only kick in if the doctor (or whoever for whatever) with the inspiration has a higher success chance than any other doctor. That way, hypothetically (and because I don't know the success chances for skill levels or inspirations off the top of my head) if your level one doctor gets a surgery inspiration, but his success chance is still lower than your level 20 doctor, he will not get priority in this job. So the mod would check for the inspiration first, and then check the success chance of this action against the success chance of other pawns with this work type turned on.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mehni on February 10, 2018, 12:10:41 PM
You'll want Hatti's Quality Surgeon (https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089) for that. Hatti coincidentally also made Quality Builder, so he's got you covered.

As for the recruitment, meh. I can see its use, but it's too minor for me to bother making a mod for.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mufflamingo on February 10, 2018, 12:19:37 PM
Pick up and haul kind of doesnt synergize with extended storage.

Instead of getting all the rice and putting it in the food basket (extendedstorage item) my pawn tend to take all the rice (500 for example), put 75 in the basket and unload the rest on the ground. Then get the 425 inside the inventory then put 75 in the same basket again and unload on the ground. Then get the 350 inside the inventory then put 75 in the basket then unload on the ground. Till there is no more rice to haul.

Not that I'm demanding a fix. But you might consider it on your future plans. Thanks.  :)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: CyanSam on February 10, 2018, 12:32:22 PM
Pick up and haul kind of doesnt synergize with extended storage.

Instead of getting all the rice and putting it in the food basket (extendedstorage item) my pawn tend to take all the rice (500 for example), put 75 in the basket and unload the rest on the ground. Then get the 425 inside the inventory then put 75 in the same basket again and unload on the ground. Then get the 350 inside the inventory then put 75 in the basket then unload on the ground. Till there is no more rice to haul.

Not that I'm demanding a fix. But you might consider it on your future plans. Thanks.  :)

I have encountered this as well.
When you have a high number of colonists and they try to haul things to these extended storage buildings it's like watching an ant colony. they just keep picking up items, place one stack in the storage and move around dropping rest of the items they have picked up. Its both funny and infuriating at times.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Canute on February 10, 2018, 12:46:04 PM
This is a thing of of Extended storage.
Don't forget all storages just got 1 input and 1 storage tile.
When someone unload he lock that input tile and can max. drop 1 full stack there.
Thats why i create a stockpile zone before these storages but with lower priority. Then they drop the first stack at the storage the next at the stockpile and the 3. at the storage again. And then he haul the stockpile one to the storage.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mufflamingo on February 10, 2018, 12:57:14 PM
This is a thing of of Extended storage.
Don't forget all storages just got 1 input and 1 storage tile.
When someone unload he lock that input tile and can max. drop 1 full stack there.
Thats why i create a stockpile zone before these storages but with lower priority. Then they drop the first stack at the storage the next at the stockpile and the 3. at the storage again. And then he haul the stockpile one to the storage.


There must be a way to haul everything (both carried items and inventory items) into that 1 input tile in just one drop. If none, then I'll just watch them do their hauling routine.  ;D
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Canute on February 10, 2018, 01:02:18 PM
Since the input field got the stacklimit, i don't think there is a way.
But you can try to ask DoctorVanGough.
I am just curious, anyone tryed it with Infinity storage ? I didn't used it lately.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Harry_Dicks on February 10, 2018, 01:26:02 PM
Canute is right. With Extended Storage, I think that it will only check the "input cell" every so many ticks, if it has room inside of the storage area. And if there is the room, then it will cycle the stocks, however it can't have for example "10 stacks" sitting on one input cell, and then slowly bring them into the main storage unit. The input cell doesn't act like a hopper, where you can just fill it up and then let the storage unit fill itself at it's own pace. That would be really awesome if you could, though!
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mehni on February 10, 2018, 02:56:28 PM
Looked into it. Asked Harry for details. Chatted with the good Doctor.

Extended Storage can only consume a stack every so often. What I'll do is add a check for Extended Storage and if it's present, I'll increase the time it takes a pawn to drop stacks, so it roughly coincides with the stack consumption of ES.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: sirgzu on February 11, 2018, 09:16:48 AM
First of all your hauling mod is one the best QoL improvement I've seen in a long time ;)
I noticed that only humans seem affected though. I am playing with a few of Xen's races and they don't use their inventory for hauling. Not sure where the problem lies but I thought I'd report it anyway... Orassans do the improved hauling correctly though so that could be a good indicator of what's wrong.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Kori on February 11, 2018, 10:01:41 AM
Just added the newest and tiniest of mods.

Thanks for this latest addition to my modlist. :)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mehni on February 12, 2018, 02:53:11 AM
I am playing with a few of Xen's races and they don't use their inventory for hauling. Orassans do the improved hauling correctly though so that could be a good indicator of what's wrong.

Sounds like Xen doesn't inherit from BasePawn but implements his own Abstract. Nothing I can do about that, sorry.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: sirgzu on February 12, 2018, 06:40:34 AM
I am playing with a few of Xen's races and they don't use their inventory for hauling. Orassans do the improved hauling correctly though so that could be a good indicator of what's wrong.

Sounds like Xen doesn't inherit from BasePawn but implements his own Abstract. Nothing I can do about that, sorry.

But you just did :) thanks for shedding some light on the issue.
I just noticed a few of the items he added as well are a little too OP so I might give beastmantribe a go instead. Do you know if these ones work?
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mehni on February 12, 2018, 07:47:35 AM
Assuming the A18 dropbox linked in the Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1119191638) page is the most up to date one, not without a minor edit.

If you want to play with it, delete Defs\Alien Race\BasePawn.xml and you're good to go. Their inheritance is good, they just made the grave mistake of including an outdated version of the vanilla BasePawn.

That's right, the author of Beast Man Tribes went and included an outdated vanilla BasePawn in their mod. Depending on load order, that'll overwrite the BasePawn for all other animal and race mods - even Core. That mod might disable Inventory-based hauling for all pawns. It'll also break the combat log. I've sent the author a DM on Discord. Let's hope they remove the file from their release.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Harry_Dicks on February 12, 2018, 07:48:19 AM
I just noticed a few of the items he added as well are a little too OP so I might give beastmantribe a go instead. Do you know if these ones work?

I haven't checked out anything internally in PU&H, but this made me wonder. Mehni, did you modify something in basePawn to allow them these extra inventory "slots"? And if so, is that what would make it so that races added in from other mods are unable to take advantage of PU&H, because they did not inherit from basePawn, which is where I'm assuming you've injected these new modifications?
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mehni on February 12, 2018, 08:03:13 AM
Yup. That's why I'm such a stickler lately for proper inheritance. (https://spdskatr.github.io/RWModdingResources/abstracts)

I have a simple xpath targeting BasePawn to add a comp. I store what pawns pick up in this comp. This method came highly recommended by the most experienced modders, and it's a good solution. It's on a per-pawn basis, so there's no slow masterlist to keep track off. It's fast, it's compatible, it works.

Except when it doesn't, because Alien Races makes it almost too easy to make a race mod ;)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Harry_Dicks on February 12, 2018, 08:08:04 AM
That's right, the author of Beast Man Tribes went and included an outdated vanilla BasePawn in their mod. Depending on load order, that'll overwrite the BasePawn for all other animal and race mods - even Core. That mod might disable Inventory-based hauling for all pawns. It'll also break the combat log. I've sent the author a DM on Discord. Let's hope they remove the file from their release.

So I've been going through some of my mods defs randomly, and I won't call anyone out, but I am a bit surprised at some of the authors that do this, that I would have assumed did not. I was wondering, do you think some authors do this, so that way if there was a situation like this to occur in someone's load order, this can remedy the situation. Let me try to explain.

Here is an example load order:
Core
Mod which redefines basepawn and borks it for everyone else
Mod which requires basepawn to work properly, so they have it redefined in this mod, BUT they have it redefined exactly like the Core does, and they ONLY do this as a precaution, in case another mod loaded before them redefines something it needs.

Would something like this be possible? Could the author of the second mod include something like this in their own mod, to prevent anyone else's mod from messing with something that their mod depends on? I fully understand in an ideal world no mods will overwrite any core defs, but we know that isn't the case.

I guess what it comes down to, is that I was very curious why a handful of the mods that I randomly chose to browse through, would have these core defs in their xml (not sure if they are altered, or just redefined like core). I know that earlier, I think I read it was for A16 and back, that you did not have inheritance from core to mods, so that all mods if they used anything from vanilla, they had to have the entire string of defs going all the way back through all of the parent nodes. This had to be done for every single mod. That sounds like it's a lot of extra work for the computer.

Finally, when mods redefine core defs within their xmls, but nothing is modified, does this add on extra load from the program? I know that a few of these are insignificant, but I was curious if you had for example, every single one of your mods in the old fashion, where they could not inherit any defs from core. Would running the game with a ton of mods like this be noticeably slower than the same game but with all of it's mods xml defs properly made?

PS-I was having an issue maybe 5-6 weeks ago where cuproPanda's mods either Zen Garden or Glowstones kept "looking like" they were giving me errors in the error log on start up. This was because I had those two mods near the bottom of my list. The issue was, there was a mod loaded earlier than them, and it redefined something that cupro's mods required to work properly. Even though this culprit mod did a big no-no, it still worked properly itself, BUT, it will make every single mod loaded AFTER it look like THEY are the ones messing up, but really, it's the one that was loaded first and redefined core defs that others need.

I guess I just wanted to vent a little about this. Because I have spent more hours than I would like to admit trying to hunt down these mystery bugs that have been giving me headaches for WAY longer than they should have. One mod I had like this was buggy for a few weeks! But I would have never found out, because all I've been doing recently is just tinkering with my mod list, and only having little 5 minute test games. It wouldn't be until I was way further down the road, maybe middle or even late game, when I would finally get around to using the items from a broken mod that I would then discover there was an issue.

So what I've had to do sometimes, is play this stupid "divide by half" game with removing half of the mods from my list at once, and seeing if I can keep reproducing the bug. Then you just try to narrow it down from there. But it sucks when you're at almost 200 mods, and my load time is about 3.5 minutes if I had to guess. Going through 15-20 restarts can end up taking awhile, especially if you aren't getting an error for the bug upon start up to the main menu. Maybe I've got to also go set up a specific group of pawns through Prepare Carefully, or I need to start a game and build certain things or progress to a certain point.

Having to do all that crap every single restart just to reproduce a specific bug because you're trying to track down the mystery culprit among a list of 200 can end up being very boring and monotonous work. It makes it so that when you FINALLY find that bug that has been plaguing you forever, you can't help but be a little upset, especially if you've had to spend a considerable amount of time trying to track down just this one issue. And sometimes you don't even know you have an issue until randomly later on, and you don't even know how to reproduce the bug! Uuuuughh. Rambling..
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mehni on February 12, 2018, 06:08:44 PM
Here is an example load order:
Core
Mod which redefines basepawn and borks it for everyone else
Mod which requires basepawn to work properly, so they have it redefined in this mod, BUT they have it redefined exactly like the Core does, and they ONLY do this as a precaution, in case another mod loaded before them redefines something it needs.

Would something like this be possible? Could the author of the second mod include something like this in their own mod, to prevent anyone else's mod from messing with something that their mod depends on? I fully understand in an ideal world no mods will overwrite any core defs, but we know that isn't the case.

Nope. Now you've got two mods that overwrite the BasePawn, and anything that depends on it could be pulling from who knows where. If you're going to use your own Abstract, give it its own unique name.


Quote
I guess what it comes down to, is that I was very curious why a handful of the mods that I randomly chose to browse through, would have these core defs in their xml (not sure if they are altered, or just redefined like core).
Inexperience I guess.

Quote
[load, performance, optimisation]
Probably, but I couldn't tell you by how much.

You also touched on pretty much exactly why it's so bad when mods needlessly redefine vanilla Bases. It's nearly impossible to diagnose issues.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Mehni on February 12, 2018, 06:09:17 PM
In other news, Combat Extended functionality for Pick Up and Haul is in testing.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Harry_Dicks on February 12, 2018, 07:31:18 PM
Nope. Now you've got two mods that overwrite the BasePawn, and anything that depends on it could be pulling from who knows where. If you're going to use your own Abstract, give it its own unique name.

Of course, but was curious if this was how it works. I would think the mod loaded last would have the final overwrite, so that it would at least be possible, if not optimal, to just choose to redefine core defs in your mod, to prevent the possibility of your mods ever being messed up from a different mod further up the load order.

Not a question of if you should or shouldn't, I'm just a curious boy who wonders about silly stuff, and I am still learning a lot :)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Kori on February 12, 2018, 07:52:11 PM
In other news, Combat Extended functionality for Pick Up and Haul is in testing.

Can't wait to try it out! :)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Dingo on February 13, 2018, 10:17:02 AM
For what it's worth, there used to be a bug and consequently a lot of misunderstanding regarding abstract bases in RimWorld's XML. I believe it was fixed for A17/B18 but all of this conundrum might be directly or indirectly related.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Harry_Dicks on February 13, 2018, 01:13:42 PM
For what it's worth, there used to be a bug and consequently a lot of misunderstanding regarding abstract bases in RimWorld's XML. I believe it was fixed for A17/B18 but all of this conundrum might be directly or indirectly related.

Sounds like it could make sense to me. I've only just started messing around with mods back in December, and played RimWorld for a few weeks before that. So all of my learning and experience has only been with B18 and dealing with the current model. I suppose it makes it a lot easier for me that I didn't have to learn the old way, and then there's changes and I have to learn a new way.
Title: [B18] The Many Mods Of Mehni [Updated Feb 1] New! "Orbital Trader Transponder?!"
Post by: Mehni on February 14, 2018, 03:27:58 AM
Shotgunfrenzy made a cool new mod, and I helped with the C# side of things.

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

Call traders to your location with the Orbital Trader Transponder!

Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1301120711) / Ludeon (https://ludeon.com/forums/index.php?topic=37350)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 14] New! "Orbital Trader Transponder"
Post by: Mehni on February 17, 2018, 02:26:45 PM
A new version of Pick Up and Haul is out now!

(https://thumbs.gfycat.com/EveryWillingHuemul-size_restricted.gif)

v0.18.1.6 introduces compatibility with CE and now hooks into AllowTool's Haul Urgently - pawns will Urgently Haul things to their inventory!

https://github.com/Mehni/PickUpAndHaul/releases
http://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 14] New! "Orbital Trader Transponder"
Post by: Harry_Dicks on February 17, 2018, 04:33:36 PM
now hooks into AllowTool's Haul Urgently - pawns will Urgently Haul things to their inventory!

So much awesomeness! ;D

Hmm, what more can you do next, if you are planning more? Mod options, customization?
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Kori on February 17, 2018, 04:35:40 PM
v0.18.1.6 introduces compatibility with CE and now hooks into AllowTool's Haul Urgently - pawns will Urgently Haul things to their inventory!

Thank you very much!!  :)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 17, 2018, 04:57:16 PM
Is that boomalope sick? ???
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Mehni on February 17, 2018, 06:27:55 PM
Boomie is just feeling blue. He's out of his element.

Thank you very much!!  :)

Thanks for your support!

So much awesomeness! ;D

Hmm, what more can you do next, if you are planning more? Mod options, customization?

Pick Up and Haul is getting to a mature point, and I'm pretty happy with where it is now. If I can avoid implementing mod options, I will. Not necessarily out of laziness, but because I'd rather work harder on making the out-of-the-box experience work flawlessly. There are still a few issues I'd like to hammer out, but no more working on it till 3AM.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Canute on February 18, 2018, 03:07:33 AM
Ok, i didn't used the latest version yet. So i don't now if you change it.

You optimize the pickup, but whats about the unload inventory?
At example, a pawn got corn,steel,corn at the inventory.
He will go and drop the corn to the best place, then the steel.
I think most people don't use the same stockpile for these.

So my idea's are
- drop all at once. That isn't the elegant methode but i think this i still better then when the pawn run for and back to drop the stuff at different stockpiles.
- sort the inventory on pickup, so all same item are together. No more corn,steel,corn.  It would be corn,corn,steel.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Mehni on February 18, 2018, 09:45:11 AM
Unload logic hasn't changed in the latest version.

While I agree that most people won't use the same stockpile for steel and corn, the origin of steel and corn are usually quite far apart from one another. Apart from that, I think that even with dumb unloading, it's still more efficient than regular vanilla hauling.

I'm not entirely convinced there's a problem there, or one that needs fixing.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 18, 2018, 11:59:01 AM
I'm not entirely convinced there's a problem there, or one that needs fixing.

Can I interpret this as: yeah it might happen every once in awhile, but it isn't causing an issue that's big enough to warrant the potential crap ton of extra work that might help or might introduce new avenues for other things to break?
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Mehni on February 19, 2018, 05:09:46 AM
It can also be interpreted as "convince me there's a scenario where this happens reliably, and I'll do my damn best to fix it".

I suspect solving one could also alleviate the rare issue some people are having in combination with Extended Storage.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: wwWraith on February 19, 2018, 05:42:08 AM
convince me there's a scenario where this happens reliably

Well, if you say it... ;)

1. After-raid looting (weapons + food + drugs + medicines + sometimes building materials).
2. Trading.
3. Redesigning stockpiles (creating several specific stockpiles instead of one temporary stockpile holding several categories, mostly actual in early game but sometimes later, too).
4. Drop pods, wood chopping, wild plants harvesting, mining or deconstructing buildings near each other or growing zones, hydroponics, low-priority (temporary) stockpiles.
5. Moving items left from unfinished craft attempts to the stockpiles (e.g. if some pawn started to craft medicine and was drafted, then there will be hauling jobs for herbal medicine, neutroamine and cloth).
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 19, 2018, 08:29:50 AM
Would it ever be possible to get something like this built into the mod: when you have a pawn selected, if you hold down whatever button, say ALT, and click on an object for a pawn to pick up, get the context menu to do so and such. But, while still having ALT held down, you can then pan the camera over to elsewhere on the map, and then click the ground, and a new context menu will pop up that gives you the option to drop said item in this specific spot.

This way, you could tell a pawn what to pick up, and where to drop it. Instead of having to have a pawn first go pick something up, then draft them, send them to a specific spot, and then make them drop the item. I'm thinking about stuff that you wouldn't regularly have in big quantities or stockpiles. Things that might be like apparel, or a couple weapons you want to have in a few weapon racks by your killbox, or you want to setup rock chunks in certain spots in your killzone, put out a few frozen corpses of dead pirates outside of your base without having to make a stockpile for each individual one, etc. I'm sure we could think of a lot of different scenarios where this would be useful. Because for me at least, I still think the game makes it more difficult than it needs to be for something as simple as, "have this pawn move this one thing from here to there, with only a couple of clicks, do it all at once, and not have to hold the pawn's hand throughout the WHOLE process."

That's another thing that I think sucks, too. Is that you have to watch the pawn do this the whole time. I'm sure there are tons of others players out there like me, who will always be adding and removing stuff to fix/change in their "imaginary list" that they keep. And with enough content mods, you really can always have something that needs your attention. I get off on these wild tangents of stuff to work on, and I will often forget what my original task was. Especially if it is something like trying to get a pawn to move something from one end of the map to the other, and put this thing down into a specific spot. I'm confident that I will probably get distracted somewhere along one of the steps and forget about babysitting this hauler for the whole journey.

This is why I think it would be so great to be able to just issue all of these commands at once, and then not worry about it anymore. Fire and forget. The pawn will go move whatever items you want where, and they can do it without you having to guide them one step at a time.

EDIT: I just thought of this other way to solve my issue. Not implying that this is what Mehni should make, but I thought it was a decent idea. We could have a mod one day where you can select an object that's sitting on the ground, and then press a new button at the bottom, "MOVE TO", and then you just click anywhere on the map where you want this item moved to. Then the game would just make it a new hauling jobs like normal, but with no stockpiles involved. So maybe you can have a new "semi-forbid" thing to put onto objects, that would allow them to be hauled to their new destination, but then never get hauled to an actual stockpile.

For example say you just had your smithy crank out a bunch of one time use weapons, like rocket launchers. Now you want to have 1 rocket launcher beside each spot where your pawns will stand when firing into the killbox. Instead of having to setup a damn stockpile for each one of these, for every colonists (could be a lot!), just allow the player to simply tell the game, "Put this here, and this there. Make them regular hauling jobs (or haul urgently!) and let my pawns get to them when they would like normal hauling." Also, maybe I don't WANT to have a stockpile for this stuff. Maybe I just want to have a beanbag shotgun sitting near where my prison is, so that any passing pawn can just grab it and use it, but then NOT have to worry about the now empty "beanbag shotgun stockpile" being refilled!

Furthermore, it would be even awesomer if we could "tie specific items to locations and/or stockpiles". So say I've got a couple beanbag shotguns in the weapon rack near my prison. When there's a prison break, my next two passing pawns will grab the beanbag shotguns and use them on the prisoners. But let's say some of these prisoners make it pretty far, and my pursuant pawns have to chase them down kinda far away. Well when my pawns finally "down" the escaping prisoner, I will now need to haul this prisoner back to the hospital, so my pawn has to throw down his beanbag shotgun. Instead of having to issue a new order to move this weapon back to it's rack where it came from, allow us to set it's "home" location, or "tie" it to a location, whatever. This would then create a new hauling job to bring back whatever to it's specific spot.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Mehni on February 19, 2018, 08:46:24 AM
You are aware that you can queue up orders while holding down shift, right?
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 19, 2018, 09:27:50 AM
You are aware that you can queue up orders while holding down shift, right?

But can you queue up to make a pawn pickup a certain object, and then set that specific object down in a certain spot? I want to be able to tell a pawn to pick up an object and then set it down somewhere else, all in one motion, without having to wait for the pawn to go and pick up said object before I can set this object's destination.

Or, without having to make a pawn do something like that right at this particular moment, the other thing I was talking about. Without selecting a pawn, just select the object you want to move, then press a button that says "move to" and then choose it's new destination. It can then be added to the list of regular haul jobs.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: wwWraith on February 19, 2018, 10:30:06 AM
Harry_Dicks, you should try
PeteTimesSix's QOLTweaksPack (https://ludeon.com/forums/index.php?topic=32807.msg389580#msg389580) (unofficial update; its orders like Pick/Move/Drop are called from the Shift+RClick menu thus adding them to the jobs queue instead of forcing to execute right now)

I think Shift is hardcoded in this mod (it was there from the earlier alphas when there were no manual queues) so I recommend to rebind the default key for queueing in RimWorld options, e.g. Shift+RClick will bring these orders while Alt+RClick will add the job to the queue; it will work combined, too.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 19, 2018, 12:41:38 PM
Want to say I had tried it out before, but was having an issue with something. Guess I forgot about it. Suppose it's worth giving another shot. Looks like I will still have to wait for a pawn to pick an object up before I can tell them where to put it.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Kori on February 21, 2018, 08:11:32 AM
So far Pick Up And Haul works great with CE!

Code: [Select]
PickUpAndHaul v0.18.1.6 welcomes you to RimWorld with pointless logspam.

 :D
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Ruisuki on February 24, 2018, 11:26:48 PM
My stockpiles dont seem to work anymore after using this mod. Everything I haul is added to inventory but then doesnt go to the appropriate dump or stockpile. For instance right now my pawn is going to drop everything he has onto the ground halfway across the map. Even taking items out of their appropriate stockpiles just to do this.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 24, 2018, 11:31:44 PM
Even taking items out of their appropriate stockpiles just to do this.

That's crazy! And there are no other stockpiles that have a higher priority that could have potentially been the final destination? As in, your pawns hauled something out of a final destination stockpile that they had absolutely no business at all even touching? Also, are you using Stack Merger or anything of that nature? Could there have been a possibility that they wanted to combine stacks, but this process somehow got interrupted?
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Ruisuki on February 24, 2018, 11:36:27 PM
Yeah im using stack merger. ill try restarting and hopefully itll be good.

Should I move Haul higher in my order? Its at the bottom currently
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 25, 2018, 12:11:32 AM
I have not the slightest clue in the world, but I hope that we've gotten the ball rolling in the right direction at least if this is something that would require Mehni's attention. ;)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Ruisuki on February 25, 2018, 12:55:41 AM
Seems to be stable now. Except...theres no way to take just one thing to stockpile? Its a pain to try to haul one thing and have my pawn carry(and pick up) multiple items across multiple stockpiles. Specially when it cuts into working hours. Maybe Im missing something.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Mehni on February 25, 2018, 04:05:44 AM
If you manually do it, you can do it twice. First order them to haul, then give the same order again. The first order would be to "haul to inventory", the second order gives them a regular hauling job.

I admit that the way that works is weird and unintuitive. I don't quite like it, so a better solution is on my ToDo list.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 25, 2018, 08:59:35 AM
Is there a check that ever gets ran if a pawn crosses over a stockpile zone, to see if they have anything in their inventory that could be dropped there?
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Ruisuki on February 25, 2018, 04:34:22 PM
Thanks mehni that helps, althought I dont think it works with queuing. I have a pawn right now trying over and over to pick up a bunch of food (which i have no stockpiles for) so he keeps picking it up and dropping it in the middle of nowhere for no reason other than i think he has nothing to do so his only work is hauling right now. At this point just taking the material my cook needs from him.

Im assuming a way to bypass this is to make stockpiles so they leave the items alone, or stop their hauling work altogether. But I wish i could just right click them and tell them to chill. And tell them to unchill and get to picking up and hauling again once I decide I want to stockpile.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 25, 2018, 05:50:45 PM
Im assuming a way to bypass this is to make stockpiles so they leave the items alone, or stop their hauling work altogether.

Not completely what you are asking for, but with the mod RimWorld Search Agency, it comes with a slider that you can set stockpiles to not get refilled until they fall below X amount. A must have for me. This will prevent your haulers from always trying to say fill up your cook's stockpiles every time it is only missing one ingredient. Plus, a search box for stockpile lists, awesome!
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Ruisuki on February 26, 2018, 02:18:46 AM
Im assuming a way to bypass this is to make stockpiles so they leave the items alone, or stop their hauling work altogether.

Not completely what you are asking for, but with the mod RimWorld Search Agency, it comes with a slider that you can set stockpiles to not get refilled until they fall below X amount. A must have for me. This will prevent your haulers from always trying to say fill up your cook's stockpiles every time it is only missing one ingredient. Plus, a search box for stockpile lists, awesome!
Yeah I got Killface's mod. Hauling Hysterics integration doesnt seem to be working though. Even if I set it to 5% or leave it at 100 haulers will still regularly fill it up entirely.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 26, 2018, 09:19:58 AM
I've had no such issues, mine has worked for me flawlessly ever since I have installed it. There's a chance we are using different versions and/or you could have another mod conflicting with it? Most of that is beyond me though, but I seriously couldn't live without this mod.

It prevents my haulers from getting "deadlocked" and getting stuck running back and forth refilling just a couple missing things for my crafters, cooks, fridges in the dining rooms, and any other little stockpiles in workshops or hospitals or wherever.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Canute on February 26, 2018, 10:09:00 AM
Ruisuki,
maybe just use the "share log" button and post the link.
So we can see what kind of mod's you are using. Maybe we notice something.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Harry_Dicks on February 26, 2018, 10:18:26 AM
Ruisuki,
maybe just use the "share log" button and post the link.
So we can see what kind of mod's you are using. Maybe we notice something.

I second this. Let's have a peak :)
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 17] Now with Urgent Haul to inventory
Post by: Mehni on March 01, 2018, 06:20:52 AM
Just released v0.18.1.7 of Pick Up and Haul.

- Removal of hardcoded checks against Simple sidearms - now 100% compatible. Turns out I *can* fix bugs in other people's mods. All it takes is a pull request.

- Check for storage space before hauling additional items. Should increase compatibility with Extended Storage in particular. Feedback appreciated.

https://github.com/Mehni/PickUpAndHaul/releases/latest
http://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 1] Now with Urgent Haul to inventory
Post by: Canute on March 02, 2018, 09:42:34 AM
At last with the Ape's from WP they still got problem to drop chunk's but i think thats based on the Ape's.
Couldn't test it yet with humans.

But i found a bug.
There is no weight check for queued pickup orders, just got a pawn with 105 steel in the inventory while he normaly just can carry 51.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 1] Now with Urgent Haul to inventory
Post by: Mehni on March 02, 2018, 10:47:45 AM
yes
yes

today is the day

I finally get to say it!

"That's a vanilla bug."


whooo~
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 1] Now with Urgent Haul to inventory
Post by: Canute on March 02, 2018, 11:19:19 AM
Hmmm does we just saw a Mehni vanilla bug dance ? :-)
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 1] Now with Urgent Haul to inventory
Post by: Ospish on March 04, 2018, 05:48:26 AM
Can one hope to behold ModSync Ninja integration for PickupAndHaul sometime?
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders.
Post by: Mehni on March 06, 2018, 11:46:39 AM
New mod:

(https://github.com/Mehni/TraderDismissal/blob/master/About/Preview.png?raw=true)


Dismiss traders with the click of a button. Simply get rid of loitering traders that have overstayed their welcome with the click of a button.

GitHub: https://github.com/Mehni/TraderDismissal/releases 
Ludeon: https://ludeon.com/forums/index.php?topic=35832.0 
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1322328003 
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: Harry_Dicks on March 06, 2018, 11:57:46 AM
My heads going to explode if we get one more kick ass mod this week! THANK YOU!!! ;D
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: Canute on March 06, 2018, 12:12:37 PM
Does you get any faction hit's when you kick the trader out ?
I would say a small hit would be ok.

And then maybe a request,
bribe the trader to come back soon.
Pay 100 silver and they will visit in the next 1-2 weeks again.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: Mehni on March 06, 2018, 01:07:18 PM
I like the idea of taking a rep hit, that's something I'll implement. Thanks for the suggestion!
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: Harry_Dicks on March 06, 2018, 01:11:07 PM
Would it be too much work to make this into a mod option? It may be good from a roleplaying perspective, but I don't think I should be penalized for sending away an unasked for trader. However, on the RP side, this could be a weary traveler of said faction, and they wanted to rest at your colony for a day or two.

Maybe we could only be penalized for sending away traders that we have requested come to the colony?

Or, wait..

Would you ever consider us being able to send back visitors from Hospitality?
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: wwWraith on March 06, 2018, 02:11:07 PM
I too won't like to get a rep hit if it couldn't be disabled. They come for the profit, so the sooner they'll leave, the sooner they'll make new deal, the more food they'll save, and the less will be their chances to get into some trouble.

Regarding Hospitality's guests, they already can be send back by the button in the Guests tab. And in this case I'm totally agreed with the rep hit.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: Canute on March 06, 2018, 02:17:31 PM
Sure from the view of profit you are right.
But from the view of a caravan member, a few day's rest on a colony special with a safe enviroment and maybe is a nice addition to the hard life with day longs walking through the world.
And when the colony through out just after you put down your sleeping bag and want to sleep for hours without guard-duties and maybe flirt with some male/female of the colonie, you are maybe a bit discouraged.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: wwWraith on March 06, 2018, 02:33:04 PM
Sure from the view of profit you are right.
But from the view of a caravan member, a few day's rest on a colony special with a safe enviroment and maybe is a nice addition to the hard life with day longs walking through the world.
And when the colony through out just after you put down your sleeping bag and want to sleep for hours without guard-duties and maybe flirt with some male/female of the colonie, you are maybe a bit discouraged.

Yes, and I'd say these pros and cons will mostly neutralize each other, that's why I don't think any reputation changes are necessary. Of course as an optional setting it won't hurt... but it'll add a temptation to turn it off temporarily just when you'll want to send them out ;)

Hmm suddenly I've got another idea: is it possible to make some kind of recruiting neutral pawns available? It would be very useful for neutral relatives, capturing them seems weird if we want them to join. Of course it shouldn't be applied to the already recruitable guests if Hospitality is enabled.
Title: Re: [B18] The Many Mods Of Mehni [Updated Feb 10] New! "How Much Longer, My Muse?!"
Post by: Kori on March 11, 2018, 03:49:14 PM
Extended Storage can only consume a stack every so often. What I'll do is add a check for Extended Storage and if it's present, I'll increase the time it takes a pawn to drop stacks, so it roughly coincides with the stack consumption of ES.

Hey Mehni, Pick up and Haul works great with Extended Storage most of the time, I'd say 80%. Still my pawns occasionally don't put the second stack they carry into the ES container but try to bring it somewhere else instead.
Can you try to increase this delay for dropping stacks just a little bit, please? I'm sure this will solve it. :)

Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders.
Post by: TryB4Buy on March 16, 2018, 11:18:46 PM
I found theses (how did I miss them?) when finally breaking down and doing another search for 'take to inventory' mods so that I wouldn't have stupid vanilla pawns walk 15 miles, to pick up one threadbare shirt and then walk 15miles back rather than just pile on the other nearby shirt the way he could have if he were part of a caravan. Hauling animals aren't micro-able and assembly line mods are even more inefficient when you have a large or wide open map.

THANK YOU.
THANK YOU.
THANK YOU.

New mod:
Dismiss traders with the click of a button. Simply get rid of loitering traders that have overstayed their welcome with the click of a button.
At first I thought (with the caravan spot mod), why would you want a trader to leave when they can be a meat shield for you? And then I remembered that one strange time I had a trader get 'stuck' inside my base after his buddies left/died. I had to wait many, many days of him walking in out of doors all the time (waking up colonists and letting out the heat) before he passed out from hunger because I didn't want to hurt him. Can you make it so we can click on individuals who aren't the leader to kick them out too?
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: Mehni on March 17, 2018, 09:41:04 AM
Glad you like it! With the help of AlexTD, there are a couple more interesting things on the way.

At first I thought (with the caravan spot mod), why would you want a trader to leave when they can be a meat shield for you? And then I remembered that one strange time I had a trader get 'stuck' inside my base after his buddies left/died. I had to wait many, many days of him walking in out of doors all the time (waking up colonists and letting out the heat) before he passed out from hunger because I didn't want to hurt him. Can you make it so we can click on individuals who aren't the leader to kick them out too?

Meat shields are costly. I tried it the other day, and the friendly fire caused relations to drop by a hefty amount.

Friendly pawns will make their way off the map by themselves sooner or later, so making a mod do that would be replicating vanilla behaviour. It does give me an idea to dismiss friendlies though.

Speaking of trader dismissal: I made a small update today so that the mod now also works on visitors. It's less of a necessity, but the option was already present anyway.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: Canute on March 17, 2018, 10:22:06 AM
Quote
Speaking of trader dismissal: I made a small update today so that the mod now also works on visitors. It's less of a necessity, but the option was already present anyway.
Does it would interfere/work with hospitality, since that mod offer an option to send visitors away too.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: Mehni on March 17, 2018, 11:03:22 AM
Untested. A quick glance at the source code for Hospitality leads me to believe that dismissing traders would do nothing. You'd still have to use Hospitality for it.

So if my reading is correct, it doesn't get in the way. It's just a useless placebo option in that case.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 17] New mod! Dismiss traders
Post by: Canute on March 17, 2018, 02:05:49 PM
But the "Send away" for visitor group's are working, even if you don't see how :-)

Dang, took me a few tries to find out how the dismiss works.
Maybe you should made a helper entry, or explain it better at the description.

Ok, currently Dismis Trader isn't compactible with Hospitality.
The right click option show up, pawn move to the visitor, but Visitor don't leave.
But Send away from hospitality works, and the other function from hospitality (improve,guest beds, guest area) too.

But Dismis Caravan's is working.

Maybe just doing a modcheck, and disable the dismis function when hospitality is loaded too.

Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 17] New mod! Dismiss traders
Post by: Mehni on March 18, 2018, 06:22:58 AM
"Send away" is a Hospitality function. I can see perfectly well why Hospitality would work with Hospitality.

Quote
Maybe you should made a helper entry, or explain it better at the description.
Nothing I'll write in a learning helper will be able to explain the functionality better than the preview screenshot.

Quote
Maybe just doing a modcheck, and disable the dismis function when hospitality is loaded too.
Nah, because Dismiss Traders works fine with Hospitality loaded. They're not incompatible and nothing breaks. If the dismissal doesn't work on Hospitality visitors, use Hospitality's "Send Away" option. That's not a big deal. I'm not going to subvert or copy the functionality of Hospitality.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 17] New mod! Dismiss traders
Post by: Canute on March 18, 2018, 06:44:02 AM
"Send away" is a Hospitality function. I can see perfectly well why Hospitality would work with Hospitality.

Quote
Maybe you should made a helper entry, or explain it better at the description.
Nothing I'll write in a learning helper will be able to explain the functionality better than the preview screenshot.
But the screenshot don't show that you need to have a pawn to order the visitor.
That was my confusion.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Mehni on March 19, 2018, 03:53:42 PM
Pick Up and Haul v0.18.1.8 is out now!

It introduces improved unloading and better handling of full stockpiles and reservations. This vastly increases compatibility with Extended Storage, and also helps prevent pawns from hauling items for which there's no space.

Even better still, thanks to AlexTD there's now a dynamic range for which pawns scan for more items to pick up. They're prepared to go further, depending on how far away from base they already are. AlexTD was also kind enough to implement synergy with While You're Up. While You're Up jobs will now utilise inventory hauling.

Steam and GitHub links are in the first post.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Ruisuki on March 19, 2018, 05:59:37 PM
you did it again mehni
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Ruisuki on March 21, 2018, 03:18:38 AM
also mehni thanks for the trader dismissal man. I didnt think id need it til now...i have 12 person colony and a second one, and this group comes up with 12 more people and a ton of animals the fuck. It seems to no longer slow down every 4 seconds after telling them to gtfo. Appreciate it chap.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Marcus on March 21, 2018, 05:41:55 AM
Mehni thanks for the great QOL mod 'Pick Up and Haul' and regular improvements of it. Do you have any idea how to get rid of a stone chunk from an inventory of a pawn that is unable to haul? As I commanded him to 'pick up' the chunk and it looks like your mod doesn't force the command 'unload inventory' on non-haulers, also 'drop' button doesn't work for chunks. Cheers.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Ruisuki on March 21, 2018, 05:44:40 AM
I thought the chunk in inventory bug was fixed already?
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Canute on March 21, 2018, 06:37:21 AM
Do you have any idea how to get rid of a stone chunk from an inventory of a pawn that is unable to haul? As I commanded him to 'pick up' the chunk and it looks like your mod doesn't force the command 'unload inventory' on non-haulers, also 'drop' button doesn't work for chunks. Cheers.
Yep, even the drop chunk problem is solved for most human's some other races still got this problem.
The only way to get right of this stone chunk is to send that pawn on a caravan.
Once the caravan is on the worldmap, you can open the inventory of the caravan and destroy the chunk.
Then let the caravan enter the colony.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Mehni on March 21, 2018, 06:49:40 AM
Yeah, that was a bug in Simple sidearms. Update to the latest.

@Ruisuki: <3
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Marcus on March 22, 2018, 03:16:40 AM
Yeah, I'm using 'Simple Side Arms' along with this one, but no races whatsoever. Anyway I'll try that trick with the caravan. Thanks!
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Mehni on March 22, 2018, 03:52:23 AM
Or simply update simple sidearms, but you do you man.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: TryB4Buy on March 25, 2018, 11:46:46 PM
Meat shields are costly. I tried it the other day, and the friendly fire caused relations to drop by a hefty amount.

Friendly pawns will make their way off the map by themselves sooner or later, so making a mod do that would be replicating vanilla behaviour. It does give me an idea to dismiss friendlies though.
I used to see the behavior you mentioned a lot, but I don't see that too much anymore. Generally the AI only gets mad when I actually hit them with friendly fire while hiting raiders or if the raiders knock down a ceiling so the friendlies can't identify the source of the damage. When the traders walk face-first into raiders all on their own, they don't blame me for their deaths at the hands of the pirates. To be clear, they can fight factions they are hostile with all day without blaming me as long as my pawns aren't involved.

And the example I gave had the leader dead so the single follower left over never decided to go home. Vanilla only helps pawns (that decide to leave) exit. Vanilla doesn't always force them to leave if the leader is gone it seems.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: Canute on March 26, 2018, 02:26:38 AM
When the traders walk face-first into raiders all on their own, they don't blame me for their deaths at the hands of the pirates. To be clear, they can fight factions they are hostile with all day without blaming me as long as my pawns aren't involved.
You 100% sure about that ?
Did you watch your faction standing before/after or do you just watch if they are geting hostile ?

You right with the friendly fire, every bullet that hit a neutral pawn, lower your standing with that faction, not only the dead.
So it can happen the faction turn hostile even when noone died so far.

Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 6] New mod! Dismiss traders
Post by: TryB4Buy on March 30, 2018, 11:33:14 PM
Did you watch your faction standing before/after or do you just watch if they are geting hostile ?

You right with the friendly fire, every bullet that hit a neutral pawn, lower your standing with that faction, not only the dead.
So it can happen the faction turn hostile even when noone died so far.
I'm not 100% sure. But I often play rimworld scenarios with as much difficulty as possible (multiple raids per day). One of those scenarios I allowed traders to spawn along with the raiders. It resulted in a normal length (45 in-game day) where every single day every single trader got massacred by raiders. The trader factions never went hostile, nor was I warned about lowered relations unless a roof fell on them or they caught on fire by lightning since the game couldn't identify the source of the damage.

I suppose its possible their goodwill just lowers until they are almost hostile. But that's good enough for me.  ;D
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Canute on April 08, 2018, 05:03:31 PM
Mehni,
could you maybe take a look at ?
https://ludeon.com/forums/index.php?topic=40826.0

Could you maybe enhance pick up and haul, so it would work for crafting too ?
For the most crafting jobs it could be an enhancement. Special for lightweight things like cooking,tailoring.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: zuaresoft on April 16, 2018, 06:43:34 PM
Hi, BUG with Pick and Haul, you can take a granite chunk manually but you cant drop it, pls can you fix it? thnks, this is a good mod!! :P
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Canute on April 17, 2018, 04:00:01 AM
You sure you got the latest version from [Pick and Haul] and [SimpleSideArms] ?
That should be fixed for the most pawn races awhile ago.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: zuaresoft on April 17, 2018, 12:40:15 PM
You sure you got the latest version from [Pick and Haul] and [SimpleSideArms] ?
That should be fixed for the most pawn races awhile ago.

Yep i got it the last version of [Pick and Haul] and [SimpleSideArms], but you can try too. In game, in debug mode, only with:

<li>ModSwitch</li>
<li>Core</li>
<li>HugsLib</li>
<li>PickUpAndHaul-0.18.1.8</li>
<li>SimpleSidearms-1.2.5</li>

you will have this error.

Code: [Select]
Exception filling tab RimWorld.ITab_Pawn_Gear: System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.intercepts.ITab_Pawn_Gear_InterfaceDrop_Prefix.InterfaceDrop (RimWorld.ITab_Pawn_Gear,Verse.Thing) <0x00041>
at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.InterfaceDrop_Patch3 (object,Verse.Thing) <0x00022>
at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.DrawThingRow_Patch0 (object,single&,single,Verse.Thing,bool) <0x00394>
at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.FillTab_Patch0 (object) <0x00aae>
at Verse.InspectTabBase/c__AnonStorey0.<>m__0 () <0x000e3>

Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.c__AnonStorey0:<>m__0()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

if you dont have the trouble with chunks, can you link your version here? i need solve this.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: Mehni on April 17, 2018, 01:34:15 PM
I did some investigating for you. From what I can see PeteTimesSix didn't recompile the dll with my changes for the github release.

Attached the steam version of the dll to this post.
Title: Re: [B18] The Many Mods Of Mehni [Updated Mar 19] Updated Pick Up and Haul
Post by: zuaresoft on April 18, 2018, 10:57:49 AM
I did some investigating for you. From what I can see PeteTimesSix didn't recompile the dll with my changes for the github release.

Attached the steam version of the dll to this post.

Thanks Mehni SOLVED!!
Title: Re: [B18] The Many Mods Of Mehni [Updated Apr 21] New mod! 4M - Mehni's Misc Mods
Post by: Mehni on April 21, 2018, 12:34:38 PM
(https://github.com/Mehni/4M-Mehni-s-Misc-Modifications/raw/master/About/preview.png)

v0.18.0.0

Adds various settings to customise your RimWorld experience.

Current features include:

- Bugfixes for vanilla issues
Cats in vanilla can't hunt due to a bug. Can you believe that?!
The game gives up on sending you manhunter packs once you reach a certain size. No more!

- Extend the time for pawns to undraft themselves
Stay where I put you!
Ever had colonists auto undraft themselves while positioning them? Not anymore.

- Change the threshold at which pawns retreat
Raiders flee at 50% by default. That's boring. Let's randomise the flee threshold.
Want a bigger challenge? Turn off fleeing entirely. Want a laid back game? Set it lower!

- Extend the time before you get kicked out of caravan maps
Because sometimes you need more time. Changing this setting requires a restart.

Everything in the mod is optional. All settings can be configured or turned off. More options are planned, but leave me a comment with your ideas. I prioritise by popular and easy-to-do ;-)

Ludeon: https://ludeon.com/forums/index.php?topic=35832.0
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1366888108
GitHub: https://github.com/Mehni/4M-Mehni-s-Misc-Modifications/releases/latest

Credit to Dianne for the preview image. Check out her stuff here (https://steamcommunity.com/id/diannetea/myworkshopfiles/?appid=294100)!
Title: Re: [B18] The Many Mods Of Mehni [Updated Apr 21] New mod! 4M - Mehni's Misc Mods
Post by: Kori on April 21, 2018, 01:20:26 PM
Looks like another must have mod. :)
Title: Re: [B18] The Many Mods Of Mehni [Updated Apr 21] New mod! 4M - Mehni's Misc Mods
Post by: vovik on April 30, 2018, 06:55:25 AM
Your mod kinda interacts with another mod - Hospitality in bad way: guests there can help hauling and sometimes leave with lots of stuff in their inventory. Can you look into that and fix it somehow?
https://ludeon.com/forums/index.php?topic=11444.0 (https://ludeon.com/forums/index.php?topic=11444.0)
Title: Re: [B18] The Many Mods Of Mehni [Updated Apr 21] New mod! 4M - Mehni's Misc Mods
Post by: Canute on April 30, 2018, 08:53:04 AM
You can disable the hauling (helping) feature at the mod options for Hospitality .


Title: Re: [B18] The Many Mods Of Mehni [Updated Apr 21] New mod! 4M - Mehni's Misc Mods
Post by: Mehni on April 30, 2018, 12:30:34 PM
What version of Pick Up and Haul are you? I'm quite sure I fixed that in the latest (v0.18.1.9) release.
Title: Re: [B18] The Many Mods Of Mehni [Updated Apr 21] New mod! 4M - Mehni's Misc Mods
Post by: vovik on May 02, 2018, 01:01:46 PM
0.18.1.6, i will definitely try newest version
Title: Re: [B18] The Many Mods Of Mehni [Updated Apr 21] New mod! 4M - Mehni's Misc Mods
Post by: Chaos17 on May 10, 2018, 05:57:39 AM
Gonna try Sun Tzu's Raider Tactics, as much as I like Extended combat it require too much compatibility patches....
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Mehni on May 14, 2018, 11:13:19 AM
Pick Up and Haul v0.18.2.0 released. It now features smarter unloading, Spanish and Russian translations (thanks Sma145 and HanabishiRecca) and restored the Haul Urgent functionality. Unloading is now per category. Yorkie not included.

(https://i.imgur.com/6KH21DO.gif)

Mehni's Misc Modifications also received an update. It has a much cooler way of setting the threshold at which raiders flee. Also includes a bugfix, thanks to Wanderer_joins for letting me know <3

(https://i.imgur.com/oPEroIf.gif) (https://i.imgur.com/oPEroIf.mp4)
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Chaos17 on May 14, 2018, 12:01:27 PM
Downloading now, thanks for the update  ;D
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Ixenzo on May 25, 2018, 08:52:39 AM
Pick up and haul: a colonist picked up a stone chunk in his inventory to haul it but I changed the dump stockpile zone permissions and priority while he was en route. The stone chunk is now stuck in his inventory and the drop button doesn't do anything; the colonist doesn't offload it either. What do?
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Canute on May 25, 2018, 09:11:48 AM
Ixenzo,
you sure you use latest version of Pick up and haul and SimpleSideArms ?
If not please upate both.
when you got latest version, you maybe should include an error log.

To get ride of the stone chunk, put that pawn just into a caravan, after he left the map you can destroy the chunk and let the pawn return to the map.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Mehni on May 25, 2018, 10:39:04 AM
The GitHub version of Simple Sidearms isn't 100% up to date and still has that bug. The Steam version is up to date. You'll find I've attached that dll to a post one or two pages back, and in the Simple Sidearms thread.

@Canute: Thanks for the assist.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Andre27 on June 03, 2018, 02:35:49 PM
The Minigun handling mod tells me that it's not for the current version, and I also notice that on the github page it says 17.2 not 18.2
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Canute on June 03, 2018, 04:29:53 PM
Yeah, blame Mehni ! :-)
Download the master, and inside the master you got the mod folder.
Not the right way to handle it with Github.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Mehni on June 04, 2018, 05:50:58 AM
Rectified.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Ixenzo on June 04, 2018, 08:32:02 AM
I'm suspecting an issue between Pick up and Haul and Combat Extended. When attempting to haul raw meat or vegetables (seen only with those) between lower and higher priorities stockpiles the colonists semi-consistently get stuck in a loop where they pick the item up in their inventory and then immediately drop it on the floor (CE's inventory system?). Note: the higher priority stockpile is a single refrigerator building from some mod, although I don't think it has any impact.

Tamers also seem to get stuck in this loop when they try to pick up a larger quantity of a food item than their mass/bulk limits allow. Manually picking a lower amount goes smooth.

Another note: I have Smarter Medicine mod installed which also affects inventory loadouts, although I use CE's specific loadouts for the purpose of carrying medicine.

The log only says that %pawn_name% started 10 jobs in one tick and then describes each of those as TakeInventory.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Mehni on June 04, 2018, 09:32:39 AM
An output_log with the error would really help. Assuming you have HugsLib, hit CTRL+F12 while in-game.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Ixenzo on June 04, 2018, 11:36:16 AM
https://gist.github.com/HugsLibRecordKeeper/321452a862781552fe192d100d2e2ffe

Immediately after loading the save. Triggers when Tamers go to pick up raw food or hay. I do have Smarter Food Selection, I think I saw something regarding incompatibility somewhere.

Edit: Yeah, I'm pretty sure it only affects pawns that have Handle job enabled. Disabled it and haven't noticed the loop happening ever since. Iirc Smarter food selection has issues with hay being used as taming food, but here all applicable foods are affected.


 Nope, does affect non-handlers and non-food items. Watched a pawn loop around a steel slug chunk. I dunno at this point. J'accuse inventory system.

Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Mehni on June 04, 2018, 04:17:45 PM
Hmm. It's not directly a Pick Up and Haul issue; the thing that errors is the vanilla TakeInventory which I don't use. Vanilla uses it for taming and carrying around a meal, and I believe CE uses it for the inventory management too.

To verify if it is or isn't Pick Up and Haul, please draft everybody, tell them all to drop their inventory and disable Pick Up and Haul. If it turns out that it is PU&H, I'll do what I can to fix it.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Ixenzo on June 05, 2018, 07:12:25 AM
I saved the game when a pawn was stuck in a loop, quit to main menu, disabled Pick up and haul, loaded the save, and the pawn was still stuck in the loop. Dropping stuff from inventory didn't help. So I guess it's CE + vanilla issue.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Canute on June 05, 2018, 08:36:23 AM
You said it wasn't a food item, but does it maybe was an item that could used at butcher,cook or Refiniery  and does you maybe use Infinity Storage ?
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Ixenzo on June 05, 2018, 10:08:40 AM
I do have the tidy up mod that consolidates stacks of identical stackable items, but that doesn't explain the steel slug chunk loop. Every time it involved either moving the item from one stockpile to another or picking up stuff into inventory.

I've noticed another identical error in the log but with TakePosture job instead. Afaik it's Combat Extended "while shooting the weapon pawn crouch to reduce hit chance". Another sign that it's CE's issue, I take it.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Andre27 on June 05, 2018, 03:20:27 PM
Hmm, I do like Pick up and Haul, but it allows for some, I imagine, unintended things to happen.

First off it allows you to use non-haulers to haul, though ofcourse it'd be more tedious to do than just clicking prioritize hauling. And that was already possible with the caravan exploit either way I believe.

Secondly though, it also makes the pawn pick up several stacks of items when they have nowhere to put those items, as an example, when you put a one tile stockpile for both meat and vegetables on either side of the stove and then later tell the pawn to haul meat from the freezer, he will pick up more than 75 meat, go and put 75 on the 1 tile stockpile and then walk back into the freezer to unload the rest of the meat.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Ruisuki on July 23, 2018, 12:21:43 AM
^ yeah i noticed that too. its pretty annoying when they go back and forth across the map when it should only be one trip taken.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Ruisuki on July 24, 2018, 12:38:30 AM
Would it be possible to get caravaneers recognize the food in their inventory? I have a ton of food packed with one character and nobody ate. Had to use set up camp to generate a map so I could take it out and feed
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Mehni on July 24, 2018, 03:00:41 AM
^ yeah i noticed that too. its pretty annoying when they go back and forth across the map when it should only be one trip taken.

^yeah, I noticed that too. Found a potential solution, but also found a potential problem with that potential solution. I expect to solve it for 1.0

As for caravaneers with food in their inventory, that should Just Work. Anything in a pawns inventory is shared among the caravan. Pick Up and Haul doesn't intervene with any of that.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: madmario on July 24, 2018, 08:35:09 AM
I love pickup and Haul, but just FYI, the most recent unstable build (1974) caused my pawns to vanish while it was enabled.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Mehni on July 24, 2018, 09:20:26 AM
Thanks you for the report.

I assure you, pawns are not supposed to do that. I'll get up a fix ASAP.
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Ruisuki on July 24, 2018, 02:38:00 PM
Good to hear youre already on it man. Just one more reason why I cant wait for 1.0
Title: Re: [B18] The Many Mods Of Mehni [Updated May 14] Smarter unloading!
Post by: Mehni on July 24, 2018, 07:00:51 PM
and updated. (https://github.com/Mehni/PickUpAndHaul/releases)

Ran into a stubborn bug with how vanilla draws a line for queued jobs and that spammed errors. Took me forever to find the exact spot to fix.

Also implemented the potential solution to the "hauling multiple things to a single spot" problem. I would love some feedback on that. It also uses the newest bleeding edge harmony version, lemme know if there are problems with that.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on July 26, 2018, 04:39:55 PM
New mod: More faction interaction

Adds more interaction with and between factions, bringing the world to life.

Meaningful faction relations
- Build up trust and factions will reward you
- Cement relations by inter-faction marriages
- Help factions recover from different setbacks
- Factions may call upon you for labour
- Favours for favours
- Increased rate of world events

Trade improvements
- Specialised traders desperate for certain goods
- More frequent traders, if you treat them right
- Traders get richer as you build up trust
- Traders bring higher quality as relations increase

A living world
- Pirates spread out and grow outposts
- Pirates can demand tribute if they're close by - destroy their outposts!

Warring factions
- Unrest is brewing between two factions! Will you pick a side, stay neutral or profiteer?

TL;DR: More events
- Diplomatic marriages
- Reverse trade requests
- Bumper crops
- Hunter's Lodge
- Pirate extortion
- Faction WAR

Credits
- SerpyDerpy, preview image.
- Brrainz, Harmony.
- XeoNovaDan, rubberducking and testing.
- erdelf, erdelf.
- ShotgunFrenzy, art.
- Halno, art.
- My testers. You know who you are. Thanks to Eviltrick (https://twitch.tv/Eviltrick) in particular, check 'em out on twitch.

Shoutout to Albion of Sparkling Worlds (https://steamcommunity.com/sharedfiles/filedetails/?id=1123043922), for the inspiration and support.

Links
- Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1454024362
- GitHub: https://github.com/Mehni/MoreFactionInteraction/releases
- Ludeon: https://ludeon.com/forums/index.php?topic=35832


If you like this mod, please considering buying me a coffee.
(https://i.imgur.com/QGcents.png) (https://steamcommunity.com/linkfilter/?url=https://ko-fi.com/mehnicreates)
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: waris on July 26, 2018, 04:54:35 PM
a B18 version for this mod?
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ruisuki on July 26, 2018, 05:05:50 PM
bro Bro BRO BROOOOOOOOO I BEEN WAITING FOR THIS MOD SINCE rumors of it began. Mehni you are [insert high praise compliment]! Between this, Sparkling worlds and the drug wars from smokeleaf industries author za world gonna be full of story.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on July 26, 2018, 05:14:39 PM
a B18 version for this mod?
Hi, thanks for your interest!

I'm not able to maintain two versions of the mod. Come join us on 1.0 unstable! We've got paintable checkboxes, predators sending alert when hunting and mods like More Faction Interaction. :D

@Ruisuki: Much love <3 Sounds like a great combination of mods. Lemme know how it goes!
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mufflamingo on July 26, 2018, 09:06:09 PM
Man this mod would be so much better if we can add more factions. Wish rainbeau update his mod so I can have more factions to play with this mod.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Cassiopea on July 27, 2018, 03:06:13 AM
I had flashbacks of CK2 when reading about inter-factions marriage.

Holy cow, your mod is going straight into my load order. (... um that kinda sounds wrong, kinky even. (...never mind)).
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Roolo on July 27, 2018, 03:47:30 AM
Grats in your new release Mehni. It sure seems awesome!
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: madmario on July 27, 2018, 10:18:40 AM
Thank you so much for the update. Also I look forward to trying your new mod.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on July 27, 2018, 06:28:59 PM
Thanks for the love guys!

I went and added a NEW EVENT: Mystical Shaman. I could tell you what it does, but I want you to go ahead and explore the world for yourself.

Also adjusted some of the event frequencies and fixed a bug with the faction war dialogue.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ser Kitteh on July 28, 2018, 02:11:32 AM
"How good can this mod be?"

*40 seconds later, healer mech serum quest*

Yeah I think I'm gonna enjoy this. Keeping ya posted on any stuff!
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ruisuki on July 28, 2018, 02:19:31 AM
Please do! I wanna hear about everything from the mod. It will take a while for me to finish my b18 file so any info on your impressions would be great for me to read as well. Hopefully barky reviews the mod as well.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ser Kitteh on July 28, 2018, 02:45:45 AM
Oh hey, found a minor issue!

A settlement wanted to send an apparel trader to me because their lands were ravaged and asked for 214 silver. Fair enough. They send their trader 1.3 days later and they're buying my stuff for a crap ton of silver!

Problem? The trader only had 450-ish silver when my stuff was selling in the hundreds for a good quality duster. Might want to give them more money!
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on July 28, 2018, 05:43:55 AM
They're a group having a hard time, they don't have thousands of silver! That's why they're asking you for a handout too.

Worry not though. If you trade more often with them they'll come with more money :)

Investing in goodwill is directly worth it, and it's worth way more to have allies now. More Faction Interaction makes a lot of use of the new relationship kinds.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ser Kitteh on July 28, 2018, 06:50:22 AM
Seems I misunderstood their purpose! If that was the case I regret not gifting them some clothes instead.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ruisuki on July 28, 2018, 08:08:00 AM
how many factions do you have in your game mehni? I only have the 2 default towns and one tribal, plus 2 factions from rimsenal because i dislike using established franchises in my main playthrough
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on July 28, 2018, 10:04:03 AM
I believe in 1.0 all worlds generate with 2 outlanders (one rough, one friendly), 2 tribals (one rough, one friendly) and one pirate.

Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ruisuki on July 28, 2018, 10:15:30 AM
Was just wondering if you had any mod factions youd recommend this with
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: fatm3l on July 29, 2018, 10:07:19 AM
Is the more faction interaction save friendly?
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on July 29, 2018, 03:55:28 PM
@Ruisuki: There's no specific type of faction which'll work better or worse. There are some events more intended for allied low-tech factions, while there are other events more intended for allied high-tech factions. None get favoured more than the other.

@fatm3l: Yes, you can add it to an existing save. Use a new one for best results, but it'll work on your current run.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: fatm3l on July 30, 2018, 02:54:33 AM
@mehni thanks for the reply im going to try it, this looks really great mod.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: yuragyura on July 30, 2018, 06:25:32 AM
Mehni please make your more faction interaction mod compatible with Fluffy's relations tab (https://github.com/FluffierThanThou/RelationsTab/releases)
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: vandal on August 01, 2018, 05:34:53 AM
i have the latest version of pick up and haul/SS for b18 installed but dont see the option to pick up things into my inventory by right clicking anymore after installing the latest b18 version of Dubs bad hygiene(2.2.4). I dont remember but was this available in your own base or only in temporary caravan locations? Because i frequently loaded up a ton of items into my inventory to speed up the caravan loading times.

By the way the mod doesnt have a menu under mod setting does it? because i dont see it

Code: [Select]
JobDriver threw exception in initAction. Pawn=Fjellsmel, Job=UnloadYourHauledInventory (Job_22247582), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at PickUpAndHaul.JobDriver_UnloadYourHauledInventory+<>c.<FirstUnloadableThing>b__5_1 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at System.Linq.SortSequenceContext`2[Verse.Thing,System.UInt16].Initialize (Verse.Thing[] elements) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1[Verse.Thing].PerformSort () [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1+<Sort>c__Iterator21[Verse.Thing].MoveNext () [0x00000] in <filename unknown>:0
  at PickUpAndHaul.JobDriver_UnloadYourHauledInventory.FirstUnloadableThing (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at PickUpAndHaul.JobDriver_UnloadYourHauledInventory+<>c__DisplayClass4_0.<MakeNewToils>b__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=Verse.AI.ThinkNode_QueuedJob, curJob.def=UnloadYourHauledInventory, curDriver=PickUpAndHaul.JobDriver_UnloadYourHauledInventory
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Canute on August 01, 2018, 05:57:48 AM
Maybe it is modconflict, since you wrote it worked before.

Try to move Pick up and haul at the end of your modlist, and check if that fix your problem.

Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Pio on August 01, 2018, 06:11:56 AM
Wow, dejavu. Your mods breaks trading with caravans for some reason.
(https://i.imgur.com/AiaxI8I.png)
(https://i.imgur.com/u9C60vC.png)
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on August 01, 2018, 06:46:36 AM
@vandal: the bug report you posted is one I fixed for 1.0, but it won't be backported to B18.

Pick Up and Haul does not have settings. As for your compatibility issue, give me a HugsLib error report. CTRL+F12.

@Pio: I can't help without error logs. POST EM. CTRL + F12
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ser Kitteh on August 01, 2018, 11:53:16 PM
Did a few more quests:

1. Harvest yield: a true godsend. I sent three of my best growers to help, however what I was not expecting is being gifted a good chunk of the harvest. I think it might help if you add a message along the lines of "be sure to bring enough pack animals" because God knows I didn't. Got two of them in a row: for agave fruits and raw mushrooms. The latter is not as useful however considering I was running out of hay, it is. I think maybe adding the crop that is grown may be beneficial too.

2. Hunter's lodge: I like how close it is but sadly I did not see any actual friendlies on it. That's fine, but another issue is that of the wandering horde of animals. I like how this is the main mechanic even though I assume there were just a ton of animals there on the map in the first place. I think as a source of meat, it's not the most useful simply because even attacking these hordes makes the whole of it go manhunter which is bad news considering I only sent three people.

Perhaps it's better to reword to less of a "relaxing time for hunting" and more to "bring at least 10 pawns, half with spears and power armor and half with machine guns" because that's the only reasonable way I can think of taking them on in such a short timeframe.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on August 02, 2018, 02:56:34 AM
Thanks for the play story!

The bumper crop/harvest yield is a tricky event to balance out. It might need a very slight nudge downwards. Luckily there are about 4 or 5 variables it takes into account so plenty to tweak.

The herd at the hunter's lodge isn't guaranteed to go manhunter, but it is indeed an event with time pressure. I've seen players send 5 or 6 colonists and they made it out safely with a ton of meat. Results can vary wildly so I'm okay with the current Hunter's Lodge. Except that it can generate way too many stoves.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ser Kitteh on August 02, 2018, 03:25:47 AM
For the record, I was nearly 6 years in, 15 people in the colony, and I got around 2500 agave and 2200 raw mushrooms respectively. Thankfully by being on the tile, I could technically sell back any excess crops I don't need.

Hmm, rather than one big hordes like that of B18, it sends a number of small hordes over a few days? That way I think it would be enough time to butcher and turn everything to pemmican.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on August 02, 2018, 04:59:56 AM
How many people did you send, and how good were they at harvesting? 2k is a lot, but it's not over the top considering the time investment.

I'll see what I can do about the Hunter's Lodge. I feel it's the weakest event in the mod right now.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ruisuki on August 02, 2018, 05:20:28 AM
maybe add like special animals, like same ones but different species of them. I know theres a cool mod that changes the muffalo into a hairier beast with horns so maybe doing something like that where only one appears or making it so a chance for a special type of deer appears and if you kill it you get a 'hunted rare beast' mood. Or have other hunters appear and turn it into a competition. Whoever finishes turning in the required meat first gets a prize or rep with other factions for your hunting prowess. But to prevent people air dropping meat in from another colony, make it a special type of meat that only appears in that map idk.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Canute on August 02, 2018, 05:30:02 AM
I think the pawn's could get a similar mood buff (On hunting safari) just when they enter the event map.
No need to add additional animals.
I think that would work better since not every pawn on that map is on hunting.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: LvlOneMage on August 03, 2018, 04:54:20 AM
This has likely been brought up in the previous 17 pages but I just wanted to mention this in case it wasn't:

I sent away a colonist to be married to another faction, got my relation reward, then a few days later he showed up as being a former colony member guarded by a couple of manhunting alpaca in need of rescue lol. Thought it odd that I could increase faction relation and get my pawn back so easily. Is this a weird interaction with 1.0 or within the mod itself?
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on August 03, 2018, 06:20:28 AM
I couldn't make something like that up if I tried, and I've come up with some weird stuff.

It's a weird interaction with 1.0. Strange behaviour, but apparently within the rules of the game. I'll do some investigating to see under what circumstances that could happen and see if I can prevent it.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Ser Kitteh on August 03, 2018, 07:43:53 AM
https://i.imgur.com/q0yBZRH.jpg

3 of my bets growers. Level 14s and one level 15. It's understandable how much haul they got. What exactly dictates the harvest yield? A set number? Depends on growing skill?
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on August 03, 2018, 09:27:03 AM
A base number multiplied by 3 or 4 numbers, things like harvest yield and grow skill.

Rebalanced for the next release. Less punishing on poor growers, less ridiculously OP for high-level growers. Increased base rewards, decreased strength of modifiers.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Pio on August 04, 2018, 11:20:22 AM
Which version of harmony does this mod use?
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on August 04, 2018, 01:03:35 PM
The unstable release of PU&H uses 1.2, latest release of MFI uses either 1.1.0 or 1.1.1, can't recall exactly. It'll be updated to 1.2 when Brrainz updates officially.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Teoras on August 05, 2018, 10:08:27 AM
Heya :P Posting the logs and save file like you instructed me on my bug thread.

https://git.io/fNXzy

And heres the savefile: https://www.dropbox.com/s/zzxdjb0bb4mo3kv/savefileee.rws?dl=0
 I know, my base is an utter mess :D Anyways, would be awesome if my savefile could be fixed somehow. I miss getting raids.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Mehni on August 05, 2018, 11:15:24 AM
Thanks for the savefile and log!

Version 1.0.4 of More Faction Interaction doesn't support build 1972 of RimWorld due to XML tag changes. Either downgrade More Faction Interaction to an older version (no guarantees of which one will work - I don't keep track of what release was exactly for what version) or update RimWorld to the latest version.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Pio on August 09, 2018, 09:53:26 AM
XML error: <targetTags><li>World</li></targetTags> doesn't correspond to any field in type IncidentDef. Context: <IncidentDef><defName>HuntingLodgeOppSW</defName><label>hunting lodge opportunity</label><category>Misc</category><targetTags><li>World</li></targetTags><workerClass>SparklingWorlds.IncidentWorker_HuntingLodgeOppSW</workerClass><letterLabel>Hunting lodge opportunity</letterLabel><letterText>{0}, {1} of {2}, has informed us that his faction has a hunting lodge near our outpost. The lodge is already outfitted with facilities to sleep, butcher animals and cook the meat.\nUsually there is a group of {3} gathering there at this time of the year.\n\nThe herd of animals will move on in {4} days.</letterText><letterDef>PositiveEvent</letterDef><baseChance>0.9</baseChance><minRefireDays>15</minRefireDays><chanceFactorByPopulationCurve><points><li>(2,0)</li><li>(7,1)</li></points></chanceFactorByPopulationCurve></IncidentDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:194)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
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)

I think the issue is, that events don't load properly in my game. I play on 1966 version.
And lot's of XML errors.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Canute on August 09, 2018, 10:25:04 AM
Quote
I play on 1966 version.
Maybe you should update to latest Rimworld version, ofcouse don't forget to update the mods too.
Title: Re: [B18/1.0] The Many Mods Of Mehni [Updated July 26] NEW: MORE FACTION INTERACTION
Post by: Tenshi~Akari on August 28, 2018, 02:49:10 AM
Thanks again for all of these mods you made, I'm still on B18, but I'm definitely dependent on most of these for sanity in my playthroughs now. Happy to know you're hard at work with the updates.  ;D

Still very much fascinated by Pick Up & Haul, but what I would give if there was an added bonus that it worked with Allow Tool's Haul Urgently option... at least so my pawns wouldn't stupidly pick up one thing & leave the other priority haul items behind.

One can dream...
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: bigheadzach on September 02, 2018, 01:35:45 AM
How well does MFI play with other mods that add new ways to encounter factions such as Orion's Hospitality?
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: temple_wing on September 02, 2018, 08:31:05 PM
Would you please provide a B18 version of "More Faction Interaction". I like CombatExtended and won't go to B19 except CombatExtended update to B19.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: rawrfisher on September 02, 2018, 08:57:24 PM
I think menhi stated there will not be a B18 version
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Elixiar on September 04, 2018, 01:51:01 PM
Hey can you please adjust for B19 :) Would love to try the mod.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on September 04, 2018, 04:32:51 PM
@Elixiar: I got like a dozen mods, you're gonna have to be more accurate than "would love to try the mod".
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: onerous1 on September 07, 2018, 06:56:21 AM
Using More Faction Interaction with Fluffy's Relations Tab causes the tabs to default back to the vanilla style. Load order did not make a difference. Is it possible and/or are you willing to make them both compatible?
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on September 07, 2018, 04:41:15 PM
I'm willing so it's possible :P

Added to the TODO.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Canute on September 10, 2018, 02:48:52 AM
Hi Mehni,
about Pickup&Haul.
Did you increase the droping speed or removed the pause ? It don't work well together with ExtendedStorage (https://ludeon.com/forums/index.php?topic=14177.msg432625#msg432625) anymore.

Special at butchering i notice this, normaly i got 2 storages next to the butchertable. After butchering big animals he drop meat at the first, then second and then he go to drop somewhere else.
Could you take a look into this not sure if it is the problem from pickup&haul or the storage mod?

Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on September 11, 2018, 02:09:15 AM
Hi Canute,

The dropping time remains the same but I improved upon the "don't haul 70 meat to a critical stockpile near my stove which can only fit 5 anyway". That could have some averse effects.

Thanks for your report, I'll investigate.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: SYDWAD on September 13, 2018, 08:51:31 PM
I've been wondering for a while, why does the "stockup ANYTHING" button have to have dev mode on to appear? As well as anything you enable with it get paused when dev mode is off? I like having my melee colonists have a long sword equipped but have a mace in their inventory in case a prisoner escapes.
I know i can get the side arms mod but i find that one a bit too cluttered.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on September 14, 2018, 05:39:42 AM
"Stock up" sounds like Smarter Medicine. Pick Up and Haul does "pick up X", which doesn't give a hoot about dev mode; it is the same functionality you have on an encounter map.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Rulin on September 15, 2018, 05:18:08 PM
I am getting wrong faction colony tooltips with "more faction interaction" and the newest game version. (1.0.2026 rev1215)

Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: rawrfisher on September 15, 2018, 05:42:10 PM
Your still on the unstable branch if I'm not mistaken.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mersid on September 16, 2018, 02:56:57 AM
For the Pick Up and Haul mod

Perhaps allow pawns to use this when hauling materials to a construction frame? As far as I can observe, this does not happen.

Also, maybe it would be nice if one pawn can mark multiple stacks of items nearby in succession to haul. Let us assume we have four pawns, and four stacks of items to haul. If all the pawns are idle, they will all reserve one stack to haul, rather than having the first to get there pick them all up. This becomes annoying when half of the pawns are across the map...

It's a wonderful mod and I love how productive it makes the pawns :D
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on September 17, 2018, 03:15:49 AM
@Rulin: The unstable isn't supported at this time. If you wish to use mods, please opt out of all unstable testing. This puts you in B19.

@rawrfisher <3

@Mersid: It's been requested so often that I am considering it. By now Pick Up and Haul is stable and functional enough that I'm reasonably confident I can make it work without introducing a lot of extra bugs. It's on my wish-list.

As for the scenario you mentioned with multiple pawns hauling: that requires a near-total rewrite. AlexTD went and made great strides in this (https://github.com/alextd/PickUpAndHaul), but it lead to a couple of very difficult-to-solve problems, such as predicting future storage capacity.

They're great suggestions and I would implement them if I had unlimited time and knowledge. As it currently stands, I'd rather invest the time in Numbers or More Faction Interaction.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: temple_wing on October 02, 2018, 09:43:18 AM
Probably a bug from MoreFactionInteraction:
Code: [Select]

Type MainTabWindow_FactionWar probably needs a StaticConstructorOnStartup attribute, because it has a field factionOneColorTexture of type Texture2D. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


It's a yellow.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on October 03, 2018, 03:37:30 AM
Thanks for the report. Yup, that's More Faction Interaction.

The fix for it is ready and will be added to the next update of MFI. Too minor for a point release.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Ruisuki on October 16, 2018, 06:15:28 AM
1. hey mehni you think we can get some missions that coincide with other mods? For example with what the hack and gaining modules that are used for mechanoid hacking. I figure its another type of procurement mission, and we could add some variety if say a trader requested things like a certain amount of hacked mechs, or mechs with certain upgrades to them. I believing thinking along these lines, missions involving other mods could be a welcome addition :)

2. also would it be possible to add in biome timed missions? So that reinforcements keep triggering after a certain point and the goal is to leave? A variation of that: 'wave mode' where the mission is you have to protect an escort until his ride arrives. It can be to endure for a set time or if not possible make it so the enemy spawns from outside the map gradually instead of all at once, to simulate an endless assault ending when a certain amount of raiders are dead

I also have a few other ideas along this line survival kill specific missions where you need to hit a certain goal before time is up or you dont get the whole reward.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Kapun on October 18, 2018, 09:41:25 AM
I am getting red log message, it seems to be cause by MoreFactionInteraction.
Code: [Select]
XML error: <arrivedLetterLabel>Hunter's lodge</arrivedLetterLabel> doesn't correspond to any field in type SitePartDef. Context: <SitePartDef><defName>MFI_HuntersLodgePart</defName><label>Hunter's lodge</label><description>A small outpost, used by friendly factions as a hunting base.</description><siteTexture>World/WorldObjects/Sites/GenericSite</siteTexture><expandingIconTexture>World/WorldObjects/Expanding/Sites/Nothing</expandingIconTexture><descriptionDialogue>There's usually a large herd of {0} coming through around this time of year</descriptionDialogue><workerClass>MoreFactionInteraction.World_Incidents.SitePartWorker_MigratoryHerd</workerClass><requiresFaction>true</requiresFaction><showFactionInInspectString>true</showFactionInInspectString><approachOrderString>Visit {0}</approachOrderString><approachingReportString>Visiting {0}</approachingReportString><arrivedLetter>Your caravan has arrived at the hunter's lodge. It seems nobody is here, but they've obviously been expecting you and have made the place hospitable.</arrivedLetter><arrivedLetterLabel>Hunter's lodge</arrivedLetterLabel><arrivedLetterDef>PositiveEvent</arrivedLetterDef><tags><li>MigratoryHerd</li></tags></SitePartDef>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
I have a few other mods but i don't think any of them should conflict with MoreFactionInteraction. Is there anything else that i can provide to help solve the problem?
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Canute on October 18, 2018, 11:14:25 AM
Kapun,
could you please read at last the 1. line of the error's sometimes ?
What mod does add "Hunter's lodge" ?
I don't think it is one of Mehni's mods.
I think it Sparkling world.
Do you use the latest version of all mods ?
Do you use maybe B19 mods on 1.0 maybe ?
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Kapun on October 18, 2018, 12:19:54 PM
Canute
Thanks for your reply. I don't use sparkling worlds mod and i get the error when MoreFactionInteraction is enebled and i don't get it when it is disabled. I am pretty sure that something called Hunter's lodge is added by both Sparkiling worlds and MoreFactionInteraction. You can see it in the list of features of MoreFactionInteraction when you choose the mod in the mods window in the game. I use 1.0 Rimworld and latest version of MoreFactionInteraction which is for Rimworld B19 but still should work with 1.0, right?
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Canute on October 18, 2018, 12:34:48 PM
Sorry, i didn't notice MoreFactionInteraction got a hunter's lodge too, my mistake.

Many B19 mod's can work with 1.0 but there is no garantee.
But since you are geting the XML error, i think a few adjustments need to made from Mehni's side.
But if that is the only error, i think the mod is still useable.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Kapun on October 18, 2018, 12:40:21 PM
Ok, thanks
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: viperwasp on October 18, 2018, 03:24:17 PM
Heads up... to your misc mod that has a comment about cats can't hunt and Manhunters not appearing after reaching a certain size.

In 1.0 that bug is fixed all animals should be able to hunt again. So this mod may now cause unexpected results if your patching something that is no longer needed. Unless your fix is better than Vanilla fix. But if the mod maker reads this maybe clarify if that has been removed or at least looked at. Thanks! :) Good mods.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: HSneak on October 18, 2018, 04:06:31 PM
Excuse the first post, but should it be ok to assume that mods under 1.0 tab in the first page (even github ones) are compatible with the 1.0v of the game ?
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Canute on October 18, 2018, 04:28:15 PM
I wouldn't count on it.
When you look at the update date, it is too early.
Maybe you don't know B19 was labeled as 1.0 at the beginning, so i think they are all B19.

Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: HSneak on October 18, 2018, 04:51:51 PM
Ah thank you, didn't know about the B19=1.0 before.

Indeed github dates are old for some mods, but I see that OP updated "Pick Up And Haul" in steam, I think (hope) that github updates will be pushed a lil' later.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on October 19, 2018, 05:22:36 PM
1. hey mehni you think we can get some missions that coincide with other mods?  I believing thinking along these lines, missions involving other mods could be a welcome addition :)

While cool, that's "functionality for one mod". I think things like that are more suited for that mod to implement it: I don't really wanna benefit a sub-section of users while there are still plenty of things I can implement that will be awesome for all users of MFI.

2. also would it be possible to add in biome timed missions? So that reinforcements keep triggering after a certain point and the goal is to leave? A variation of that: 'wave mode' where the mission is you have to protect an escort until his ride arrives. It can be to endure for a set time or if not possible make it so the enemy spawns from outside the map gradually instead of all at once, to simulate an endless assault ending when a certain amount of raiders are dead

I also have a few other ideas along this line survival kill specific missions where you need to hit a certain goal before time is up or you dont get the whole reward.

See, cool stuff like that.

Heads up... to your misc mod that has a comment about cats can't hunt and Manhunters not appearing after reaching a certain size.

In 1.0 that bug is fixed all animals should be able to hunt again. So this mod may now cause unexpected results if your patching something that is no longer needed. Unless your fix is better than Vanilla fix. But if the mod maker reads this maybe clarify if that has been removed or at least looked at. Thanks! :) Good mods.

Thanks for the headsup. I noticed that too. I took out the bugfix for now, because I saw a cat hunt a rat. I think Ludeon's fix isn't 100% correct but it seems functional. I'll keep an eye out.

Ah thank you, didn't know about the B19=1.0 before.

Indeed github dates are old for some mods, but I see that OP updated "Pick Up And Haul" in steam, I think (hope) that github updates will be pushed a lil' later.

Most are updated now. Didn't get around to Climate Cycle++ yet, that one will follow soon. If there's something else I forgot, lemme know.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: BlackSmokeDMax on October 20, 2018, 11:26:46 AM
Were you meaning to put the "Numbers" mod in your list in first post of thread?

The Numbers mod Steam page points to this thread, but the mod is not listed here. Unless I am being a big dummy and am missing it, which is certainly possible!
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Borschik on October 21, 2018, 08:57:35 PM
Food alert does not work for me in 1.0 even with all other mods disabled. Don't know what else to add, that text bar to the right just doesn't show up.

UPD: Never mind after some days passing I noticed it and it's working. Didn't appear at hte beginning for some reason/
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Warforyou on October 26, 2018, 07:32:55 PM
I just lost my whole caravan at trade fair for some reason. I guess they arrived nearly at the end of the fair. But they never had the time to leave. The map self destruct and my whole caravan with a trader, animals and goods was lost as the closing message appeared... I didn't expect this, could you rework it somehow?
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Ruisuki on October 26, 2018, 07:43:35 PM
I just keep getting garden harvesting events. Im 3 years in and have yet to experience anything else, no town fair or marriage events
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on October 27, 2018, 04:31:54 PM
Trade fair is a part of Sparkling Worlds, not More Faction Interaction.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Ruisuki on October 27, 2018, 06:54:53 PM
Ah. Well i only seem to get vanilla (bandit camp. item stash rarely incapacitated refugee) and harvesting (from this mod) Am I missing more events from this mod?
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Ser Kitteh on October 28, 2018, 08:07:38 AM
I was gonna post this on your steam page but thought I might as well do here.

IMO, the whole marriage mechanic still needs some rework. Most of the time, it's a instant "nah I'm not gonna bother answering that" because the colonist is either valuable or in a relationship. The hit to the faction relationship sucks too because you can't soften the blow with a high Social pawn.

Due to the other ways this mod allows for players to befriend other colonies (harvesting, specialised merchants, etc), this actually makes the marriage request kinda redundant. I think a method, that would make marriage more of a valuable interaction is well, money! Not a dowry per se, because that would belong to the colonist, but more of a 'if you let X marry into us we'll give you silver/bionics/artefacts/etc.

Maybe it could also go the other way with players asking other colonies for marriage as well, but that would well, require if the other pawn is in any way shape or form useful and that's a whole other form of headache.

-

On note, I've some things to note about the bandit post/HQ stuff. Due to me being terrible at managing my food and base, I've gone 2 years as of this current colony (Randy Random/Intense/7 colonists), a single HQ spawn 4 outposts and all those outposts became HQs ....

Raids are, expected, coming more often. Mostly in the form of me refusing to pay silver. This is fine, as I've yet to be overwhelmed by raids (but I think that's mostly Randy being merciful). As atm, I am equipping my colonists with better gear to take out at least one base. I've done base assaults before, but I would be lying if I said they were in any form balanced requiring MAXIMUM CHEESE to take on due to the sheer amount of raiders and lack of time to built a mini-bunker.

I know you're currently busy with other stuff, but perhaps would it be possible if friendly colonies (as in allied or higher), are able to join in the fight? I suppose it would work as reinforcements, and the quests come with either a) being asked to join or b) you asking them to join.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on October 28, 2018, 11:31:59 AM
Ah. Well i only seem to get vanilla (bandit camp. item stash rarely incapacitated refugee) and harvesting (from this mod) Am I missing more events from this mod?

Refer to the Steam page for a list of current features/events.

I was gonna post this on your steam page but thought I might as well do here.

IMO, the whole marriage mechanic still needs some rework. Most of the time, it's a instant "nah I'm not gonna bother answering that" because the colonist is either valuable or in a relationship. The hit to the faction relationship sucks too because you can't soften the blow with a high Social pawn.

Due to the other ways this mod allows for players to befriend other colonies (harvesting, specialised merchants, etc), this actually makes the marriage request kinda redundant. I think a method, that would make marriage more of a valuable interaction is well, money! Not a dowry per se, because that would belong to the colonist, but more of a 'if you let X marry into us we'll give you silver/bionics/artefacts/etc.

Maybe it could also go the other way with players asking other colonies for marriage as well, but that would well, require if the other pawn is in any way shape or form useful and that's a whole other form of headache.

-

On note, I've some things to note about the bandit post/HQ stuff. Due to me being terrible at managing my food and base, I've gone 2 years as of this current colony (Randy Random/Intense/7 colonists), a single HQ spawn 4 outposts and all those outposts became HQs ....

Raids are, expected, coming more often. Mostly in the form of me refusing to pay silver. This is fine, as I've yet to be overwhelmed by raids (but I think that's mostly Randy being merciful). As atm, I am equipping my colonists with better gear to take out at least one base. I've done base assaults before, but I would be lying if I said they were in any form balanced requiring MAXIMUM CHEESE to take on due to the sheer amount of raiders and lack of time to built a mini-bunker.

I know you're currently busy with other stuff, but perhaps would it be possible if friendly colonies (as in allied or higher), are able to join in the fight? I suppose it would work as reinforcements, and the quests come with either a) being asked to join or b) you asking them to join.
I was gonna post this on your steam page but thought I might as well do here.

IMO, the whole marriage mechanic still needs some rework. Most of the time, it's a instant "nah I'm not gonna bother answering that" because the colonist is either valuable or in a relationship. The hit to the faction relationship sucks too because you can't soften the blow with a high Social pawn.

Due to the other ways this mod allows for players to befriend other colonies (harvesting, specialised merchants, etc), this actually makes the marriage request kinda redundant. I think a method, that would make marriage more of a valuable interaction is well, money! Not a dowry per se, because that would belong to the colonist, but more of a 'if you let X marry into us we'll give you silver/bionics/artefacts/etc.

Maybe it could also go the other way with players asking other colonies for marriage as well, but that would well, require if the other pawn is in any way shape or form useful and that's a whole other form of headache.

-

On note, I've some things to note about the bandit post/HQ stuff. Due to me being terrible at managing my food and base, I've gone 2 years as of this current colony (Randy Random/Intense/7 colonists), a single HQ spawn 4 outposts and all those outposts became HQs ....

Raids are, expected, coming more often. Mostly in the form of me refusing to pay silver. This is fine, as I've yet to be overwhelmed by raids (but I think that's mostly Randy being merciful). As atm, I am equipping my colonists with better gear to take out at least one base. I've done base assaults before, but I would be lying if I said they were in any form balanced requiring MAXIMUM CHEESE to take on due to the sheer amount of raiders and lack of time to built a mini-bunker.

I know you're currently busy with other stuff, but perhaps would it be possible if friendly colonies (as in allied or higher), are able to join in the fight? I suppose it would work as reinforcements, and the quests come with either a) being asked to join or b) you asking them to join.

Cool feedback, had to respond. Yeah, the current marriage system is a bit of a pain admittedly. There's a branch on GitHub with an untested dowry mechanic, and it is exactly the headache you mention: is the other pawn worth it? You're buying it sight unseen. I think being that annoying towards the player is good game design, but I am aware the whole marriage deal is the most contented feature of the mod. I probably should've done it as you mentioned; in reverse.

RE: Getting allied help in destroying an outpost. The idea has merit. Fighting alongside definitely falls under the umbrella of More Faction Interaction. I can also see taking the easy way and broadcasting a bounty (same way factions contact you to destroy something) to work. Less satisfying though. Taking into consideration for the next time I get to work on it for a while -- making it work is easy. Making it work immersing is the hard part.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Makani on October 28, 2018, 04:48:45 PM
Feature request for climate cycle+

Would it be possible to have an "initial offset" option to control how big the first swing is?

For example, maybe at year 1 I want the temperature swings to start at +/- 40 degrees, and then continue becoming more extreme according to the usual setting as the years go on.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Canute on October 31, 2018, 04:34:35 AM
Some issue with pickup&haul.
I am not 100% sure if this only pickup&haul mods, but i believe so.
The pic show that cook is trying to pickup the chunk.
There isn't any empty place to store it, and the chunk is to heavy to add it to the inventory.
But he is trying it over and over until he got bored. I notice this behavior allways when the game start to lag.
But no error appear.
Maybe a wrong calculation at the weight system ?
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on October 31, 2018, 04:55:23 AM
Should already be fixed on the main branch, but wasn't rolled into a release. Try the new zip file in the releases section, the one marked with today's date. Report back if that fixes it or not, and please do bring a log regardless if it's empty or not.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Canute on October 31, 2018, 10:40:31 AM
I took the master from Pickup&Haul, looks like it fixed it.
But i notice
Code: [Select]
Pick Up And Haul tried to get Extended Storage capacity but it failed: System.TypeLoadException: Could not load type 'ExtendedStorage.Building_ExtendedStorage' from assembly 'ExtendedStorage, Version=3.4.1.8646, Culture=neutral, PublicKeyToken=null'.
  at PickUpAndHaul.ExtendedStorage_Support.CapacityAt (Verse.ThingDef def, IntVec3 storeCell, Verse.Map map, System.Int32& capacity) [0x00000] in <filename unknown>:0
Not sure if that was before, since it only appear at the log, not ingame.
But i don't notice any problems with the storages.

But i got
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) RimWorld.Planet.Site.ShouldRemoveMapNow_Patch1 (object,bool&) <0x00037>
at MoreFactionInteraction.WorldComponent_OutpostGrower/<>c.<WorldComponentUpdate>b__2_0 (RimWorld.Planet.Site) <0x000b6>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<RimWorld.Planet.Site>.MoveNext () <0x0016b>
at MoreFactionInteraction.WorldComponent_OutpostGrower.WorldComponentUpdate () <0x001a7>
at RimWorld.Planet.WorldComponentUtility.WorldComponentUpdate (RimWorld.Planet.World) <0x00075>

Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentUpdate(World)
RimWorld.Planet.World:WorldUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
https://git.io/fxbsE
Since the FTL races cause some trouble i am not sure if that error belog to More faction interaction.
Title: Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
Post by: Mehni on November 01, 2018, 04:22:53 AM
The ExtendedStorage error (if you have it installed) is because Pick Up and Haul is build against the Steam version of Extended Storage, which is currently on dll version 3.4.1.8646. The one in your log is ExtendedStorage(3.4.0.28081).

The other error you posted should be fixed in the latest version of More Faction Interaction. https://github.com/Mehni/MoreFactionInteraction/releases -- GitHub release was on the 22nd, again on the 30th. Let me know if that fixes it - in RW 1.0 I have to call HasMap before ShouldRemoveMapNow.  FTL is not involved in this, but it looks like it comes with an extra AlienRaces dll - that'll cause trouble for sure. I burden you with the task of notifying the author and rectifying the problem ;)

Yet another version of Pick Up and Haul will be up on GitHub shortly, which should solve yet more problems some people were having.

The next guy who claims Steam's policy of auto-updating mods is bad gets pointed towards this post.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on November 01, 2018, 05:38:53 AM
The auto-update is a fine things.
If the author create a new entry for each Rimworld version.
But the auto-update drive player into madness when they still play with an older rimworld but the mod-author didn't create a new entry and just update his mod.

Not to speak about not to delete old not used files anymore, which cause many trouble the last rimworld releases even on plain vanilla.

Edit:
And Mehni, i want apoligize myself.
I need to look more for updates before i report something.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Ruisuki on November 01, 2018, 06:51:52 AM
Bounty Hunter Missions. Capture an important leader of enemy faction (or kill him for a lesser reward) The twist is if you capture him you can choose to sell him for more reward than you would if you turned him in to the quest giver. If you betray the quest giver you lose relations, if you dont you gain some.

Eliminate VIP missions. Someone wants to instigate faction wars amongst the people of the Rim. To that end theyve hired you to take out high ranking division leaders from each of the warlike groups. Kill a certain amount of a certain mob type (thrasher, Auxiliary, Elite Mercenary etc) within the time limit to trigger relation losses between two or more groups, opening up more freelance mission opportunities against them as they war between themselves.

Reverse Peace Talks Missions. Have a certain amount of captives of an enemy faction inside of your prison walls, forcing them to negotiate a temporary truce, returning a hostile group into neutral relations.

Shepard Missions. After a disease outbreak, a faction has lost much of its herd. Provide tamed animals. Only available to gentle non war like factions. Or maybe the request differs based on disposition. Warlike outlanders prefer aggressive animals like wargs, or wolves, big cats. Gentle ones may prefer cows or pigs. Tribes domesticated animals
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Z4K-W4Y on November 01, 2018, 03:22:12 PM
Hey there, could you update the "Space Chunks" for the GitHub download? It's still on the B18 version. Thanks.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on November 02, 2018, 04:22:57 AM
Hey there, could you update the "Space Chunks" for the GitHub download? It's still on the B18 version. Thanks.

https://github.com/Mehni/ShipChunks/releases/latest

//awesome ideas

Can't reply to all of these suggestions individually, but know that I've read them and feel inspired!

//updates etc

Fair point. No worries <3

The issue with Extended Storage will remain an issue for the foreseeable future: since the new re-worked version of Pick Up and Haul directly references their dll, it will break each time they update the FileVersion info in their dll. This is also the reason the Pick Up and Haul sometimes did and sometimes didn't work with AllowTool, although that's now fixed for the future.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on November 02, 2018, 07:46:03 AM
Don't worry much about the Extend storage.
Currently it work's perfect, but even before when a pawn couldn't dump his whole inventory into one storage, it work's well for the hauling itself.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: moonra on November 02, 2018, 12:12:06 PM
The flee option in 4M reminded me of the idea I had the other day: berserker raids, melee only, never flees.
Could also be a cool mechanic for non-pirate raids, if you let your reputation with them fall below a certain threshold they might send berserker raids, they hate you so much they're willing to sacrifice themselves to see you dead. I don't see pirates doing it because raiding is their way of life, they're not attacking you because they hate you personally.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: EPD on November 03, 2018, 07:52:27 PM
Hi there, Mehni could you update Orbital Transponder on github/dropbox?
Thank you in advance :)
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on November 04, 2018, 05:43:31 AM
About MoreFactionInteraction,
these event when a faction ask for some good and want you to pay so a caravan can be formed need a bit tweaking.
These trade caravan got too less money, i just paid 179 silver for a appareal caravan, and this got 404 silver.
Yes i know the caravan silver get increased with the colony wealth, but i think these caravan should have at last 5-10 times the silver you paid for the caravan.


Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Ruisuki on November 04, 2018, 03:20:36 PM
not sure if its from pick up and haul but whenever i try to refine chemfuel from organics my colonists drops the item, picks it up in a loop and never gets it done.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on November 04, 2018, 05:07:37 PM
Ruisuki,
do you use infinity storage ?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Ruisuki on November 04, 2018, 05:56:12 PM
yes
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on November 05, 2018, 04:21:17 AM
That's an old issue from Infinity storage.
I reported that a few times since B18 to Kiame, he fixed it for the cooking but never for the refinery.
It allways happen when you don't have enough of that kind, then the pawn push it through the map.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Ruisuki on November 05, 2018, 04:41:14 AM
Oh i see thank you. I think Ill just stick with extended storage for my next playthrough
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: matedavide on November 06, 2018, 02:02:02 AM
I have one issue with the mod (or might be my fault)...
When i get the mission from other faction to help with the harvest i cannot fulfill it.
I've picked 2 of my pawns with higher plant knowledge went to the site aaaand nothing...:(
What needs to be done?  Is there a limit, a secret button or something?

thanks in advance.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: wreckcelsior on November 08, 2018, 06:51:43 PM
Mehni, mehni, mehni good mods, but for me the greatest of them all is "Pick up and Haul"!!!

What a treat to see the pawns behave intelligently and grab their limit and move it.

Thank you Mehni.

cheers.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: agiber on November 14, 2018, 05:13:12 AM
Mehni, thank you for More Faction Interaction! It really makes global map a part of game.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"] -- Numbers own modification
Post by: EntityFramework on November 18, 2018, 08:58:53 PM
Great mod man, loving it .
I took the liberty of modding Numbers for a friend because he saw that he couldn't fit all skills columns into the main window at once (1 was left outside, hidden from the player's view). So I just reduced minWidthDesired from 120f to 110f in line 126 of KlistObject.cs so as to make them fit.

Code: [Select]
case ObjectType.Skill:
                    minWidthDesired = 110f;
                    break;

Regards
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Ser Kitteh on November 18, 2018, 11:36:13 PM
On More Faction Interaction:

So my main goal for this one campaign was to launch the ship, but as time moved on, the raider bases in the east grew. Outpost after outpost, upgrading into full base until there were a dozen of them in a neat cluster of boreal forest and frozen swamp. By middle of the third year of my boreal forest run, I decided "my end goal is to literally wipe this cluster off the map."

And it took three years to do so. The last three bases were nearby, so I decided to raid them. When I finished one, funnily enough an outpost was placed RIGHT on top of my commando squad. While not game breaking, it was strange and gave me a good laugh. I wiped out the rest of the two and made my way home.

BUT WAIT, one outpost in this now barren Raiderstan just pop up when I nearly reached back my base. Now I did go back and finish it off, so the only other pirate bases in the area was like 15 days away in the north pole. Now I've more or less done with this mod, but in the event I let time pass, will these outposts prop up again in the area in the future?

It's also somewhat, well, unfulfilling, to finish off a base only for a raid to happen 2 days later. I realise this is a Rimworld problem and not exactly a More Factions problem, but is there a way perhaps to bump off the raid event if you do finish off a base?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: vandal on November 20, 2018, 03:43:05 PM
is the clicking haul on the same item twice as a way to force them to just haul that one item and all that are littered on the ground into hauling inventory no longer viable?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on November 22, 2018, 03:56:59 AM
@matedavide Got a log? Works fine for me. Make sure you're on the latest version of MFI.

@wreckcelsior Glad you enjoy 'em!

@agiber Yay! That's great praise, much what I said out to do.

@EntityFramework I think you'll enjoy the latest reworked version of Numbers.

@Ser Kitteh valid criticism but it's, as you say, more of a RimWorld problem than a More Faction Interaction problem. That's a pretty big interference on core game mechanics. Maybe Safely Hidden Away is a mod for you? What I do have planned for the next release is a max limit or diminishing growth on pirate outposts. They do have a tendency to get way out of hand.

@vandal That was never a thing.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: matedavide on November 22, 2018, 05:10:25 AM
Hello Mehni.

Yes i have the latest update for MFI (v108).
How can i send you the log file? I havent seen any issue there (in the log file). All the other "feature" working for MFI, but i cannot help with harvesting. I go there, but nothing. Cannot select interaction where the mission located. What should i saw there? Is there a button, or text box should be available?

thank you in advance.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on November 22, 2018, 06:40:40 AM
matedavide,
if you got hugslib installed use the share logs button at the log window or you can press CTRL-F12.
Otherway read the link it explain where you can find the logfile (since i don't know what OS you use)
https://ludeon.com/forums/index.php?topic=513.0
and attach the file to your answer (you need to press reply, the quickreply don't got that feature).
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on November 22, 2018, 11:35:54 AM
There should be a button available, similar to the "fulfill trade request" button, only with a pic of plants.

I'd prefer a HugsLib log since it tells me what other mods you've got loaded (and what patches they apply), but other than that please follow Canute's instructions.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Ser Kitteh on November 22, 2018, 11:40:31 AM
Btw Mehni, those unique traders that want to buy X material like clothes? You can't dismiss them after you sell your stuff. So it's a two mod issue in this case.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: vandal on November 22, 2018, 02:45:18 PM
@mehni i was able to do it before. Right clicking haul on the same item twice stopped the haul to inventory and just hauled that single item in b18
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on November 23, 2018, 03:35:21 AM
@Ser Kitteh, can't reproduce. Please follow Canute's instructions on how to report a bug.

@vandal, ah. Now I see what you mean. That functionality wasn't something I intentionally coded; just a happenstance with how vanilla works. If the underlying vanilla mechanic changed and you can't get it to occur again, that's a shame. Making that functionality intentional is still somewhere near the bottom of my to-do list, but at least now it moved up a spot.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Ink. on November 24, 2018, 12:02:52 AM
Hey Mehni, I'm sure this has been asked before but I've never seen the response. Is there any way to get a totals section of the Numbers tab per column. While it may be an issue for things such as equipment, simple numeric values such as kills would be easier and quite useful. Just for the sake of metrics and ease of use.

Can do it manually, but when you reach ~20 active combatants in double or triple digit kills, it's a bit time consuming and tedious to do.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: vandal on November 24, 2018, 05:02:22 AM
@mehni thats good to hear. For now the way i get around my colonists going all over the map when i just want them to take the meals on the ground to the freezer right next to them is by making the doors forbidden so they only haul the items in the same room in case anyone else is reading this.
Title: Numbers trivial bug -Redundancy , feature request
Post by: EntityFramework on November 24, 2018, 07:33:29 PM
Hey man, Loved the 2.0 major update!! it's superb.

[Numbers] Just to let you know, there's a duplicate of "Medical care" column display in both "Health" and "Misc" tabs. Btw, are you planning on adding a  column showing the "augmentations" that the colonist have (like prosthetic or bionic limbs).. Would be useful I think.

Regards
Title: Knumbers - Wildlife[Manhunter chance] Bug - Wildlife Feature Request
Post by: EntityFramework on November 25, 2018, 02:07:49 PM
Greetings man

I had just tried the wildlife windows for the Knumbers tab and I noticed that the "manhunterOnDamagechance" stat column cannot be deleted( the column header is not clickable or hoverable).

I think the problem is in line 299 of Numbers.cs.. where I think you set apart a pawncolumn def for ManHunterOnDamageChance.. It doesn't go through the for each loop like the other pawncolumndef so it might not have its properties set correctly...
For example below that, you have predator and it was its property "sortable" forced to true. I'll see if only setting the same for the ManHunterOnDamageChance solves the problem

EDIT: SUCCESS, it now lets you interact with the column (it lets you sort it, even though the sorting doesn't work, I tested it when there were 2% and 0% animals and it doesn't sort it either way (ascending or descending), but at least you can now close it 

And Another thing is that I would like that in the wildlife window you could see the wilderness percentage of the animal so as to know the difficulty of taming it...

Anyway.. I might try to brush up my coding skill and do it myself right now :P.. (I'm not an expert on git, but I think I can commit a change, and you can see the code and accept or not the changes).. anyway...
Great mod!
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: matedavide on November 26, 2018, 03:14:19 AM
Hello Mehni

Attached the log file from the problem mentioned.
Hope you can figure something out... :-\

thx
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on November 26, 2018, 03:33:32 AM
matedavide,
does you still have a safegame when your caravan arrive at the harvest site ?
Then please post the logfile.
Maybe just use the hugslib feature, at the ingame log window (you need to enable developer mode at the option to open it with the top left icon) Share logs button and post the link you got.

The current logfile is just from the rimworld startup you didn't even load a safegame.
But it allready show 2 errors:
- SmartMedicine, you should check if you have download and installed the correct package. Looks like there is missing something.
If you get mods from Github allways look under the releases before you download the master branch. Sometimes the Master don't got the assemblies for the mod.

- ZiTools BetterMiniMap Addon
similar to above, you are missing the assemblies or maybe you don't use BetterMiniMap mod, then you don't need the addon mod.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on November 26, 2018, 10:11:23 AM
@Ink, you're the first to ask. Not particularly feasible I'm afraid.

@EntityFramework, sounds decent. Maybe I'll add a simple thing you can hover over and get a list, much like the Needs Tending column. There's no way all hediffs would fit in a column, so the popout should do.

@EntityFramework, pt2. I always appreciate pull requests!

@matedavide -- basically what Canute says. It's possible that those two mods break loading of More Faction Interaction.

@Canute -- thanks for the assist.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: EntityFramework on November 26, 2018, 05:36:33 PM

@EntityFramework, sounds decent. Maybe I'll add a simple thing you can hover over and get a list, much like the Needs Tending column. There's no way all hediffs would fit in a column, so the popout should do.

@EntityFramework, pt2. I always appreciate pull requests!


pt1: Yeah, I thought the same about that a "big popup" would be the best approach.
Pt2: Yesterday, more for the sake of entertainment, went almost 8 hours straight non stop modding and doing some research of the core assembly files, defs, and Numbers source code,  trying to add such feature with minimal effort,
but just couldn't.. I need to check the defs documentation more like anything I think...
Title: Re: [1.0] Numbers
Post by: EntityFramework on December 02, 2018, 08:27:53 PM
Hey mehni, would you consider adding a Disease column for animals next release?

I'm making an animal hospital and that info alongside other columns would be useful!

Thanks... Keep up the good work

EDIT: Nvm, i Just saw your last update included hediffs, so I can see all of their health problems  hovering on the medical cross sign.. Thanks!!!
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: zwillhill on December 10, 2018, 01:25:27 AM
(https://i.imgur.com/DbLrMr7.png)

thanks for your MOD. I found a issue, would you fix it plz?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Dr_Zhivago on December 10, 2018, 01:26:44 AM
thanks for your MOD. I found a issue, would you fix it plz?

That's not a problem with the mod. Change your key bindings.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: zwillhill on December 10, 2018, 01:30:50 AM
thanks for your MOD. I found a issue, would you fix it plz?

That's not a problem with the mod. Change your key bindings.
thank you very much! :D
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on December 10, 2018, 08:07:53 AM
There aren't many keys left on the keyboard that aren't already taken by RimWorld. In fact, Z is the only regular key not taken. Pretty much every other mod that adds a hotkey will conflict. As the good Doc says, you can change them in Options => Keyboard bindings.

I recommend the ß or Æ key as an alternative. :P
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: vovik on December 15, 2018, 12:39:11 PM
Im writing about pirate faction spread..
Its illogical and does not fit into faction interaction, here is why:
1) where pirates take so many people to build outposts?
2) why this happens specifically around YOUR base
3) why allied factions dont spread?
4) there is quite a limiter on bases - mechanoids, so factions tend to occupy "safe" spots where they are less spotted - spreading and upgrading outposts defies this logic - they should be destroyed by mechanoids after some time, dont they?
5) ow, im not going hella lot away to bring down that distant outpost, nope!
6) this ends up in quite some part of map occupied by pirates, so you will have to wipe those tediously for quite some time, requiring lots of resources... really?
7) maybe there is a reason why there are not so many pirate bases initially?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on December 15, 2018, 01:30:13 PM
1. + 3.
They kidnapp people from other outpost, use them for ransom,slaves or force them to join their faction.
So pirate increase while other decrease and allied don't got manpower to expand.
That's why they ask you to destroy pirate outposts.

Don't forget the worldmap isn't dynamic by default, this just give you more things to do.
You don't need to fear to get more raids if you don't destroy these pirates (i think).
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: vovik on December 15, 2018, 04:40:11 PM
All factions tend to capture slaves and do stuff...
Pirate faction just robs others and does not produce, also all factions estabilish outposts (you get tasks to destroy non-pirate faction outposts if you`re not frielndly with non-pirate faction)
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: NoCanDo on December 16, 2018, 02:06:34 PM
What's going on with Numbers? Since today I'm getting this https://pastebin.com/9tihjMj0 , it worked fine yesterday. I didn't update anything...
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on December 16, 2018, 03:33:27 PM
@NoCanDo: Update your version of WorkTab.

@vovik: I'm kinda missing your point. There's an option to all-but disable pirate outposts spreading in the mod settings. Could it be better? Sure. Is it out of place for More Faction Interaction? Definitely not.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: NoCanDo on December 17, 2018, 11:23:12 AM
Okay, that worked. Thanky ou!
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: andz on December 20, 2018, 07:55:04 PM
I have a problem with faction wars. They are at an endless war kinda and all high-tech faction outposts around me are destroyed, now I can not trade with anyone by caravan? Oh wow. When are the settlemets being rebuild? If not I have to abandon the game.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on December 21, 2018, 04:28:32 AM
So long there is one faction outpost left your can recive caravan's from these faction.
They don't need to be at your surrounding.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on December 21, 2018, 05:25:20 AM
I have a problem with faction wars. They are at an endless war kinda and all high-tech faction outposts around me are destroyed, now I can not trade with anyone by caravan? Oh wow. When are the settlemets being rebuild? If not I have to abandon the game.

That is an issue indeed.

A faction war has a chance to end after there have been 8 battles, and it's pretty much guaranteed to end after 12. War can be destructive, but the level of destruction you mention is definitely not as intended.

I'll redo the code for this, but I'm also curious if there's something in your error log after a battle fired. CTRL+F12 for a HugsLib log please. Seeing your savefile would also be beneficial. If you could zip up your save and upload it somewhere, that'd be very appreciated.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: andz on December 21, 2018, 12:10:59 PM
So long there is one faction outpost left your can recive caravan's from these faction.
They don't need to be at your surrounding.

Sorry, yes. Maybe I was not very clear. I want a lot of settlements around me because I play with a lot of caravans (meaning going out and doing stuff on the map).
So I choose my starting location always next to modern settlements.
But unfortunately for a couple of years there has been a faction war now, and the battles between the factions are very rare. The modern settlements in my area destroyed each other and now my colony position sucks.


edit: The faction war is now over, after 210 days but everythig around me is still in ruins. :(
Here is a log: https://gist.github.com/HugsLibRecordKeeper/b86566c6cb4bdc82bd5201a6e4a91b71
But it seems that everything is working as intended, the mod just had more impact on gameplay than I expected, especially because pirates (skull icon) build 3 times more settlements than all oher factions.

Can I respawn settlements by console?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on December 22, 2018, 07:34:10 AM
@andz: Thanks for the log. More Faction Interaction is not supposed to be that destructive. I've altered a few things and pushed out a new release to MFI that will make the faction wars shorter. It's on GitHub and Steam.

There's an option in dev mode to spawn random faction bases, yeah. It's in the dev tools on the world. They will not respawn on their own.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Madman666 on December 22, 2018, 09:50:06 AM
They will not respawn on their own.

That actually would be a good thing to add. Since pirates expand, outlanders and tribes should also try to make new bases, which would be a nice event to participate in (either help them out providing materials or thwart them, by attacking the outpost before its grown into a settlement).
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Kori on December 22, 2018, 11:37:07 AM
That actually would be a good thing to add. Since pirates expand, outlanders and tribes should also try to make new bases, which would be a nice event to participate in (either help them out providing materials or thwart them, by attacking the outpost before its grown into a settlement).

That sounds interesting!
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Modinstaller on December 22, 2018, 11:52:07 PM
It seems that pick up and haul isn't 100% optimized for hauling efficiency.

In my game, if a pawn has to haul 4 stacks of item X and 4 stacks of item Y, and those 2 items have 2 different storage areas far from each other, it's possible that the pawn will run to storage X and deposit 1 stack of item X, then run to storage Y and deposit 1 stack of item Y, then run back to X etc... instead of just depositting everything in X and then in Y, resulting in 8 round trips instead of just 2.

Has anyone else run into this behavior ? Is there a way to fix this easily with 2 storage areas far from each other ?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on December 23, 2018, 04:45:56 AM
This is an old issue.
The pawn pickup all haulable item's in the area.
Then the pawn unload the items at his inventory one by one.

This i can lead to some running back and for of the pawn while unloading.
If you notice this you should manualy let the pawn drop the stuff.

Ofcouse you can try to write a more clever unload script or at last a more clever way to pickup and sort the inventory.
So far Mehni understood is that the problem with the vanila mechanic of the inventory.


Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on December 23, 2018, 07:10:11 AM
You're a bit outdated Canute. Pick Up and Haul introduced smarter unloading in v0.18.2.0.

Last time I sat and watched some pawns unload it went like this:

1. Pawn hauls away the first thing they have in their arms. If their inventory was full, that'll be the last thing they picked up.
2. Subsequent unloadings use Pick Up and Haul's internal unloading sorting, which is by item category.

There's one inefficiency in there: The hauled thing in #1 isn't always the first type of item in #2. That's because the item in #1 never touched the inventory and thus didn't get sorted. This is an inefficiency I am willing to live with considering the amount of work vs payoff. Besides, it's already a lot more efficient than vanilla.

If I'm wrong, and pawns literally go all over the place while unloading 3+ stacks, I'll need some exact repro steps.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Modinstaller on December 23, 2018, 11:09:13 AM
This might have been the problem. I'll watch more closely and report if I find anything more. Thanks for the quick answer !
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: andz on December 27, 2018, 04:33:36 PM
If there is a faction war and I have positive relations ("allied") with one faction and negative one with the other, it would also be nice to get a "call for help" event in case a settlement gets attacked. I mean, the other way around I ask them for help all the time via the comms console.
It could work via the ranged and meele weapons stat, just as the negotiation event (so no real battle involved = less work to code). Possible outcomes are injured colonists etc.

@andz: Thanks for the log. More Faction Interaction is not supposed to be that destructive. I've altered a few things and pushed out a new release to MFI that will make the faction wars shorter. It's on GitHub and Steam.

There's an option in dev mode to spawn random faction bases, yeah. It's in the dev tools on the world. They will not respawn on their own.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Kori on December 27, 2018, 05:58:44 PM
I visited my first expo today and was excited what it would be like. I got a permanent upgrade for chemreactors!
Unlocking upgrades like this is a very nice feature! :)
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on December 28, 2018, 03:28:10 AM
After spending hours of watching the cover panel and how to remove them safty you finaly got the permission to open the ancient valueable mashine.
And you notice at the first look you notice some worn out components.
Repairing it with 5 component's would shorten the production time.
Damit, you forget to pull out the power cable, a short circuit during the component exchange damage the internal electronic and now the mashine even run slower with the new components then before.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Modinstaller on January 01, 2019, 11:13:59 AM
I have a pawn running around two different stockpiles wasting time right now, and it wasn't just the first item. He's hauling clothes around, some are tainted, some aren't, and I have two different stockpiles for tainted and not tainted. The non-tainted stockpile is the one in the smaller room to the right, the tainted stockpile is the one outside the walls, to the bottom left http://i68.tinypic.com/24oaf6e.jpg

Seems like the sort algorithm doesn't take into account tainted vs clean. I can't remember noticing it with anything else than clothes, but it might be something else altogether ...
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on January 01, 2019, 02:37:31 PM
Seems like the sort algorithm doesn't take into account tainted vs clean.

Correct. I usually try to avoid hardcoding but this is one instance where I'll consider it. Added to the mental "refinements to consider"-list. Thanks for the suggestion!
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: asdfghjk135 on January 04, 2019, 01:50:56 AM
https://imgur.com/a/WsOtLVc

lol wat

happened three times out of four
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on January 04, 2019, 03:37:28 AM
lol thats whack
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Reize81 on January 05, 2019, 09:01:21 AM
I would like to give you a review and a comment on your mod "More Faction interaction"

(english is my second language, please don't be offended by anything, I am trying to be nice ;D)

I really like that there is more going on on the world map. Sadly I rarely do any of the quests that are available. And this is not the quests fault because they are excellent, it is my own fault because I tend to play it safe and I tend to act cautious.

To me, rimworld is not a game about rewards - it is a game about avoiding punishment.

My pawns get tables and fine meals to avoid negative thoughts. Same is true for nice bedrooms and single-bed bedrooms and so on.

What I want to say with that is: The rewards the new quests give are not enough for me to risk sending a caravan. I tend to prefer colder biomes which means longer travel times. So if I send a caravan to help do a harvest or to hunt at a hunter's lodge they will be gone for quite some time. This means in the meantime my colony will be less productive and in case of a raid I will have less people to defend my colony with. Thus I almost never send people out there even if the rewards are good.

And I dislike myself for this, because I feel like I am missing out on something.

That's why I would like you to add something in your next update. I think it would be great if my whole colony would get a negative thought if i fail to do a quest (if the time runs out). For example if I don't send people to help with a harvest my colonists could get a -5 thought "We let our allies down." for 2 quadrums. Or if I don't send someone to an Annual Expo they could get a thought like "But I wanted to show them who's boss!" (-3) for a whole year.
To balance it off there should be positive thoughts for the whole colony if a quest is successful (like "We really made a difference for once" (+2) after successful help with a harvest for two quadrums).

These are just my thoughts.

Moreover I really would like to actually visit the bases of other factions. Again my example is the harvest-help quest: It would be really cool if I could zoom in on the actual harvesting and see my people do it. Maybe it could be done by combining your mod with something like the "real ruins" mod ? But that last bit is just my pipe-dream. Hope my feedback helps a little.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on January 08, 2019, 08:24:09 AM
Thanks for the review! I really appreciate the constructive criticism and honest feedback.

Much like you, I stuck to home because I hated caravaning itself and found the rewards not worth the risk. MFI's rewards might still not be worth enough by themselves, but since there are more events you can combine different events and do make the most of them. Caravaning has become quite enjoyable for me in 1.0.

Adding a penalty for declining a request or letting it lapse is on the agenda. The implemenation I had in mind was simpler; goodwill degradation. FWIW it's tagged on the GitHub repository as "good first issue" ;-)

I'm also looking for new events/incident that are *negative*. With the events recently added and still planned, the balance has shifted a bit and I want to put it back on track. Suggestions most welcome.

Your pipe-dream, while cool, doesn't quite meet my requirements of effort vs pay-off.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Madman666 on January 08, 2019, 09:10:20 AM
I really hope if it will be implemented, it will be optional. Making caravanning mandatory to avoid moodlets will be the ultimate annoyance. There s tons of stuff that can debuff mood and having someone go berserk with last straw being that you just didn't have enough food to send people to visit allies? Just no. Especially super-late game, when its incredibly dangerous to send people out, while rewards don't measure up (like 30 people outposts giving you 100500th masterwork leather chair) and raids are huge enough to pose significant threat regardless of your defenses. Its just my opinion, but making a game mechanic punish you for not using it, won't make it fun to use. It'll become a chore, instead of an interesting opportunity.

On the suggestions note, i d really like for allied\neutral settlements to respawn\spread as wars do tend to wipe them out eventually. I like really long runs and having area around my world tile eventually get deserted feels a bit sad with no neighbors to trade with. I really think they should also rebuild and expand, the way pirates do, so the world map keeps being bustling and alive even after several years played.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Modinstaller on January 08, 2019, 02:58:10 PM
Back again with a suggestion for pick up and haul : pawns load pod launchers slowly, using the vanilla hauling behavior (hauling items one by one). It'd be awesome if they could use pick up and haul's behavior.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: VakarisJ on January 17, 2019, 02:59:56 PM
I've been having weird issues with Pick Up and Haul.

A pawn in marine armor is trying to haul a granite chunk from full priority normal to priority critical with one slot remaining. The pawn is at 18.89/35kg and doesn't have enough space to store a 25kg chunk, but, for some odd reason, tries to do so anyway, instead of picking it up in its hands. This causes it to get stuck in an endless loop of trying to pick it up and failing, lagging up my game due to the pathfinding algorithm and freezing the pawn in place.

The pawn's status keeps rapidly swapping between "Standing." and "Gathering granite chunk to hauling inventory." and the only ways to fix it (albeit temporarily) are to either expand the critical stockpile (which causes it to haul using its hands) or remove the heavy armor, freeing up enough carry capacity. Drafting the pawn only pauses its loop while it's drafted and it gets stuck again once let loose.

I have also tried disabling all of my other mods, which did nothing to fix the issue.
Since the forum has a filesize limit of 1mb, the bugged save file can be downloaded here (https://www.mediafire.com/file/j3j7h58ro1j8ry7/Solaris_%5BBug%2C_Glasgow%5D.rws/file). It's a bit misshapen without the mods, but the issue is still readily apparent.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on January 17, 2019, 03:04:35 PM
Quote
I have also tried disabling all of my other mods, which did nothing to fix the issue.
Thats sound familar.
Did you tried to update the mod if you don't use steam ?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: VakarisJ on January 17, 2019, 03:16:29 PM
Quote
I have also tried disabling all of my other mods, which did nothing to fix the issue.
Thats sound familar.
Did you tried to update the mod if you don't use steam ?

The mod was last updated a month and a half ago, according to the original post. I got the mod only a few weeks ago.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on January 17, 2019, 04:07:33 PM
When you look at
https://ludeon.com/forums/index.php?topic=35832.msg442857#msg442857
you notice i got a similar problem.
What version do you use latest release or the master ?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on January 17, 2019, 05:17:09 PM
(https://i.imgur.com/afLwCC6.gif)

Looks functional to me, using the (attached) Steam version of the mod. I have to admit it's been a while since I did a GitHub release - but none of the minor tweaks I did lately would affect this.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: VakarisJ on January 18, 2019, 01:28:02 AM
It seems some minor tweaks did affect it, because the GitHub version keeps bugging out, yet the version you've just attached works great!

Edit: I think I found the problem, even though I got it from GitHub 15 days ago, somehow I ended up with the outdated 1.0.4 version. Oops...
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Operative85 on January 20, 2019, 06:19:38 AM
I seem to have problems with Trader Dismissal. My colonist moves to an offending trader and just...moves past him. The Trader doesn't go away, and my colony stays laggy :(
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Kori on January 21, 2019, 07:04:26 PM
I seem to have problems with Trader Dismissal. My colonist moves to an offending trader and just...moves past him. The Trader doesn't go away, and my colony stays laggy :(

I experienced the same once, dismissing the trader would do nothing.
The reason for this was an animal of the trader's caravan that was stuck on the way from where the caravan arrived. I killed and resurrected the animal using devmode, and the caravan left immediately.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Nicky4 on January 22, 2019, 04:59:12 PM
I have a problem with trade requests I receive from More Faction Interaction. They ask for some silver, and I have the silver. It's in my stockpile near the trade beacon. It also shows in my inventory; thousands of silver. But the option to give them the silver is greyed out, I can only Reject or Postpone. I know it used to work. I think it may have stopped working when I moved my main base (and the trade beacon) to another map. :(
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on January 23, 2019, 03:23:28 AM
MFI uses vanilla mechanics for checking silver. See if you can reproduce that issue in vanilla, and if so, post a bug report in the "vanilla bugs" section of the forums. It wouldn't surprise me.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Operative85 on January 23, 2019, 04:24:20 AM
I seem to have problems with Trader Dismissal. My colonist moves to an offending trader and just...moves past him. The Trader doesn't go away, and my colony stays laggy :(

I experienced the same once, dismissing the trader would do nothing.
The reason for this was an animal of the trader's caravan that was stuck on the way from where the caravan arrived. I killed and resurrected the animal using devmode, and the caravan left immediately.

Thank you! Found the offending camel and killed it with devmode. I didn't resurrect it, however. :)))
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Nicky4 on January 23, 2019, 06:54:49 AM
MFI uses vanilla mechanics for checking silver. See if you can reproduce that issue in vanilla, and if so, post a bug report in the "vanilla bugs" section of the forums. It wouldn't surprise me.

I just received a trade request (24h) that asked for silver as brokerage fee before sending a caravan, and this time it DOES allow me to pay the silver. I haven't touched any of the mods I have and I didn't move the trade beacon. It's literally two days in-game later.

Could my problem be related to just one type of trade request?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on January 23, 2019, 07:24:16 AM
Nope. All trade requests use the same code.

It's more likely that a save/reload fixed the problem.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: vogdan on January 23, 2019, 05:04:27 PM
Hello, i still get the double extortion :(, i have downloaded the latest version 1.0.9, changed the order but still nothing :(, do i need to download a older version ? I can handle one raid but 2 are too much for me .
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on January 24, 2019, 03:39:33 AM
Grab the latest commit from master. I just haven't gotten around to push a release yet.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: vogdan on January 24, 2019, 08:23:21 AM
Yes, it worked now, thanks :) .
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: temple_wing on January 27, 2019, 07:45:34 AM
Would you please add combat extended support?

Currently, pawn does not check "bulk" when hauling. So a pawn with max bulk of 35 can easily haul 200 bulk of goods.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Kori on January 27, 2019, 08:04:34 AM
Would you please add combat extended support?

Currently, pawn does not check "bulk" when hauling. So a pawn with max bulk of 35 can easily haul 200 bulk of goods.

I wanted to ask the same once, but bulk is so limited that it would render Pick Up And Haul almost useless. Keep in mind that the default bulk size that gets applied on everything that hasn't been patched for CE is 1, including all kinds of mod harvestables. Pawns with equipment and ammo often don't have more than 10 bulk capacity left or even less, but that would be the maximum amout of resources they could put into their inventory.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on January 28, 2019, 05:22:28 AM
I'm currently inclined to agree with Kori, also because it's the simplest approach to dealing with it.

CE's also is still be under active development to squash all the post-release bugs that pop up. If Pick Up and Haul breaks CE (or vice versa) I'll maybe have a look once it calmed down in a week or two.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Nicky4 on February 07, 2019, 02:07:56 PM
I think I have to uninstall More Faction Interaction because of the pirate fee demands. I get a double raid each time I refuse,  and in my second year I now have 8 pirate settlements + 2 outposts surrounding my map. I did adjust the sliders in the mod options, but it is still ridiculous. It sucks because the rest of the mod is really good. I don't get why there isn't an option to remove extortions or pirates expanding altogether, so people can enjoy the rest of the features.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on February 07, 2019, 04:46:17 PM
I think I have to uninstall More Faction Interaction because of the pirate fee demands. I get a double raid each time I refuse,  and in my second year I now have 8 pirate settlements + 2 outposts surrounding my map. I did adjust the sliders in the mod options, but it is still ridiculous. It sucks because the rest of the mod is really good. I don't get why there isn't an option to remove extortions or pirates expanding altogether, so people can enjoy the rest of the features.

Can't have that, now can we. Pushed a new release :)
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on February 07, 2019, 04:47:11 PM
https://github.com/Mehni/MoreFactionInteraction/releases/latest

Pushed out an update:

- Dual raid on extortion fixed now, I think
- NEW EVENT! Squatters.
- NEW EVENT! Roadworks.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: moonra on February 08, 2019, 06:36:49 AM
Oh boy, squatters sounds like an annoying event. And murder time.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on February 08, 2019, 07:29:15 AM
You judge prematurely.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Kori on February 08, 2019, 07:51:51 AM
It's always a pleasant surprise to see a new event!
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Madman666 on February 08, 2019, 11:31:13 AM
Squatters event sounds more like "World doesn't just die off, when you plunder it to no end" to me. As in it repopulates. And thats a glorious thing indeed.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Lethe on February 10, 2019, 05:22:37 PM
It looks like both you and tobe released a Various Space Ship Chunks 1.0 release. Did you help him and they are the same, or are they different?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on February 11, 2019, 03:36:15 AM
I helped with the C# side of things. Same mod.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Densevoid on February 13, 2019, 02:28:44 PM
I would really like to use Pick Up and Haul mod, but I immediately met the reason because of which I could not do it. I checked and made sure that if a pawn has several stacks of different goods that need to be carried to different warehouses, then it can unload a piece by one, then go to the second, then again to the first, etc. It would be good if he immediately unloaded everything that was possible at the first warehouse and only then went to the second one.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Dr_Zhivago on February 14, 2019, 01:14:33 AM
I would really like to use Pick Up and Haul mod, but I immediately met the reason because of which I could not do it....

See quote below.

You're a bit outdated Canute. Pick Up and Haul introduced smarter unloading in v0.18.2.0.

Last time I sat and watched some pawns unload it went like this:

1. Pawn hauls away the first thing they have in their arms. If their inventory was full, that'll be the last thing they picked up.
2. Subsequent unloadings use Pick Up and Haul's internal unloading sorting, which is by item category.

There's one inefficiency in there: The hauled thing in #1 isn't always the first type of item in #2. That's because the item in #1 never touched the inventory and thus didn't get sorted. This is an inefficiency I am willing to live with considering the amount of work vs payoff. Besides, it's already a lot more efficient than vanilla.

If I'm wrong, and pawns literally go all over the place while unloading 3+ stacks, I'll need some exact repro steps.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on February 17, 2019, 04:15:00 PM
Couldn't have said it better myself Dr_Zhivago.

Pushed a small update to MFI which potentially fixes some issues with the incidentQueue.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: publicuser on February 19, 2019, 02:22:35 AM
Add some Simplified Chinese translations which untranslated based on existing translation for More Faction Interaction, by master_wu. In attachment
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on February 19, 2019, 04:18:25 AM
Thank you kindly. Pushed to GitHub (https://github.com/Mehni/MoreFactionInteraction/releases/latest). Steam will follow later today.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Tenshi~Akari on February 20, 2019, 10:20:57 AM
Updated MFI to the latest, but came across this red error upon loading:

Code: [Select]
Could not find type named RimQuest.RimQuest_ModExtension from node <li Class="RimQuest.RimQuest_ModExtension"><canBeARimQuest>false</canBeARimQuest></li>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Rim Quest is also updated to the latest iteration on my side, so I'm not exactly sure if this error affects how events are going to show up with quest givers?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on February 20, 2019, 11:20:53 AM
Are you certain you've got the latest version of RimQuest (https://github.com/jecrell/RimQuest/releases/latest) loaded?

If you are certain, post your full HugsLib output_log. CTRL+F12 to get one.

There are two ways to get that error:
- You're on a version of RimQuest that was released before December 8 2018.
- Something else is messing up and has put the way RimWorld loads mods in an unstable state. Both MFI and RimQuest (and every other mod, really) need the game to load into a usable state.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Tenshi~Akari on February 25, 2019, 01:29:36 AM
^^ Welp, that's most certainly the problem for sure on my end... because I was only checking the links on his Patreon page. Had no idea of the December update on Github. Thank you for linking!
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Lupin III on February 27, 2019, 11:05:07 AM
PickUpAndHaul is causing my pawns to get stuck at "unloading inventory" (ontop of a stockpile; doesn't matter how full it is). They stay there until I draft them, after the game notified me that a pawn is starving or at a major break risk. Any idea why that would happen?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on February 27, 2019, 03:29:52 PM
None. Got a log? Maybe a savefile? Steps to reproduce?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Madman666 on February 27, 2019, 05:46:56 PM
PickUpAndHaul is causing my pawns to get stuck at "unloading inventory" (ontop of a stockpile; doesn't matter how full it is). They stay there until I draft them, after the game notified me that a pawn is starving or at a major break risk. Any idea why that would happen?

Having the same problem, using a certain mod combo - Share the Load, Giddy up and Pick up and Haul. Only in my case they always get stuck if they're riding an animal and do a hauling job. Most often it happens when a hauling job gets completed before they could reach it with materials (Share the load lets other pawns participate in material delivery to blueprint and so jobs can get completed before a pawn reaches it), so they can get stuck anywhere, not only over a stockpile. They get stuck in place until you draft them and usually it happens once i get a sudden major break message. Already reported it to Roolo. I am not sure on which end this issue is, so just in case i ll post it here, especially seeing someone has pretty similar issue. I don't get any errors in the log when it happens.

Do you use Giddy Up per chance? If so, that might be same exact issue i am getting.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Lupin III on March 01, 2019, 08:16:31 AM
No, not using "giddy up", but I do use"share the load". But the latter shouldn't do anything when dropping stuff into a stockpile.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Madman666 on March 01, 2019, 08:21:05 AM
Share The Load messes with stack\blueprint reservation mechanics, because otherwise multiple pawns won't be able to work\haul on the same thing. This reservation thing might just be what we're looking for, since we both have share the load+pick up and haul combo.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Lethe on March 02, 2019, 02:47:56 PM
I'm running Share the Load, Giddy up and Pick up and Haul and I'm not running into your issue. Here's my mod load order of things that affect stacks/hauling + giddy: Stack XXL, Haul to Stack, While You're Up, Pick Up and Haul, Please Haul Perishables, Share the Load and then much later I have Giddy Core, Giddy Caravan and then
 Giddy Ride and Roll.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Madman666 on March 03, 2019, 01:33:30 AM
Have you played a lot with your current modlist, @Lethe? It doesn't happen all that often, at times it feels completely random, so if your run wasn't long enough you could just not get it (mine is several game years long). Thanks for sharing your load order anyway, i ll try shifting my own modlist around, maybe that will help.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Lupin III on March 03, 2019, 07:05:09 AM
Of those mods mentioned I only used pickup&haul, share the load and please haul perishables. It only happened at a later stage of the game (but not that late; maybe two years in with 10 colonists). I am sure that it was the pickup&haul jobs they were getting stuck in though, because I changed the job text in the XML-files to include "PUAH" which promptly appeared when the colonists got stuck the next time.
I have since changed my mods alot.

First, not mentioned yet, I removed combat extended. I'd really like to use it, but it just caused too many incompatibilities with other mods, especially hauling ones. Anyone running CE?

I also removed please haul perishables, because it caused huge lag spikes (game froze for half a seconds all the time), completely independently of other mods (at that point I had pretty much no other mod that changes hauling or stacks activated anymore).

I'm not using share the load currently, but that is mostly because it is rare to build something that takes many stacks of materials and I'd rather go for the inefficieny there than have weird behaviour. But I don't claim that STL causes any, I just didn't want to do tests anymore when it takes at least a minute or two after a mod change to get back into the game to see if that change even did something.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Lupin III on March 20, 2019, 09:18:28 AM
Is anyone having the special traders of MFI appear with all prices being 0.01? I am also using Sladki's "Bargain Tweaks" https://ludeon.com/forums/index.php?topic=41965.msg454096#msg454096 (https://ludeon.com/forums/index.php?topic=41965.msg454096#msg454096). That mod randomly changes the price of some (but not all) goods up or down a little bit. Are the traders of MFI incompatible with that?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on March 20, 2019, 10:02:28 AM
Lupin III,
you should test it out self. I hope it isn't a permadeath colony (bad idea with mods anyway).
Just disable the Tweak mod, load the colony, spawn a trader with the dev comands (Incident).
Then do the same with disabled MFI and tweak enabled.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Lupin III on March 20, 2019, 12:30:30 PM
I hope it isn't a permadeath colony (bad idea with mods anyway).
Hell no! I want to be able to cheat ;)

Just disable the Tweak mod, load the colony, spawn a trader with the dev comands (Incident).
Then do the same with disabled MFI and tweak enabled.

I tried that. First without changing anything about the mods. Triggering the MFI trader worked, but when he should appear, I got this error message instead (apparently every tick; so console soon told me it stopped logging to avoid spam):
Code: [Select]
System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.IncidentWorker_PawnsArrive.CanFireNowSub (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_TraderCaravanArrival.CanFireNowSub (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (RimWorld.IncidentParms parms, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Restarted the game without changing mods again. The error message changed slightly (the save was after triggering the trader about 2 ingame hours before the trader would arrive):
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.NeutralGroupIncidentUtility.AnyBlockingHostileLord (Verse.Map map, RimWorld.Faction forFaction) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_TraderCaravanArrival.CanFireNowSub (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (RimWorld.IncidentParms parms, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
(the second line is different). So just saving, restarting and loading changed the error message.
I never saw that problem before, because I always rejected the MFI traders after I saw that their prices are bugged. So I don't know what causes this behaviour now. This happens with a mod setup I have run the game for the last week or so without seeing any other problems. It looks like to get rid of this error message I would need to edit the save game. Saving with the error message ticking, just makes it appear immediately on reloading the save.

For good measure I also disabled the Bargain Tweaks mod, but that doesn't change anything. The usual trade ships, trade caravans and visitors (slightly changed by hospitality mod) are completely fine. Only the "special" MFI traders trigger that message. So I can't even test now, because something else with triggering the traders is broken.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on March 20, 2019, 04:49:06 PM
What version of MFI are you on? Doesn't look like the steam version, nor the the date-coded zip from https://github.com/Mehni/MoreFactionInteraction/releases/latest

Not saying that'll fix all your problems, but it could fix one or two of em :P

I checked out the other mod. There might be a conflict there, but I'm skeptical.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: agiber on March 22, 2019, 06:39:37 AM
@Mehni

Thx again for MFI!
But there is not a problem but inconvenience - when looking at world map you don't know:
1. City names;
2. If there is quest in a city.

After a week I usually don't remember where and which quests I've got last weekend.

Is it possible to add City and "quest here" flag to world map?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Canute on March 22, 2019, 07:42:41 AM
When you click at the city, you can see if there is a quest or not.
But i agree, it would be nice to see on the worldmap if a city got a quest, or a quest log tab where you can see all the world map task what they need/give and a jumpto button.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Lupin III on March 24, 2019, 12:22:26 PM
What version of MFI are you on? Doesn't look like the steam version, nor the the date-coded zip from https://github.com/Mehni/MoreFactionInteraction/releases/latest
I'm pretty sure I used one of the "releases" and nothing else. I got the release 20190306 now and the error message is gone. Don't know why with the previous version I had it worked a few weeks ago, then started throwing the error.
The problem with items only being paid 0.01 is still there. I guess your mod is creating a new trader type and the bargain tweaks mod doesn't know about that and spits out a zero multiplier instead. I left a post in the mod's thread to maybe fix that on the other end.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: FadingFog on March 24, 2019, 01:09:58 PM
Hello, i've update Russian translation of More faction interaction
https://mega.nz/#!jYhxHKzb!la1mJ6Q1BKwuNZGQdkQxIxjS05ldbZZ3l7iv_zEsXQE
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Mehni on March 25, 2019, 04:26:54 AM
Hello, i've update Russian translation of More faction interaction
https://mega.nz/#!jYhxHKzb!la1mJ6Q1BKwuNZGQdkQxIxjS05ldbZZ3l7iv_zEsXQE

Thank you very much! I've added it to GitHub. I noticed it's missing a few keys for the annual expo events. The automated translation tool doesn't pick up on them. Instead, you can use https://github.com/Mehni/MoreFactionInteraction/tree/master/Languages/Pirate as a template.

@Lupin III: Sounds good. Keep me posted.

@Agiber: Maybe a bit out of scope for MFI, but a good mod idea nonetheless.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Xaviien on April 02, 2019, 09:01:09 PM
Is there any chance of Pick Up And Haul being updated to include something that makes people pick up what they harvest?

I've been playing a lot of Naked Brutality, and having someone run around the map harvesting berries, then running back and forth from the campfire to random corners of the map to grab 10 berries to make each meal is annoying.
I know I can avoid this with more micro, but it would be nice if there were a mod that could help.

I also know that this has been raised multiple times over the past 4 years, but I can't find any response from a mod author stating that this is impossible to add. I do understand that it might be difficult to add "Place item in inventory if there is space for it" to the end of every harvest type job, but if you could, it would certainly be worth a coffee or ten.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: gaberad on April 18, 2019, 11:22:53 PM
Would it be possible/would you consider getting Animal Food Restrictions to show up in the Numbers mod?

https://ludeon.com/forums/index.php?topic=46440.0
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Ruisuki on April 23, 2019, 09:34:19 PM
ello mate do you happen to know of a mod that concentrates factions in specific regions of the planet to benefit from More Faction Interaction? Also does anyone recommend any faction mods? OP what do you run with it, only vanilla factions?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Dr_Zhivago on April 24, 2019, 02:42:31 PM
ello mate do you happen to know of a mod that concentrates factions in specific regions of the planet to benefit from More Faction Interaction? Also does anyone recommend any faction mods? OP what do you run with it, only vanilla factions?
https://ludeon.com/forums/index.php?topic=45519.0
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: account13123 on May 19, 2019, 06:11:28 AM
About Dismiss Trader, does dismissing a trader give you any penalty such as a chance they will be insulted at being sent away? If not, that might be a fun addition. Or maybe a "fun" addition, if they had a small chance to turn hostile  ;D
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: korzon19 on June 24, 2019, 02:12:48 PM
I'm not exactly sure if this is a thread for bugs, but I encountered an error with MoreFactionInteraction. More info here: https://ludeon.com/forums/index.php?topic=49034.0
I also reported it on Steam, but it has less info there.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Vehicular_Zombicide on July 12, 2019, 12:41:49 AM
I seem to be having an odd problem with your "More Faction Interaction" mod. It all seems to work just fine, right up until about midway through the first year in game- then the game freezes and stops responding, forcing the shutdown of the program. This has occurred on multiple new games despite repeated attempts to reload each save- no matter what, this always happens around the same time.

According to the output log, the last thing it tried to do was start the "bumper crop" event before crashing. I've tried reinstalling More Faction Interaction and moving it to the top of the load order, but to no avail. Here's the error message in the output log.

Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
  at MoreFactionInteraction.World_Incidents.IncidentWorker_BumperCrop+<>c__DisplayClass7_0.<RandomNearbyGrowerSettlement>b__0 (RimWorld.Planet.Settlement settlement) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.Planet.Settlement].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.Planet.Settlement].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.Planet.Settlement]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Settlement] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[Settlement] (IEnumerable`1 source, RimWorld.Planet.Settlement& result) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.RandomElementWithFallback[Settlement] (IEnumerable`1 source, RimWorld.Planet.Settlement fallback) [0x00000] in <filename unknown>:0
  at MoreFactionInteraction.World_Incidents.IncidentWorker_BumperCrop.RandomNearbyGrowerSettlement (Int32 originTile) [0x00000] in <filename unknown>:0
  at MoreFactionInteraction.World_Incidents.IncidentWorker_BumperCrop.TryGetRandomAvailableTargetMap (Verse.Map& map) [0x00000] in <filename unknown>:0
  at MoreFactionInteraction.World_Incidents.IncidentWorker_BumperCrop.CanFireNowSub (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (RimWorld.IncidentParms parms, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


And my mod list load order is attached below. The following mods were added most recently, around the same time as this error started happening;

- War Crimes Expanded
- Razor Wire (With Damage)
- Gems
-More Sculptures
-Fences and Floors

Any help would be greatly appreciated, as this is a literal game breaking issue. Thanks.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Chibisuke on July 12, 2019, 02:20:29 AM
4M Mehni's Misc Modifications has logging mode still enabled. It's generating harmony.log file on desktop on each time rimworld start up.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Pangaea on August 11, 2019, 02:11:33 PM
Pick Up And Haulv1.0.5Dec 3(http://i.imgur.com/yJM8pYQ.png) (https://github.com/Mehni/PickUpAndHaul/releases)(http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058)"Greatest hauling mod ever" - Chicken Plucker

Am playing with Pick up and Haul now, plus Common Sense. It's really great, love that my people behave more sensibly and can carry more stuff. Makes it easier probably, but it's awesome. One thing, though, I still notice that I have to micromanage them when they go to chop/cut something, and usually will just walk back again empty-handed. Is it possible to change things so that they carry what they just chopped down in cases like this?

(I used the current master from git)
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Ruisuki on September 15, 2019, 09:35:32 PM
did more faction interaction add doctor request quest? it added a caravan with no colonists post completion
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Pangaea on September 26, 2019, 03:12:11 PM
Hi. I have a request for Pick up and Haul. Would it be possible to make it so that when you are loading items into transport pods, the pawns will fill their pockets instead of pick up one war veil and carry that, then go back for another?

Don't recall now if it's the same for normal caravans, but in any case it would be excellent if the pawns used their normal capacities when carrying stuff for transport pod and caravan travel. It can be such a big endeavour currently, with people possibly flipping out unless you micromanage them so they at least east when hungry. Being able to carry more stuff each time would cut down on some of the time this process takes, and thus reduce risk for mental breaks.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Schwartz on November 25, 2019, 05:31:24 PM
Really odd bug with Pick Up And Haul:

I have a steel storage #1 set to low with several thousand steel, as well as a single-tile steel storage #2 set to normal with 700 steel. They're supposed to haul from the low to the normal stockpile.

However, what happens is that they'll pick up ~20 steel, run halfway to stockpile #2, then turn around and come back. They will also repeatedly pick up ~20 steel, then drop it right next to the big stack at #1. Then merge stacks. And repeat.

This is in conjunction with XXL Stacks and Storage Tweaks. I have unloaded Storage Tweaks for testing purposes and it still happens.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: anochi on December 09, 2019, 02:18:44 PM
Loving Numbers

Is there no body size column for animals and wildlife?

Noticed quirks:
ManhunterOnDamageChance isn't sortable
Duplicate columns also removed
Colonists > Misc > Food Restriction not removable? This was due to Pawn Rules
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: Raf's on February 12, 2020, 05:40:57 PM
Hi, is it normal to not get past the first stage in a shooting expo with a 20 shooting character? Or is there more to that expo other than just skill level?
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: babgozd on February 24, 2020, 04:45:31 PM
Pick Up And Haul update for 1.1 would be awesome!
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: dearmad on February 27, 2020, 03:52:01 PM
you checked out the beta release for 1.1 on github right?

https://github.com/Mehni/PickUpAndHaul/releases
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: babgozd on February 29, 2020, 11:21:09 AM
you checked out the beta release for 1.1 on github right?

https://github.com/Mehni/PickUpAndHaul/releases
Look at the date when I wrote that comment.
Title: Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
Post by: wreckcelsior on March 14, 2020, 12:17:04 PM
Hey Mehni...
I wanted to just mention a brief and minor conflict between your [1.0] "Numbers_2019_04_27" and "[1.0] Better Pawn Control"... 
There is a drop down in that mod that lets you quick-assign a zone for the animals, that disappears when your mod is loaded, either before or after that mod.
Because "Better Pawn Control" is such a great mod for getting my animals to safety, quickly, I unfortunately can't use your Numbers mod, which is a great one-look information mod.
Just thought you may want to know.

Thanks for all of your great works.

cheers.