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RimWorld => Mods => Releases => Topic started by: Haplo on May 16, 2014, 05:54:01 AM

Title: [1.3] Miscellaneous w MAI+Robots
Post by: Haplo on May 16, 2014, 05:54:01 AM
Miscellaneous w MAI+Robots



Description:
This is my collection of mostly independend items of various kinds.
Note: The downloads are in the download section.

The following video shows most of what Miscellaneous can add to your game:
YouTube: Miscellaneous Showcase by Soapie Plays (https://youtu.be/cfXfZPDeS8s)
YouTube: Miscellaneous Showcase by BaRKy (https://youtu.be/mFP28oOTd68)

Miscellaneous 'CORE'
(https://i.imgur.com/OLmvxZg.jpg)

This contains various core functions for other Miscellaneous parts.
It must be loaded before the other parts!


It also comes with the following functions/items:
Colonist Keys: Place/Group
   This allows you to use the keys 6, 7, 8, 9 to create teams
   The key 0 releases all drafted colonists, BACKSPACE jumps randomly into your colony
   (Note: This needs a new colony to work; the keys can be reconfigured)
BrainPals
   Some brain implants to enhance your colonists
   (an idea from 'Old Mans War')


Misc.  Bees 'n' Honey
(https://i.imgur.com/lfeRQWo.jpg)
Build beehives where you can harvest your very own honey.
You need to research 'beekeeping'. Once done look out for wild beehives to find a queen bee which can be transferred to your own beehive.
With your beehives you can grow new queens to expand your hives. They will also produce honey for you to eat or sell.
Alternatively you can brew mead (honey-wine) from the honey.


Misc.  EndGame
(https://i.imgur.com/3JhoSPA.png)
Do you think your base is done? You have nothing more to do, but you don't really want to leave the planet?
Why not try to get your own town charter via martial law instead? Here is your option for this...


Misc.  Incidents
*** This needs Miscellaneous CORE to work without errors! ***
(https://i.imgur.com/vRnMicw.jpg)
Artefact
   Your colonist stumbles over an ancient artifact. What might happen if you activate it?
Tactical Computer + Computer Terminal + Anomaly
   The tactical computer gives informations, is good for a game or two,
   and scans the nearby area for interesting places.
Crashed Rescue Pod
   An unknown rescue pod crashed nearby. Do you want to take a look inside?


Misc.  MapGenerator
*** This needs Miscellaneous CORE to work without errors! ***
(https://i.imgur.com/AwPlfP4.jpg)
Blueprint MapGenerator
   This will create some more detailed ruins on map creation.
   Some simple, some complex, some with items to be found, some with mechs,...
   You can also add your own ruin blueprints to the collection.
   (Note: This needs a new colony to work)

Blueprint MapGenerator Xtension 'Urban Biome'
*** This needs Miscellaneous MapGenerator to work without errors! ***
(https://i.imgur.com/aULtvfe.jpg)
This extension of the MapGenerator mod provides some randomly placed urban biomes.
Here you'll find some abandond city ruins that are reclaimed by nature.
You can explore them or settle in between the old walls.
But watch out! Some of these buildings may contain still active guardians!
   

Misc.  Turret Base
*** This needs Miscellaneous CORE to work without errors! ***
(https://i.imgur.com/4wWOdfV.jpg)
Nano Replicator
   Like a 3D-Printer only for much more complex items
Turret: Weapon Base
   You want to build your own turrets? Build or buy a base and add your weapon of choice to it.


Misc.  Weapon Repair
(https://i.imgur.com/91lfJrD.png)
   Do you have your best weapon in an awful condition, but various worse weapons of the same kind just laying around?
   Now you can repair your weapon with spare parts salvaged from similiar weapons (as long as you have a machining table)
   
   
Misc.  Training
(https://i.imgur.com/RtsqcXC.jpg)
This adds some training facilities:
Shooting Target
   Train up your shooting ability. Joy and training possible!
Martial Arts Dummy
   Train your martial arts ability. Joy and training possible!
Archery Target
   Your colonists like to shoot some arrows for joy. **Joy only**
   

Misc.  Robots
(https://i.imgur.com/0oe5Bpd.jpg)
This adds some buyable robots:
Haulingbot
   A small drone to help you hauling stuff around
Cleaningbot
   A small robot to help keeping your home clean 


Misc.  MAI
*** This needs Miscellaneous CORE to work without errors! ***
(https://i.imgur.com/l3LLPzI.jpg)
This adds a mobile artificial intelligence, also known as MAI.
   

Modder:

Downloads:
Caution: To use the new functions the start of a new colony is eventually required.
The latest versions of my mods can be found on GitHub. (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods)
You can get the seperate Mods here (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods/tree/master/Mods) and their status here. (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods/blob/master/ReadMe.md)

Known Issues:
Misc. Training is currently incompatible with Targeting Modes (https://ludeon.com/forums/index.php?topic=29503.0)


The Mods (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods) and their Source-Code (https://github.com/HaploX1/RimWorld-Miscellaneous_Source) can also be found on my GitHub-Page (https://github.com/HaploX1/).

Version 1.0 can be found on GitHub here (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods/commit/d9929a58ea21f8a74fce1caba635707c0acb0a0b)
Version B19 can be found on GitHub here (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods/tree/85f2edf1ec38472fa966eeb0a4ae3a70b87fe14a)
Version B18 can be found on GitHub here (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods/tree/e3581755f511fea628da3f65f4a6c12b7ccd9636)



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


Detailed Description:
Detailed Description:
Mobile Artificial Intelligence
  She is an AI persona with a metal body, who wants to be called 'Mai'.
  You can build her. For more information look into the additional description.
Robots
  Some robots (Hauling- and CleaningBot) are buyable from a robot trader.
Tactical Computer + Terminals
   Find and count your pawns, prisoners, friends and enemies with just one click
   Call your armed colonists to the combat room or to the terminal
   Send your colonists to bed or to eat something (only when lower 50%)
   Play a game alone or with your friends
   Send your colonists on an away mission outside the map
Nano Storage
   Store up to ten items in one single container
Nano Replication
   Scan your items and make a replicate with the nano printer
   Note: Only available after research of the nano storage
Archery Target
   The bow is an ancient hunting tool that is nowadays mostly used for fun..
Turret: Weapon Base
   A new weapon base, where you can install the weapon of your choice
   An upgrade to reduce the reload time can be researched, while the automatic base can only be bought.
   It can use a custom top graphic if the weapon installed provides the needed _top file:
   (e.g. Your gun graphic: /Textures/Gun/MyGun.png - Added top graphic: /Textures/Gun/MyGun_top.png)
Incident: Artefact Found
   Your colonist stumbled over an ancient artifact. What might happen, if you activate it?
Incident: Anomaly detected
   Your sensors detected an unidentified object a few days away. If you want you can send an investigation team.
   Note: Only available when a tactical computer is built and powered!
Incident: Rumor of ...
   There are a few rumors of various objects nearby. Do you want to explore them?
   Rumors available right now: Ruins, Slaver Camp, Space Ship, Old Temple, Treasure Map
Keybinding: Colonist Groups
   You have the keys 6 to 9 to set drafted colonist positioning groups.
   And you have key 0 to undraft all colonists without active job.
   Also there are the keys SHIFT+Q and SHIFT+E to send your pawns sleeping/eating.
   Now there is also BACKSPACE to jump back to your Home
   For more information look into the detailed description further down.
Implants: BrainPals
   If you always wanted to have your own voice-in-your-head, here it is: Your personal BrainPal(TM)
   BrainPals are micro computers that are hard wired into the brain and provide you with live feedback.
MapGenerator: Village Ruin Blueprints
   This is a MapGenerator that creates some village ruins out of a collection of blueprints.
   If you want, you can add your own building blueprint to the collection.
   How? Look for the Tutorial in the Help folder.
Training Facilities
  This provides you with two targets to train your skills:
  - A shooting range target to train your ranged weapon skills
  - A martial arts target to train your melee weapon skills


Additional Descriptions:
- Mobile AI
Mai is a researchable and buildable mobile artificial intelligence.
You need to research the basics, how an ai is programmed and how to build a mobile body for her. After you've done this you can build the automatic assembler (1), where most of the body will be produced automatically. After the assembler built your first ai body, you can activate it (2), as long as you have a crafting professional (level 9) to do so.
Note: Once Mai (3) has been awoken, she won't allow further access to her programming, so denying you the abillity to upgrade her. Because of this, you should research everything, that you want for her to know, before hand.
Your Mai has, because of her metal body, a higher damage tollerance. She doesn't need to eat. But she does need to recharge her internal batteries.
Caution: Once her damage is too high or even when her batteries are empty, she will initiate her emergency self destruction program. Try not to be anywhere nearby when she does that..

- Enhanced Mobile AI
If you stumble about an AI Core, you can use that to give Mai some enhanced abilities.
She can withstand a bit more damage and is a bit harder to hit, she learns faster, heals herself a bit better and much more. All in all she is 'enhanced'.

- Keybinding: Colonist Groups
The keys 6, 7, 8, 9 can be used to define where colonists should go to.
Use them like this: Draft all the colonists you want to set the positions for and position them. Now press SHIFT+7 (for group 7) and the positions of your drafted colonists will be saved. To recall the positions just press 7.
This can be done for 6, 7, 8 and 9.
Key 0 has another function: Once you press it, all your drafted colonists, who don't have an active job, will be undrafted. Press SHIFT+0 to switch the recall mode between POSITION and GROUP.
Then there are the keys SHIFT+Q and SHIFT+E: SHIFT+Q sends your colonist to bed. SHIFT+E sends your colonist to eat. But they will only go, if they are hungry or tired enough.
Another key is the F1 key. If you press it, you will jump to a random position inside your home zone.
Note: You can rebind the keys to your own desire with the normal keybinding options.


- MapGenerator: List of blueprints
The MapGenerator has the following blueprints to work with.
These buildings can be placed when a new map is generated:
-Basic Rooms (some simple rooms similiar to the vanilla ruins)
-Bathhouse (an abandond bathhouse with pool)
-Billiardroom (a small house that still may contain a billiard table)
-Security room (a small house where old security was stationed)
-Hacienda (a few haciendas /ranches with various extensions)
-Labyrinths (a few labyrinths where you can find treasures inside)
-Longhouse/Tippie (Some abandond tribe houses)
-Mirror Tower (An old twin tower building)
-Pyramids (An ancient tomb, may contain treasures)
-Military Base (An old military base)
-Well (You know, the thing with water inside)

Permissions:
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
For more info about it take a look into the About folder.

Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: mrofa on May 16, 2014, 07:12:00 AM
Awsome :D
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: iame6162013 on May 16, 2014, 11:20:46 AM
Ah now i can count my raiders Woot...
But one question what is it's radius?
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: mrofa on May 16, 2014, 11:38:26 AM
Whole map
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: iame6162013 on May 16, 2014, 11:40:58 AM
Quote from: mrofa on May 16, 2014, 11:38:26 AM
Whole map
That's Awesome :)
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: JinxWolf on May 16, 2014, 12:36:08 PM
Not that this is not a great mod, but i'm struggling to find a usage for it beyond just the idea of keeping tabs on my enemies. Out of the four things listed in content, I vaguely only see a census feature.
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: Haplo on May 16, 2014, 03:26:01 PM
Its usage is mostly statistical. Its so you can see at once, how many colonists you have, how many enemies just dropped, and so on.
The earliest version didn't even have the jump to xyz buttons. That version was ONLY good for statistics.
So if you don't see any usage, that's ok. I don't force you to use it. ;)

This mod is my place to release small independent parts that normally won't be big enough to be a full mod.
Unfortunately right now it is only one item as I've used the other parts I had elsewhere for now..
But I hope it will fill up a bit with time..
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: JinxWolf on May 16, 2014, 04:28:28 PM
Quote from: Haplo on May 16, 2014, 03:26:01 PM
Its usage is mostly statistical. Its so you can see at once, how many colonists you have, how many enemies just dropped, and so on. The earliest version didn't even have the jump to xyz buttons. That version was ONLY good for statistics.

Well thank you for clarifying the difference.
As you've cleared up a misconception.

Quote from: Haplo on May 16, 2014, 03:26:01 PM
That version was ONLY good for statistics. So if you don't see any usage, that's ok. I don't force you to use it. ;)

As for the last statement, that's also fine..
But as a modder, you're going about your sell pitch defensively.
Your peers are those whom make you better, with constructive criticism.
I'm not ridiculing your creation, if anything i'm giving you every reason to show others why it's much more than the eye may see. As said by Tynan, there is no one mod or modder that control what mod is seen, by what's good or bad, popular or dominate. It's fair game for each and every member. So forgiving me for giving you a reason to rise up to the challenge.

With that in mind, understand..
Regardless to if you do this for fun or for recognition, you and every modder still upload these mods on the strength of praise. So, the competition to have your mod considered by someone whom is going off face value and not what you've went through to create your mod, having an attitude will only shadow the potential of a fairly decent attempt. So be courtesy to how you come off towards someone.

As I may only be one person.
This however is a community.
Good luck with the mod though.
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: Austupaio on May 16, 2014, 06:01:19 PM
Way to make something out of nothing. Just let it be.




Now as for the mod, very handy. Being able to instantly gauge the size of a raiding force and jump to it's location is invaluable for the way I play; that being on very large maps with multiple colonies.
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 - 03.06.2014)
Post by: Haplo on June 03, 2014, 01:42:39 PM
Update to Alpha 4.
Added some new objects and incidents.
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: anikaiful on June 04, 2014, 04:44:16 PM
Nano Storage's "Retrieve" and "Dispense" mode... Beats me, what they do?
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: mrofa on June 04, 2014, 04:53:50 PM
Recive mode is that it recive only and colonist wont take stuff from it, if you set to dispense, it will show on top one item that is stored in it and colonist will able to pick it up, of its on dispense and colonist pick up a item another item will be shown on top :)
At dispense if i remmber right colonist still can store stuff in it.
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: anikaiful on June 04, 2014, 05:25:52 PM
Quote from: mrofa on June 04, 2014, 04:53:50 PM
Recive mode is that it recive only and colonist wont take stuff from it, if you set to dispense, it will show on top one item that is stored in it and colonist will able to pick it up, of its on dispense and colonist pick up a item another item will be shown on top :)
At dispense if i remmber right colonist still can store stuff in it.
Ah-a, that clears it - thanks.
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Haplo on June 05, 2014, 06:30:06 AM
Did anyone experienced the incidents yet?
If so, what do you think about them?
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Peacekeep3r777 on June 05, 2014, 06:41:26 AM
Agent was reveiled, so i wanted to arrest him, but i killed him :(. This incident is good, however there should be an option to arrest agents (use of stunt weapon?) and interrogate  them plus you should gain some bonus (+ or -) with factions (if you releas him, kill him).
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Haplo on June 05, 2014, 02:10:49 PM
Yes I know, as the agent is effectively an raider, you only can handle him, like you can handle any raider.
Only with luck you can catch him alive..
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Tynan on June 05, 2014, 02:31:43 PM
Can you talk more about the spaceship engine event? Sound interesting.
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Haplo on June 05, 2014, 02:47:59 PM
I don't want to spoiler it too much, so here is a short description of the crashed engine event:
A part of your space ships engine crashed nearby. You have a few days to destroy it, before it will explode.
But caution if you leave it be as reports state that the radiation of the engine isn't really good for animals..
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Peacekeep3r777 on June 05, 2014, 03:55:03 PM
Quote from: Haplo on June 05, 2014, 02:47:59 PM
I don't want to spoiler it too much, so here is a short description of the crashed engine event:
A part of your space ships engine crashed nearby. You have a few days to destroy it, before it will explode.
But caution if you leave it be as reports state that the radiation of the engine isn't really good for animals..

I didnt do anything about that engine and after it started to fire it almost scorched half of the entire map. Couldnt handle the fire alone, so i waited for rain to stop it. I was lucky it wasnt near my base :).
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Haplo on June 05, 2014, 03:58:51 PM
And your animals didn't behave strangely?
That sounds not like it should be. Maybe I need to update the radius a bit...
PS: If you had done what the event tells you to do, it may have been better for you ;)
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Peacekeep3r777 on June 05, 2014, 06:41:28 PM
If i think more about it there were like 4 squirrels attacking me, but nothing more, so I didnt pay much attention to it.
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Plunkett on June 08, 2014, 03:57:44 AM
I love the mod: was going to attempt to make lockable doors myself :), thanks for including the source for it; it is useful to look at to learn and is commented well.
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: tarakanhb on June 08, 2014, 04:53:41 AM
Hi. fix mod =)

in Miscellaneous_Buildings_LockableDoors.xml

<ThingDef ParentName="DoorBase">
<defName>DoorWood</defName>
<label>Wood door</label>
<description>Divides rooms. Must be manually opened and closed, which slows people down.</description>
<workToBuild>250</workToBuild>
<texturePath>Things/Building/Door/DoorWood_Mover</texturePath>
<menuIconPath>Things/Building/Door/DoorWood_MenuIcon</menuIconPath>
<constructionEffect>ConstructWood</constructionEffect>
<costList>
<li>
<thingDef>WoodLog</thingDef>
<count>20</count>
</li>
</costList>
<designationHotKey>P</designationHotKey>
</ThingDef>


ps. I like your mod, thank you +)
Title: Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
Post by: Haplo on June 08, 2014, 06:21:46 AM
Thanks for the info. Unfortunately I can't do any fixing until later today or maybe even tomorrow.
I have no access to my PC until then. But as soon as I can, I'll update my mods.
Title: Re: [MOD] (Alpha 4F) Miscellaneous (V 1.4.1 / 03.06.2014)
Post by: Haplo on June 08, 2014, 02:56:25 PM
Checked compatibility; Updated to alpha 4f
Title: Re: [MOD] (Alpha 4F) Miscellaneous (V 1.4.1 / 03.06.2014)
Post by: spatula on June 12, 2014, 05:12:11 PM
I just gotta say that I LOVE the lifeform scanner. REALLY useful when playing with zombies for finding those stragglers who don't join the initial raid without massive scrolling. Makes it so much easier to just jump around the map in end-game scenarios with more than 10 colonists. As a pure gameplay mechanic, this just saves me huge headaches (try selecting a colonist on 3x speed). Also looks really cool on the aesthetics front.

I think the nano storage could use some work (would be nice to have an "inbox", "outbox" and "series of tubes" connecting them, so you could store food in the food room, shove it in an inbox there and have it move to an outbox in the kitchen)

Also, events were cool. The agent one I wanted really badly in the game and it worked great- fucker turned against us and sent a raid, but I managed to re-capture and eventually he re-joined the colony and went on to further adventures... really added some cool story elements there... this is the shit i wanna see- personality and stories to tell!

The engine was cool- I remember a similar event in Better Power or something (though that thing always ended up burning up before I could get to it), but this was much better. Didn't really notice the psycho animal effects or anything, but still, just the concept alone was really cool to start with!
Title: Re: [MOD] (Alpha 4F) Miscellaneous (V 1.4.1 / 03.06.2014)
Post by: mrofa on June 13, 2014, 02:05:25 AM
Thanks took me 2 days to make that texture :D

As for nano storage i think it could be done from mechanical side but thers a problem with tubes, since thers no attlitude layer that lets you build stuff under other stuff or over other stuff(except etheral but its broken) so basicly you would need to build tubes as a normal objects like electric cable, thrugh entire colony.



Title: Re: [MOD] (Alpha 4F) Miscellaneous (V 1.4.1 / 03.06.2014)
Post by: ILLMachina on June 14, 2014, 05:37:51 PM
You could just imply tubes? That is, link them a-la DF mechanisms or have them connect to all other nanostores, sharing a collective inventory? This seems great, gonna check it out.
Title: Re: [MOD] (Alpha 4F) Miscellaneous (V 1.4.1 / 03.06.2014)
Post by: Haplo on June 14, 2014, 05:42:39 PM
I would need to build something akin to the powernet to know which stores are connected and which aren't.
For now I haven't enough time to integrate such. Maybe later on when there aren't any other projects stealing my time anymore.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.5 / 15.06.2014)
Post by: Haplo on June 15, 2014, 04:50:12 PM
So, here is my latest project. I present to you: MAI, the mobile AI.
She is a customizable AI, which can support your colony.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: MioCid on June 15, 2014, 08:01:32 PM
EVA, is that you? (wall-e)

Great job bro, i really like your robot <3
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.5 / 15.06.2014)
Post by: forsaken1111 on June 16, 2014, 11:14:15 AM
Quote from: Haplo on June 15, 2014, 04:50:12 PM
So, here is my latest project. I present to you: MAI, the mobile AI.
She is a customizable AI, which can support your colony.
Sounds interesting. What all can she do?

Can she manage power to devices, turning off lights when colonists are not in rooms? :P
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: mrofa on June 16, 2014, 12:45:14 PM
Its a hmm researchable/craftable colonist. 
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: Haplo on June 16, 2014, 01:51:10 PM
Quote from: mrofa on June 16, 2014, 12:45:14 PM
Its a hmm researchable/craftable colonist.
Yeah, what he said ;D

Mai is, hmm... a metal colonist with as much (or as less) possible work-options, as you are willing to do your research BEFORE building and activating her.
If you activate 'Mai' as soon as you've researched the basics, she will have the abbilities to haul and fight fires, but nothing else..
Later, if you've researched e.g. AI: combat tactics, your 'Mai 2' can help you, when an enemy tries to kill you.
But 'Mai' will always be a full time hauler.. :)
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: forsaken1111 on June 16, 2014, 02:06:05 PM
Ah, like a full android colonist! very nice, sounds interesting.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: nmid on June 17, 2014, 03:26:36 AM
I'm a little confused with the internal structure of your latest mod version.

I had your Misc Hi Res mod on my existing map and want to maintain that file structure to avoid any map crashes.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: mrofa on June 17, 2014, 03:34:12 AM
Hi res is just a diffrent textures, it will not make anything to crash
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: jefftan on June 17, 2014, 03:56:07 AM
Mai,cool!  Is she the very only Mai or I can build as many Mais as I want?
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: mrofa on June 17, 2014, 03:56:45 AM
You can build as many as you like
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: nmid on June 17, 2014, 04:19:37 AM
But your existing zip v145 doesn't have the same folder structure as v141..
\Mods\Miscellaneous_HiRes\About\*.*
\Mods\Miscellaneous_HiRes\Assemblies\*.*
\Mods\Miscellaneous_HiRes\Defs\*.*
\Mods\Miscellaneous_HiRes\Source\*.*
\Mods\Miscellaneous_HiRes\Textures\*.*

while v145 has
\Mods\Miscellaneous_Source\AI_Pawn\*.*
\Mods\Miscellaneous_Source\Building_Storage_NanoStorage.cs
\Mods\Miscellaneous_Source\LockableDoor.cs
\Mods\Miscellaneous_Source\PawnScanner.cs
\Mods\Miscellaneous_Source\ThingDef_PawnScanner.cs
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: mrofa on June 17, 2014, 04:34:33 AM
My bad then :p
You need to wait for haplo then to sort it out.
But basicly hi-res is just a diffrence between 2 textures so you can go into texture folder delet the normal one and copy in the hires ones and rename them to them to the ones that was there before.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: nmid on June 17, 2014, 04:52:30 AM
So I just place your current files (including the AI folder) into the source folder?
mods/Miscellaneous(ur mod)/source/___files here____
or do I place the entire thing into the mods folder directly?
mods/Miscellaneous(ur mod)/___files here____

Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: mrofa on June 17, 2014, 05:03:00 AM
Its not my mod mate :D
Anyways stupid me just got to me what you wanted to do :D
Turn off old version of the mod in game  and then turn on new version.
1.4.6 is all that you had in old versions of the mod + Mai + some fixes.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: nmid on June 17, 2014, 05:07:58 AM
lol, my bad. I got confused between you and Haplo :p.
Anyways, good to know that I won't crash my map by simply moving to the new version..

1.4.6 now.. which came out while we were talking, hahaha.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: jefftan on June 17, 2014, 05:25:26 AM
Quote from: mrofa on June 17, 2014, 03:56:45 AM
You can build as many as you like
Awesome! "Move your way!Mai army is coming!!!hahaha"
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: Haplo on June 17, 2014, 06:23:01 AM
You can exchange the normal and the HiRes version 1:1. The difference is indeed only the texture.
The problem you have is that you want to extract the Source-Code into the mod Folder :)
Please download the following version: HiRes-Version 146 (http://www.mediafire.com/download/1z16ly26wceo9pj/Miscellaneous_w_MAI_146_HiRes.zip)
If it still provides you with the source-code folder structure, please tell me and I'll look into it as soon as I am home..
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: nmid on June 17, 2014, 02:11:08 PM
The latest link worked fine, but the 145 that i downloaded earlier had the source code zipped up.
Anyways, its good now... Thanks!
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: WolfgangPolska on June 18, 2014, 02:48:12 PM
We can have only one MAI at time? My plans of buliding robot army to defend my colony from filthy tribals are gone :C
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: forsaken1111 on June 18, 2014, 04:03:37 PM
Quote from: WolfgangPolska on June 18, 2014, 02:48:12 PM
We can have only one MAI at time? My plans of buliding robot army to defend my colony from filthy tribals are gone :C
He said you can build as many as you want...
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: spatula on June 18, 2014, 04:29:31 PM
i wasn't able to build a Mai... halfway to the metal needed, it would spit out a uranium block that I was unable to haul until I sold the AI workbench.... i have tons of mods though... anyone else getting this issue?

I ended up going dev-mode and spawning an AI pawn (she had hair, hehehehe) and it was definitely working from there, but haven't been able to build one au natural...
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: daz84uk on June 18, 2014, 06:03:37 PM
I had that problem too, I'd just switch the AI assembler off then on again and wait a day, and eventually it would get done. But my Mai keeps exploding after a couple of days. Doesn't seem to use the recharge chamber either
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: Haplo on June 18, 2014, 06:30:38 PM
Can you provide me with a savegame and your modlist please?
Mai should reserve a free recharge station as her 'bed' to recharge her batteries and prevent the explosion.. :(
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: Viceroy on June 18, 2014, 07:56:40 PM
*Revealed
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: StorymasterQ on June 18, 2014, 11:19:24 PM
I think you missed the chance to call her the Mobile AI Droid. It's a bit redundant, but, the acronym is better, IMO.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: hardkiller on June 19, 2014, 12:11:03 AM
 :-[ for some reason mia doesn't want to charge i build the ai charging station but she just doesn't want to charge can anyone help me?
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: mrofa on June 19, 2014, 01:22:29 AM
You need energy to cool uranium generator from overheating :D
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: WolfgangPolska on June 19, 2014, 01:38:08 AM
Quote from: forsaken1111 on June 18, 2014, 04:03:37 PM
Quote from: WolfgangPolska on June 18, 2014, 02:48:12 PM
We can have only one MAI at time? My plans of buliding robot army to defend my colony from filthy tribals are gone :C
He said you can build as many as you want...
After I bulid my first AI, then assembler expolodes :C, and leaves all of the reasources
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: dd0029 on June 19, 2014, 03:00:02 PM
I'm having the same problem with MAI not recharging, just working to explosion. I have two recharging stations. Do they need to be in enclosed rooms? They don't look to need to be powered.

Second, a request/variation on the life scanner. Could you make some sort of sounding tool? Something that finds buried metal or more handily, buried steam vents?
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: Haplo on June 19, 2014, 03:46:33 PM
Can you place a sleeping spot and tell me, if Mai uses that in your case maybe?


Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.6 / 15.06.2014)
Post by: wandererlin on June 19, 2014, 08:17:49 PM
It seems that Mai will only recharge itself at the recharge station when it reaches "Battery Critical" state and when it's idle.(disable all work prioirity, or just has no more work to do ) Otherwise, it just keeps working til exploding. :o

Not really sure if this is the case though.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Haplo on June 19, 2014, 08:34:39 PM
It seems I had a small thinking error with the work priority (and a few other stuff, like the Uranium problem).
Hopefully 1.4.7 works better..
UPDATE is out. :)
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: nmid on June 20, 2014, 03:10:07 AM
In 1.4.7, when I build a powered door, I can't change it's starting hp.
I increasing the amount in the file Defs\ThingDefs\Miscellaneous_Buildings_LockableDoors.xml
   <ThingDef ParentName="DoorBase">
      <defName>DoorPowered</defName>
      <label>Powered door</label>
    <maxHealth>1000</maxHealth>

& just to be sure, I also made a change to the default settings
   <ThingDef ParentName="BuildingBase" Name="DoorBase" Abstract="True">
      <eType>Door</eType>
      <thingClass>LockableDoor.Building_LockableDoor</thingClass>
      <maxHealth>1000</maxHealth>

However, the hp shown in game is still 250 (the vanilla default).

Any ideas what other variable is at play here?
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Haplo on June 20, 2014, 11:20:29 AM
I've tried it here and set the value to 1500. The game accepted the new values without problem.
But if you researches the strengthening of the doors, they are set to 250..
That is a problem of the vanilla research. I recommend, if you wanna have some blast doors, take the wooden doors, change its def name and change their value as they aren't affected by the research.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: mrofa on June 20, 2014, 12:25:38 PM
nmid in core/defs/ResearchProjectDefs/BaseResearchProjects.xml
Look for <defName>StrongDoors</defName>, in that def thers <targetValInt>250</targetValInt>.
Change that 250 to whatever hp you want them to have
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: decomg on June 20, 2014, 02:06:11 PM
after I installed this mod all squirrels went crazy and attack my colonists  =/
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Haplo on June 20, 2014, 02:40:19 PM
That may be the crashed engine.
You should have received a message, and what you should do to prevent this..
Don't blame me if you don't read your messages or don't follow the advise. 8)
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: decomg on June 20, 2014, 02:56:29 PM
no message, I see all.      :-\
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Haplo on June 20, 2014, 03:44:10 PM
The only possible way for my mod to affect animals is if the engine crashed.
Do you have the crashed engine somewhere on the map? If so, I recommend to destroy it soon.
If not,  the animals are not from this mod :)
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: nmid on June 20, 2014, 11:51:11 PM
@mrofa, @haplo .. Ah, thanks for the info about research being a consideration.
I should have remembered it!
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: nmid on June 23, 2014, 06:05:56 AM
I have a suggestion... I played a game where I had my 5 original colonists and 20 MAI.. :p.
To make things interesting, you should have MAI go beserk once a while, if they outnumber colonist 5:1 or 3:1?

An incident with a rare chance :p  (Roman slave revolt!) ?
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: mrofa on June 23, 2014, 06:35:07 AM
Ai taking over the world :D
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Haplo on June 23, 2014, 06:46:16 AM
Quote from: Encode on June 23, 2014, 04:32:45 AM
This mod has been what I wanted for replacing the panicky colonists!! :) Thank you!

I'm not sure if it is intended, but my incapacitated MAI would explode sometime after they're resting in their beds. Didn't really notice how/why, could be after they're no longer incapacitated and still resting/sleeping and caused something to blow up?

Cheers!

Ups, I think there still is a problem with the incapacitated timer explosion.
She should only explode if you don't rescue her in time..
And the explosion timer should be rather short, so that you can use her as a self destructing melee bomb. :)
I'll have to think about how I wanna set this.. able to be rescued or a melee bomb when incapaciated? That is the question...
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Haplo on June 23, 2014, 07:00:01 AM
Quote from: nmid on June 23, 2014, 06:05:56 AM
I have a suggestion... I played a game where I had my 5 original colonists and 20 MAI.. :p.
To make things interesting, you should have MAI go beserk once a while, if they outnumber colonist 5:1 or 3:1?

An incident with a rare chance :p  (Roman slave revolt!) ?

A good idea, maybe I'll do that one later ;)
PS: How did you get so many Mai? I thought I made her expensive enough to prevent so many of her.. Should I make her even more expensive? Ok, then you'd only have 10.. still sooo many :)
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: nmid on June 23, 2014, 07:13:29 AM
... :p

/abashed...

I made them cheaper myself :D

edit - ps.. I also increased their base move speed to 2, muhhahaha.. Talk about turbo hauling+.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: StorymasterQ on June 23, 2014, 08:56:56 PM
I think, rather than making MAIs more expensive, you should just give a hard limit on the number of her copies. For example, you can't make more MAIs than your colonists, so the proportions are at most 50:50. Or, more complicatedly, an increasing cost of manufacture, say for every fourth MAI the cost is doubled. But I don't know if we can even do that.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Jerethi50 on June 24, 2014, 12:36:54 AM
I considered myself living richly just having 6 MAI Units, Set them to do most of the hauling, cleaning and cooking. so my villagers can be lazy!.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: StorymasterQ on June 26, 2014, 07:55:31 PM
MAI's shutdown state could be her equivalent of Incapacitated.
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Haplo on June 27, 2014, 03:09:59 AM
I've decided to let her explode when she is incapacitated. You can't do anything (yet) to save her at that point.
Maybe later I'll do an repair Option, but right now you just have to watch out. But in the next version you get a warning on low battery in the form, that she changes her color (thanks to mrofa for the idea :))

Unfortunately it will be a few days until the new release..
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Raufgar on June 28, 2014, 12:43:38 AM
Found out why my MAI wasn't sleeping...all the recharge stations I built were set to Prisoners for some reason...Need to test more to see if it was a mistake or by default...
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: Haplo on June 28, 2014, 04:06:35 AM
Hmm,  yes there is the problem that there isn't a different look to the prison variant yet.. I think I 'll do something about that..
Thanks for the info :)
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: StorymasterQ on June 30, 2014, 01:16:56 AM
You can have prisoner MAIs?!
Title: Re: [MOD] (Alpha 4F) Miscellaneous w. MAI (V 1.4.7 / 20.06.2014)
Post by: knoedel90 on June 30, 2014, 01:48:59 AM
i cant prison enemy agents! just killing my own People.

another Thing: if i Close my doors, People just stand behind them trying to get out to farm. it would be nice if they start working on another Thing inside. People should stop working outside the home base if the lifeform scanner is activated by enemys.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.0 / 04.07.2014)
Post by: Haplo on July 04, 2014, 05:48:24 PM
-Updated to alpha 5.
-Integrated some suggestions for changes.

Caution: Because of a problem of the base game with loading the prisoner bed graphic, the game crashes if you switch the recharge station to a prisoner recharge station, or if you place it inside a prison.
I'm working on a fix for that, but until that's out, please be cautious where to place it..
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.0 / 04.07.2014)
Post by: kutch on July 04, 2014, 09:57:42 PM
I downloaded this zip file from link provided and unzipped directly to the mods folder:
Miscellaneous_w_MAI_147-36-1-4-7.zip

After enabling the mod, and closing out of the mods screen, the game just returns to an empty screen, devoid of life with exception of nifty background.

My current mods enable (and seems to work) are:
  <activeMods>
    <li>Core</li>
    <li>ProjectArmory211</li>
    <li>Meteorite</li>
    <li>Wood Tweaks</li>
    <li>PowerSwitch</li>
  </activeMods>

Is there a specific place in the load list your mod has to be?  It is with most current game (Alpha5).

Really enjoy MAI, and your mod overall!  Mai is also kinda cute to look at.  8)

Had this problem once before with a mod (not sure who's), and it was because downloaded a version with source code, but this time looks like have DLL's.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.0 / 04.07.2014)
Post by: PunisheR007 on July 04, 2014, 11:24:05 PM
Quote from: kutch on July 04, 2014, 09:57:42 PM
I downloaded this zip file from link provided and unzipped directly to the mods folder:
Miscellaneous_w_MAI_147-36-1-4-7.zip

After enabling the mod, and closing out of the mods screen, the game just returns to an empty screen, devoid of life with exception of nifty background.

My current mods enable (and seems to work) are:
  <activeMods>
    <li>Core</li>
    <li>ProjectArmory211</li>
    <li>Meteorite</li>
    <li>Wood Tweaks</li>
    <li>PowerSwitch</li>
  </activeMods>

Is there a specific place in the load list your mod has to be?  It is with most current game (Alpha5).

Really enjoy MAI, and your mod overall!  Mai is also kinda cute to look at.  8)

Had this problem once before with a mod (not sure who's), and it was because downloaded a version with source code, but this time looks like have DLL's.

Looks like you still have an older version, 1.4.7, go redownload the latest version 1.5.0, you should have no problems then :)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.0 / 04.07.2014)
Post by: kutch on July 04, 2014, 11:34:59 PM
Thanks, I must've downloaded from a wrong link or something (did it today), and didn't pay attention to the mod.  Just re-downloaded and zip is named correctly so launching game now (plus grabbed couple extra mods).
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.0 / 04.07.2014)
Post by: 1chuck88 on July 05, 2014, 12:23:55 AM
hi. i always enjoy your mods
I have installed the new A5 version and there must be a problem with the MAI's because none will sleep and always pause for long periods of time resulting in explosions. i have recharge beds for them and am aware of the possibility with them being prisoner, they are not. just wanted to bring this to your attention  ty
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.0 / 04.07.2014)
Post by: Haplo on July 05, 2014, 03:06:17 AM
Thanks for the info.
I thought I've addressed this problem already.
But once you turn around it crawles back.. :(
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.1 / 05.07.2014)
Post by: Haplo on July 05, 2014, 10:22:17 AM
New Version is out.
I hopefully fixed the recharge station in prison game crash and the Mai not sleeping issue.
If something still occures, please tell me.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.2 / 07.07.2014)
Post by: Haplo on July 07, 2014, 12:10:09 PM
A another version is out.
New incident: Artefact Found
  Your colonist found an ancient artefact. What will happen, when you activate it?
Recharge Station: Fixed UI Graphic
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.2 / 07.07.2014)
Post by: boosss400 on July 08, 2014, 09:28:22 AM
When i Set a recharge Station nothinf happend but if i reaload my game my sreen goes RAINBOW and i can only start a new game
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.2 / 07.07.2014)
Post by: ifnor on July 08, 2014, 10:48:51 AM
awesome. you are the man~
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.2 / 07.07.2014)
Post by: piinatsu on July 08, 2014, 10:56:22 AM
Quote from: boosss400 on July 08, 2014, 09:28:22 AM
When i Set a recharge Station nothinf happend but if i reaload my game my sreen goes RAINBOW and i can only start a new game
Whenever I load previous game, the screen goes white and I can't play. Log says: "Colonist Name" started 10 jobs in 10 ticks ..., "Colonist Name" starting job Wait(A(0,0,0) ..., Object reference not set to an instance ...
But I'm not sure this mod caused it.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.2 / 07.07.2014)
Post by: boosss400 on July 08, 2014, 11:12:49 AM
Quote from: piinatsu on July 08, 2014, 10:56:22 AM
Quote from: boosss400 on July 08, 2014, 09:28:22 AM
When i Set a recharge Station nothinf happend but if i reaload my game my sreen goes RAINBOW and i can only start a new game
Whenever I load previous game, the screen goes white and I can't play. Log says: "Colonist Name" started 10 jobs in 10 ticks ..., "Colonist Name" starting job Wait(A(0,0,0) ..., Object reference not set to an instance ...
But I'm not sure this mod caused it.
its is i tested it out
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.2 / 07.07.2014)
Post by: Haplo on July 08, 2014, 01:09:46 PM
Can you provide me with the savegame, please? That shouldn't happen.. :(

Ok, I could reproduce it...
A Hotfix is on its way. With it the reload of the saves should work again.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Jamyd0dger on July 08, 2014, 07:08:08 PM
I just created my first AI and all it does is jump around, doesnt allow me to control and it doesnt perform any tasks whatsoever. Any help would be appreciated :)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: piinatsu on July 08, 2014, 11:24:24 PM
Quote from: Haplo on July 08, 2014, 01:09:46 PM
Can you provide me with the savegame, please? That shouldn't happen.. :(

Ok, I could reproduce it...
A Hotfix is on its way. With it the reload of the saves should work again.
Wonderful, Haplo. I've been frustrated these few days as I can't find the source of the problem. I tried updated all mods and reinstalled many times, I thought I'm done for. But, now I can load and play, it worked seamlessly. Thank you so much for the fix and your fast response.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Haplo on July 09, 2014, 01:28:39 AM
Quote from: Jamyd0dger on July 08, 2014, 07:08:08 PM
I just created my first AI and all it does is jump around, doesnt allow me to control and it doesnt perform any tasks whatsoever. Any help would be appreciated :)

Mai should be controllable as any other colonist. She can't do much except firefighting and hauling if you only researched the basic functionality before production, but at least as a hauler she should be good for. If you want her to do more you must research the appropriate AI researches BEFORE creating her. An upgrade later on isn't possible :)

Quote from: piinatsu on July 08, 2014, 11:24:24 PM
Quote from: Haplo on July 08, 2014, 01:09:46 PM
...
Wonderful, Haplo. I've been frustrated these few days as I can't find the source of the problem. I tried updated all mods and reinstalled many times, I thought I'm done for. But, now I can load and play, it worked seamlessly. Thank you so much for the fix and your fast response.

Thanks for informing me of the problem. I didn't encounter this myself and it only happened in every second save I've tested it in. But as long as it workes now, I'm satisfied ;)
Have fun with her and please tell me, if there are anymore problems :)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Nirahiel on July 09, 2014, 03:40:38 AM
How do you actually put resources inside the AI assembler thingy ?
Power goes in but it looks like my colonists doesn't transfer stuff. Do I need a hopper or some sort of way to provide it materials ? There is no button to configure the assembler as a "stockpile" (aka storage)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Haplo on July 09, 2014, 03:57:11 AM
No,  the assembler does that on its own. You start the production and it creates a storage field, which accept the needed resources. This field is of an critical category, so your resources should be in a lower than critical storage or it won't be hauled to the assembler..
If you've done that,  your hauler will bring the resources to the assembler.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Nirahiel on July 09, 2014, 04:04:04 AM
Where is the storage field supposed to be ? Inside the assembler ?
The only stockpile for metal and silver I have is set to default priority (I didn't even change it) yet when I try to right click metal to set priority to haul it it says no empty place configured to store it (when it's already in my stockpile)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Haplo on July 09, 2014, 05:09:52 AM
The storage field is the interaction point of the assembler.
But you can't manually add something there. It's all automaticly done.
Hmm, in the description it shows, what resources are already there/needed.
Also, the green button should be switched, so that the red stop button is shown. Then it is active.
And when there is a counter running, the production is at work.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Nirahiel on July 09, 2014, 02:29:16 PM
I'm pretty sure I turned it on and nothing happened but I'll double check once I'm home. If it still doesn't work I'll eventually post a screen shot

EDIT : I got it working but my game froze when I clicked on her and checked her needs.
Any idea ?
Also she's spazzing around like a maniac, and doesn't seem to be able to do her tasks properly (She can't even go through a metal door)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Haplo on July 09, 2014, 04:43:48 PM
Really,really strange. Can you provide me with the savegame?
I'd really like to take a look into her. My Mai works perfectly.. Only problem I've seen is, that I forgot to reset the requirements to 8, but that is another thing..
If you 7zip it it may be lower than the 300kb limit here. Else you can upload it to http://www.mediafire.com or http://puush.me

Hmm, another thing you can try is make a clean install from it. Delete the Miscellaneous folder, redownload the newest version and try if it is better.. There may be an old file version to make a problem..
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Nirahiel on July 09, 2014, 04:48:48 PM
Well I just downloaded the mod like yesterday or something ? I have the latest already.
I'm playing on mac.
Also here is the save : https://www.dropbox.com/s/hgf1mkflg2mwyhc/Aperture.rim
Here is my setup : the entire App is symlinked from my dropbox to my applications folder (to keep mods synced between computers) and the same apply to the save folder (that's why the save is already Dropbox'ed)

Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Haplo on July 09, 2014, 05:01:17 PM
Ok, Mac is a problem for me, as I don't own one. But loading it should still be possible..
Only problem I have, can you tell me which mods you have active?
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Nirahiel on July 09, 2014, 05:03:38 PM
Sure.
I have your mod, OmniGel, and I enabled blasting charges.
That's all.
Also, you have Skype ?
Would be easier to debug / test :)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.3 / 08.07.2014)
Post by: Haplo on July 09, 2014, 05:07:12 PM
Nope, sorry. Never really bothered with that :)
I'll look into it right now, and message you via PM, so we don't need to spam the forum ;D
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: Haplo on July 09, 2014, 08:11:37 PM
And another new version.
Hopefully now I have all of the big errors fixed...
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: FerretCrispy on July 11, 2014, 10:34:58 PM
I love this mod!
Is there any chance of making the nano storages- auto rotate items when dispensing? If so what about receiving, to get a full stack of certain materials? Noticed im getting tiny stacks and the storage not being used to full potential.

Also, might be on my end, but is anyone else getting an invisible charing station blueprint?

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: Nirahiel on July 13, 2014, 05:02:29 PM
I was a little bit disapointed with the nano storage.
Here is a suggestion to completely change it's behaviour, but I think it's worth it. (Or new item maybe)

A storage that takes at most 1 type of item, but can take a hell lot of it.
Also make it able to host items such as rocks and slags. That'd be awesome.
Could make something like a production line with OmniGel plants stored in a "barrel", a colonist then takes them and turns then into either slag or rock, depending on the storage (make up to 10 for example), and then 2 more colonists take those and make metal and stone bricks and store them in more "barrels"
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: BetaSpectre on July 14, 2014, 06:00:39 PM
This mod conflicts with the graphics of the cluttermod, namely when I set the beds of the cluttermod to prisoner mode they turn into formless blobs that change between red and white.

Lost my colony mid research so It'll be a while til I see what this mod does firsthand xD.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: mrofa on July 14, 2014, 06:05:00 PM
Its not this mod, its graphicPath that they use on prisoner mode, graphicPath is a new experimental function in alpha 5.
But this might also be my fault, i will check into it :)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: Haplo on July 15, 2014, 03:47:52 AM
This mod doesn't influence other mods. It is specially made to be independent of anything that could conflict with other mods.
And because of the graphics bug of the original bed, I have my recharge station to use their own graphic load function . The invalid graphics problem is a problem with the original bed code. It doesn't load mod graphics for prisoner beds well and when you switch these beds to prisoner mode -> rainbows, crashes,...
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: Halinder on July 18, 2014, 06:24:13 PM
How does one feed resources into the automatic AI assembler?
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: mrofa on July 18, 2014, 06:28:31 PM
Its based on hualing skill, consider it a storage zone set at critical priority setting
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: Halinder on July 18, 2014, 06:31:31 PM
I have quite a few idle colonists sort of just wandering about, and the requisite amount of both silver and metal. I've already hit 'start production' and have 20,000W excess power. Anything specific I should be doing or..?

EDIT: Never mind, found the issue. Rock chunk was blocking the spot that was needed to feed the machine. All good now.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: Somz on July 19, 2014, 11:56:47 AM
Did not test it yet, though it sounds good the description could be a little more accurate. I mean I have literally no idea what this AI is capable of. Mining? Constructing? Growing? Everything?
You could (should in my opinion) extend it a little. :)
In any case, just for the...thing that lets you count the raiders it's already worthy of a download! :)
Good addition.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: mrofa on July 19, 2014, 12:01:12 PM
Itcan do every job colonist do, but most of them you need to research first.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.4 / 10.07.2014)
Post by: Haplo on July 19, 2014, 03:11:36 PM
As mrofa said, when you researched everything for Mai and then build her, she is like a normal colonist with her abilities. She has only two things she's always incapable of, but else..
Give her a try and find out for yourself if she is worthy or not to be part of your colony :)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on July 20, 2014, 09:42:52 AM
Update, update..
Miscellaneous has been updated.

I present to you: The Nano Printer!

This time, after you researched the nano storage, you can now research how to modify the nano bots to replicate items.
With this you get a Nano Printer. It has the capability to replicate your items.
Just place whatever you want to have replicated on the Nano Scanner, start the printer, feed it with the needed resources and after a short while you get a replication of your item.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: 123nick on July 21, 2014, 08:03:25 AM
of all the automatic robot mod, or drone mods ive seen so far, this one i like the most. i think its how the MAI is made with the assembler and stuff, and the balance of the mod because its not overpowered or underpowered. its a great mod!
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on July 21, 2014, 11:25:42 AM
Thank you. I always try to do my best with what I deliver and it really is a lot of work to do so.
And doing the Pawn control stuff, it's double that, as it really has the most control routines to work through.
But if there is someone who appreciates all the work, it is worth it.
So, I only can say thank you for your kind words good sir. ;D
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on July 21, 2014, 02:20:34 PM
Hehe, that's a nice usage of them. It's the birth of the next Mechanoid Hive. ;)
Then you just need to build some Centipedes and some Scythers and voila.. ;D

For your question: It may be possible. You could make something like that by integrating a new ThinkNode/WorkNode in the ThinkTree. Then you just have to program the Node code to do what you want.
Nice idea, but not really something that I'll do anytime soon.. Maybe sometimes later on..
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: TenSaidYes on July 22, 2014, 05:43:58 AM

Ooh, ooh! I want my colony to become a Mechanoid Hive!

That would be absolutely fantastic! Especially if MAI could just start lopping out colonist brains and stuffing them into bio-mechanical bodies. Or implant 'harness' chips into their heads to override their human emotions. Or just plain-old march them into a 'bio-recycling' chamber and grind them down into raw material. Oh, the things that could be.

The things that could be.

Oh well. It's never gonna happen, but at least everyone who reads this thread will now be imagining just how much fun their colonies would become if they went from 'benevolent hand in the sky' to 'SKYNET is self-aware'.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: BetaSpectre on July 23, 2014, 09:57:34 PM
Any way to make the nano replicator prioritize-able? It seems to require a colonist to haul items to it but doesn't use the crafting skill as such when I'm grabbing something from one end of the map my colonists will just ignore the nano replicator.

Edit: Found a way to make it work a little better its still a bit weird but manageable. If I place a stockpile infront (maybe even around) the Nano Replicator then the machine will each up metal to create the desired clothing or weapon. Reasonable costs if anyone asks me. Though it does make the smelting mod less useful, however with both mods I can deconstruct weapons to turn into new ones all in all pretty rad.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: makalon233 on July 23, 2014, 11:32:26 PM
MAI mod is good for me,it's very interesting,if i want to change the passion of MAI,what should i do?
sincere thanks.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: mrofa on July 24, 2014, 05:07:59 AM
You cant change passion of MAI
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: makalon233 on July 24, 2014, 09:00:02 AM
Quote from: mrofa on July 24, 2014, 05:07:59 AM
You cant change passion of MAI
thanks
in game there r three types of passion, none, interested and burning, they r connecting with learning speed...
is there anyway of modifying this?
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on July 24, 2014, 10:06:17 AM
The passion is hard disabled for Mai.
I thought about adding it, but I disabled it again, because... she is an android. She doesn't have a passion for anything.
That's against her very nature :)
Everything else would be a bit unrealistic and overkill...
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Somz on July 24, 2014, 01:55:46 PM
Quote from: Haplo on July 24, 2014, 10:06:17 AM
The passion is hard disabled for Mai.
I thought about adding it, but I disabled it again, because... she is an android. She doesn't have a passion for anything.
That's against her very nature :)
Everything else would be a bit unrealistic and overkill...

"Lorewise" an AI is supposed to be...well, a lot more intelligent than a human, resulting in a more efficient way of learning how to do anything basically; shooting, cooking, crafting...
I kinda wanted to suggest giving her passion because that'd be more like the "real thing", but for balancing reasons I didn't. o-o
You could also enable it and upload it as an alternative version of the mod if many asks for it, for me her being able to do pretty much anything, plus having +100 hp is enough. :)
Right now she's more like... Mvi, a mobile virtual intelligence. ;)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: makalon233 on July 24, 2014, 10:21:43 PM
i'm interested in how to add passion type to MAI...
in defs? curious lol
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on July 25, 2014, 12:35:42 AM
Right now you can't. Maybe I'll add an option, where you can set the passion level in the xml.
But right now it requires a change in the dll program.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on July 30, 2014, 03:19:01 AM
As it's out now for a while, I just wanted to ask you, what you think about the Artefact incident so far?
Is it interesting? Too hard, too easy? Need balancing? Need to be removed? Is the randomness too much?
What are your thoughts about it?
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: welcomeHub on August 02, 2014, 05:49:46 AM

Version (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014):

An overall awesome mod!

And I got some small issues:
1, The automatic assembler often bugged in the way that only accepts silver or metal, stop/restart sometimes didn't work;

2, I tried to copy armour with nano printer, with armour placed on scanner beside printer. When I start the printer, colonists refuse to put metal into the printer, so it didn't work.

3, The nano storage often don't pop item in stock to the top, as a consequence, colonists don't use the storage and I have to manually pop stock each time. I tried to use nano storage to store meal but didn't work well due to this reason.

Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: axenn on August 02, 2014, 06:17:46 AM
perhaps i did'nt make attention, but it seems you cannot recycle the body of ai ... why ?

Because i don't know if i'm right, but it seems each ai make there is more ennemies. I passed with one more AI from 280 to more than 300 ennemies ! I play with thos a bit less aggressive
AI.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: mrofa on August 02, 2014, 06:33:54 AM
MAI is couted as colonist in points calculation, so its basicly the same like you would buy a slave or get prisoner to join the colony.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on August 02, 2014, 10:11:55 AM
Quote from: welcomeHub on August 02, 2014, 05:49:46 AM
...stuff...

Thanks for the issues. I know of the nanostorage one. It's a problem, that the game sometimes doesn't do a notification, if there is something at the storage location. A similiar problem may be that with the assembler.
I'll look into it, maybe I'll find some other solution. Maybe I'll do it with a ticker. At least that way is relyable..
The problem with the armor.. Did the printer find the item on the scanner and showed a metal cost?
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Grimandevil on August 02, 2014, 11:30:42 AM
Is there a way to install only MAI w/o everything else?
I understand i can simply not use other features, but i'd preffer not to have em entirely.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on August 02, 2014, 12:24:58 PM
The easiest way is to go into the mod folder and delete everything where there isn't AIPawn in the name.
If there is a demand for it,  I'll maybe provide it separately. :)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Grimandevil on August 02, 2014, 07:02:55 PM
Ok, it turned out pretty simple due to file names. My suggestion is that u just include this instruction in the head post. Tyvm.

ADD:
  houston we have a problem. Now all my colonists get "Battery Low" thought.
(http://s26.postimg.org/sxnpmod1l/temp_842.jpg)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on August 03, 2014, 07:30:08 AM
Hmm, yes that is a oversight of mine. It happends with the normal mod too, but I haven't seen it before.
It is because I've added it to the normal ThoughtPredicates and didn't use an own function as I should have..
Thanks for catching it. I think I'll change something there to make it a Mai only thought again..
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Bog on August 03, 2014, 05:24:09 PM
Quote from: Grimandevil on August 02, 2014, 07:02:55 PM
(http://s26.postimg.org/sxnpmod1l/temp_842.jpg)
Where'd you get that shotgun from?

*drools*

I've been meaning to make some SC weapons but if someone else already has then I could just use theirs.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Shinzy on August 03, 2014, 05:32:40 PM
Quote from: Bog on August 03, 2014, 05:24:09 PM
Quote from: Grimandevil on August 02, 2014, 07:02:55 PM
(http://s26.postimg.org/sxnpmod1l/temp_842.jpg)
Where'd you get that shotgun from?

*drools*

I've been meaning to make some SC weapons but if someone else already has then I could just use theirs.
I believe that's from Covert Ghost[insert number]'s Terran Dominion mod. He's been doing SC weaponry
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Bog on August 03, 2014, 05:33:47 PM
Quote from: Shinzy on August 03, 2014, 05:32:40 PM
I believe that's from Covert Ghost[insert number]'s Terran Dominion mod. He's been doing SC weaponry
Cool, thanks again you. *poke*
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: StorymasterQ on August 03, 2014, 10:01:39 PM
Maybe the colonist has a cellphone, and since we don't have chargers in Rimworld, it's left with...battery low.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: thefinn on August 06, 2014, 10:45:41 PM
Is there any way to make the nano storage units also be zones for counting bills ?

Like a single square to store all meals in would be really useful, however if they are going to continue making more and more meals because they are no longer being counted as in storage... that's a problem ;)

Thanks!

Edit:
Ok, I have played with it a little more, and I gotta say I am utterly confused by the nano storage ;)

I can understand it if say... the 10 meals (for example) were stored, then someone takes the top one, and the next one then pops to the top automatically - but I have to hit a key for this ?! I cannot think of an item in the game where this is useful.

What's the point of a container that you put on "dispense" mode which doesn't actually dispense its' contents ?
I was kind of hoping to be able to do away with the hideous stockpile zones.

I think I'm missing the point of the nano-storage or something, can someone enlighten me ?
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on August 07, 2014, 12:46:04 AM
What you're experiencing is a small bug,  where the storage doesn't recognize that the item is taken already.
Normally this happened, when it was hauled away automatically, but since alpha 5 it doesn't do that anymore.
But be a bit patient, I have already tinkered the code a bit. Hopefully the next version has an automatic output again. :)

To your counting question: I must look into it, but I don't think that I can set the counting manually. So most likely: No, I can't do that, sorry.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: thefinn on August 07, 2014, 02:59:31 AM
Haha, no worries. It just had me stumped.

I can get around the zone anyhow, I just make them cook until they have 1 then make a 1x1 meal zone with a low priority.

So it will store 11 that way.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: thefinn on August 07, 2014, 03:00:17 AM
Quote from: thefinn on August 07, 2014, 02:59:31 AM
Haha, no worries. It just had me stumped. I was like "What the hell is this thing for then ?" (I am new to the mod lol).

I can get around the zone anyhow, I just make them cook until they have 1 then make a 1x1 meal zone with a low priority.

So it will store 11 that way.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Javaman on August 11, 2014, 11:37:10 AM
Hey Haplo. Love the mod, especially the fact that it plays well with other mods. One thing on the mai robot, can you update it so that if you research new ai for mai the next mai you end up creating will be improved to to that specific task. I find it a bit odd that if you build the mai right as you get the tech all the other research becomes useless. The tech even says the next generation of mai. I think it would be cool if you could continue to develop better mai bots. Maybe increased the time it takes to study new ai so you can gradually develop better mai til you can manufacture bots that do it all. Though in the beginning you can have simple mai bots.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on August 11, 2014, 11:53:05 AM
Sorry, if I don't understand correctly what you mean, but it should already be like you described. You can't upgrade your existing Mai, but if you only researched the basics, created a Mai, researched let's say ai combat tactics, then your second Mai will have the new combat ability, that the first one lacks.
That is what you meant, isn't it? If it isn't like that right now, then I have to look what's wrong, because that is how I want her to be. The first one should always be the one with the lowest work options available :)
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Javaman on August 11, 2014, 07:33:26 PM
Yes, my mistake. After careful testing i realized it is working as intended. lol One thing though. When you activate a mai reasource, the game removes all the in active mais from the game. Could you adjust it so that only the mai reasource that is activated gets removed. I like the idea of constructing a warehouse full of un activated mais waiting to be activated at a moments notice... saves me the need to build mai beds, as i enjoy sending my unstoppable army of explosive mais at the enemy.  lol.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Grimandevil on August 12, 2014, 03:07:10 PM
btw Haplo, forgot to mention this earlier - spellcheck the msg when Mai first invented. cant make screenshot right now.

got a suggestion for improving Mai. right now, when u research all ot the programming - u get a robot with all 6 stats value. maibe, u could add an option in producing chamber to produce cpecific Mai's, like it has limited capabilities but with higher rates.
Title: Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
Post by: Haplo on August 12, 2014, 03:56:25 PM
Thanks for the info. I'll correct it for the next release :)
For your suggestion: Nice idea. Maybe I'll do something like that, but not anytime soon.
I have not enough time right now and the next alpha is also around the corner...
Title: Re: [MOD] (Alpha 6) Miscellaneous w/o MAI (V 1.6.0 / 13.08.2014)
Post by: Haplo on August 13, 2014, 02:50:38 PM
And.. here is the first alpha 6 version.
Unfortunately Mai needs some more work, so I've removed her for now.
Everything else should be working and a few things even have improvements.
Title: Re: [MOD] (Alpha 6) Miscellaneous w/o MAI (V 1.6.0 / 13.08.2014)
Post by: Grimandevil on August 14, 2014, 05:34:12 PM
I've been thinking of ways to improve MAI, and since u're going to work on it anyway now..
U can only build 1 basic Mai right now. How about using 'AI persona core' for building advanced Mai's? Its rare enough, to be worth it.
The advanced Mai's should have higher stats, or normal stats + some good stats. anything u like. They can even be named like Mai-00 Mai-01 etc -_- Producing process shoudn't change much. Only when u first activate it, u get to choose activate standard Mai or use AI core. Maybe u'll need a higher skilled crafter.

anyway, maybe it helps.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.1 / 16.08.2014)
Post by: Haplo on August 16, 2014, 01:39:29 PM
Update: Mai is again available.
I've also improved her a bit according to Grimandevils ideas.
You can now build an enhaced MAI. She needs an AI Persona, has a bit better stats and also high passion.
Additionally she has the abilities to fight and research without your need to research it. Everything else still needs to be researched prior to her activation, or she won't do that!

As always, please tell me, if you find some bugs that I didn't see.
With that, have fun ;D
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.1 / 16.08.2014)
Post by: Somz on August 16, 2014, 04:06:49 PM
Quote from: Haplo on August 16, 2014, 01:39:29 PM
Update: Mai is again available.
I've also improved her a bit according to Grimandevils ideas.
You can now build an enhaced MAI. She needs an AI Persona, has a bit better stats and also high passion.
Additionally she has the abilities to fight and research without your need to research it. Everything else still needs to be researched prior to her activation, or she won't do that!

As always, please tell me, if you find some bugs that I didn't see.
With that, have fun ;D

Just one word...
Yeeeeeeeeey!  ;D
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.1 / 16.08.2014)
Post by: Haplo on August 17, 2014, 12:08:00 PM
Hmm, sorry but what do you mean?
The defNames are already AIShieldingError, AIBatteriesRefilled, ...
If you mean the AIPawn.xxxxx prefix, that isn't needed in defNames.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.1 / 16.08.2014)
Post by: Kirid on August 17, 2014, 12:48:56 PM
Error I got after activating mod..
Def-linked Translation error: Found no Rimworld.ThoughtDef named ShieldingError to match ShieldingError.label
Def-linked Translation error: Found no Rimworld.ThoughtDef named ShieldingError to match ShieldingError.description
Def-linked Translation error: Found no Rimworld.ThoughtDef named BatteriesFilled to match BatteriesFilled.label
Def-linked Translation error: Found no Rimworld.ThoughtDef named BatteriesFilled to match BatteriesFilled.description
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.1 / 16.08.2014)
Post by: Haplo on August 17, 2014, 12:58:59 PM
Ah, ok, there is the AI missing.
Thanks, will correct it asap :)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
Post by: 123nick on August 18, 2014, 01:50:57 AM
help, i think i found a bug. when i try to build a Mai, the person hauling the silver and i assume metal, when they try to haul they try to move and then they stop moving, like when you melee hit someone when there moving, accept really quickly. i tried putting a stockpile next to the interaction point, with the silver placed in said stockpile, and what happens is they end up standing on the stockpile repeatedly trying to place silver in the assembler, but it just ends up repeating the noise it makes when silver gets picked up really fast, and i get this console error:

Zeiph started 10 jobs in 10 ticks. curJob=HaulToCell(a=silver212018, B=(220.0,154))

and im also getting this error:
zeiph starting job wait(a=(0,0,0), B=(0,0,0)) while already having job haultocell(A=Silver212018,B=(220,0,154))

please help
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
Post by: Haplo on August 18, 2014, 03:13:24 AM
Can you post the savegame and worldfile, please?

You can find them, if you go into the options menu and click on Open Savegamefolder.
The explorer should open and showing you some folders. I need the savegame and the world file you used for that savegame. With this I can take a look into what might be the issue that the jobs are starting like that.

Most likely it will be even compressed >300kB so that you cant post it directly here.
In this case, try to post it via mediafire or puush or something similiar.


Hmm, to be clear: You placed the source stockpile NEXT to the interaction Point? Not ON it?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
Post by: 123nick on August 18, 2014, 04:05:46 AM
Quote from: Haplo on August 18, 2014, 03:13:24 AM
Can you post the savegame and worldfile, please?

You can find them, if you go into the options menu and click on Open Savegamefolder.
The explorer should open and showing you some folders. I need the savegame and the world file you used for that savegame. With this I can take a look into what might be the issue that the jobs are starting like that.

Most likely it will be even compressed >300kB so that you cant post it directly here.
In this case, try to post it via mediafire or puush or something similiar.


Hmm, to be clear: You placed the source stockpile NEXT to the interaction Point? Not ON it?

actualy, i placed the source stockpile ON the interaction point, so not diagonal to the texture with the input slot where the resources, directly next to. its bug example.rwm in one drive filehttps://onedrive.live.com/?cid=3315713F440A6017&id=3315713F440A6017%21148
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
Post by: Haplo on August 18, 2014, 06:19:26 AM
Thank you, I'll look into it, when I'm back home.

But my first thought is, that it is the positioning, that's making the problems.
The Assembler creates an own stockpile on the interaction spot. The placement of your stockpile will most likely result in an unfortunate cross interaction between both Storages. I'll look if I can place the created storage inside the machine itself, but am unsure, if that's possible. But we'll see..

If this really is the problem then I recommend this:
Stop the production of the assembler and then delete your storage zone near the interaction point. Afterwards start the production again.
If everything went well, this should restart the storage of the assembler without interaction problems.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
Post by: 123nick on August 18, 2014, 06:48:54 AM
Quote from: Haplo on August 18, 2014, 06:19:26 AM
Thank you, I'll look into it, when I'm back home.

But my first thought is, that it is the positioning, that's making the problems.
The Assembler creates an own stockpile on the interaction spot. The placement of your stockpile will most likely result in an unfortunate cross interaction between both Storages. I'll look if I can place the created storage inside the machine itself, but am unsure, if that's possible. But we'll see..

If this really is the problem then I recommend this:
Stop the production of the assembler and then delete your storage zone near the interaction point. Afterwards start the production again.
If everything went well, this should restart the storage of the assembler without interaction problems.

well, in your known bugs section, it says that not to set the storage to critcal or it wont work,but i dont have any options for it. i think the problem was i just had a bigger stockpile on where the interaction spot was. ill see if it works now.


edit: it works! i think it was the stockpile placement. thanks for helping!
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
Post by: Haplo on August 20, 2014, 03:42:04 AM
To your upgrade question:
No, Mai won't let you access her programming once she is activated and will rather destroy herself, than let you change her memory or personality. :)
I could do something like that, but I don't think I want to, as it doesn't fit to how I envision her..

To your HP question:
Her internal body parts are already tougher than an human.
Mai's is x1.5 and MAI's x1.8 (I think that were the values I used...)
I think more would only make her too OP...
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
Post by: Haplo on August 20, 2014, 04:35:12 PM
Hmm, I was wrong with my numbers: Mai has 1.3x and MAI has 1.5x.
I think I'll upgrade it to the first values whith the next release...

Oh, and you find the health multiplicator in the race def :)
<healthScale>1.3</healthScale>
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
Post by: Iwillbenicetou on August 20, 2014, 07:53:51 PM
Is this mod compatible with existing worlds?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
Post by: Haplo on August 21, 2014, 12:21:39 AM
I don't know. It should be, as I don't have anything in there, that changes anything at the world generation.
But I have used it more than once with already existing savegames, where no mod was active. So.. I am not 100 sure, but for 95 I would say, yes :)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 21.08.2014)
Post by: Haplo on August 21, 2014, 03:11:08 PM
Update:
This time I've added a weapon base that can be equipped with the weapon of your choice.
After research it will be available in two versions: A mannable one and an automatic one.
Both have pros and cons for their use over the other :)

I've tried to make them vanilla like. If you think that something should be changed, don't hesitate to tell me.
And now: Have fun with the newest addition, the turret base :)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 21.08.2014)
Post by: Haplo on August 22, 2014, 06:20:17 AM
Thank you very much. I'm always happy if there is someone who likes my work ;D
And thanks for the bug report. I think I've made the error while copying it between the versions.
I'll correct that when I'm home :)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 21.08.2014)
Post by: Haplo on August 22, 2014, 08:39:11 AM
To your question: No, it only requires one weapon of your choice.
This weapon will be mounted but it remains it's stats (except for the reload-time).
So, only one is required per base.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 21.08.2014)
Post by: Haplo on August 22, 2014, 02:09:31 PM
Yes that is a problem. The job ends, when the weapon is on the turret. And afterwards the pawn is free to find a new job: taking the weapon and haul it to the next stockpile. For now it was the easiest to implement the original job. Unfortunately I haven't found a way to add a second job to the job queue. Still working on it. Maybe I find a way to add a second job or I'll make a custom job for it. But it will be a while...

Edit:
The hotfix for the wrongly placed textures is up.
Sometimes I just leave my brain at the door and forget it there ;)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 21.08.2014)
Post by: Haplo on August 22, 2014, 02:46:37 PM
Possible, yes, easily done, no.
I would need to expand the turret class to accept a second gun and also work with the second gun.
It is doable, but not without not so small changes to the current code, sorry..
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: arigon2001 on August 23, 2014, 05:19:48 PM
Really enjoyed the mod so far! One thing I've found recently with V6 is that none of my doors have the ability to lock or unlock. I've re-downloaded all my mods and put your load in the last order to make sure nothing else is overwriting it. I've even tried with a brand new world... still to no avail :/  Any ideas what I may be doing wrong? I've tested with all normal and powered doors.

Cheers!
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: Zeta Omega on August 23, 2014, 08:30:26 PM
Now before I add this mod....What is this Artifact its talking about.....and how scared should I be.... Also does the nano printer Work with weapons and armor from other mods?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: Khrysanth on August 23, 2014, 11:54:41 PM
My colonists would like to thank you for making MAI available to them. Thanks to her, the humans were able to build a ship and leave.

I had planned on ending that game... Until I realised that MAI had gained a crafting skill of 9.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: Bruvvy on August 24, 2014, 12:04:20 AM
LOOKS AMAZING!
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: Haplo on August 24, 2014, 03:29:26 AM
Quote from: arigon2001 on August 23, 2014, 05:19:48 PM
Really enjoyed the mod so far! One thing I've found recently with V6 is that none of my doors have the ability to lock or unlock. I've re-downloaded all my mods and put your load in the last order to make sure nothing else is overwriting it. I've even tried with a brand new world... still to no avail :/  Any ideas what I may be doing wrong? I've tested with all normal and powered doors.

Cheers!

Hmm,  that is strange. I know of mods, that overwrite the vanilla doors too, but when Miscellaneous is loaded last, it should overwrite theirs again. Another thing is, when you load a game that didn't have misc active, all the old doors don't have the lock function. But the new doors will have them. That is a strange effect and I don't know yet, how that works. But also this shouldn't be the case with a new world..
Can you tell me, what mods you have active?

Quote from: Zeta Omega on August 23, 2014, 08:30:26 PM
Now before I add this mod....What is this Artifact its talking about.....and how scared should I be.... Also does the nano printer Work with weapons and armor from other mods?
The Artifact is what it describes. Your colonist find an artifact and it is up to you, if you activate it. What happens after the activation is a random chance. I won't spoiler what happens, but there aren't any complaints about it yet, so I think it isn't too hard as an incident..
And last: Yes it should.

Quote from: Khrysanth on August 23, 2014, 11:54:41 PM
My colonists would like to thank you for making MAI available to them. Thanks to her, the humans were able to build a ship and leave.

I had planned on ending that game... Until I realised that MAI had gained a crafting skill of 9.
Thanks. It is always nice to hear that she is helpful :)
The only thing I will probably change is to make her a bit more expensive, I think the cost is a bit too low for what she can possibly do. What do you think?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: Haplo on August 24, 2014, 06:07:53 AM
As far as I know, it is not possible to do that via xml.
I can do a reduction depending on research, but it has to be done in the dll part, sorry.
I can add something for reduction via research to it, but it will take a while as I don't have much time right now.
Title: Mysterious Artifact!??
Post by: Paul on August 24, 2014, 10:42:51 AM
So, I just got a Incident pop-up down the side in yellow informing me my girl "Stormy" had found a Artifact. Now I had it on super fast mode just letting them do their thing, so by the time I jumped to the location I couldn't see anything.

now she has nothing on her except armor like she did previously so she's not carrying anything and i've searched around but I can't seem to find anything out of the ordinary? Perhaps a clue for what im looking for? an image of one perhaps? or.. Some indication of the effect it might have had?

Cheers, it's driving me mad with curiosity!  :o
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: Haplo on August 24, 2014, 10:55:38 AM
The Artifact is a dark brown triangle lying somewhere on the ground.
It should be somewhere outside, as the spawning inside is prohibited :)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: Zeta Omega on August 24, 2014, 11:50:53 AM
Quote from: Haplo on August 24, 2014, 10:55:38 AM
The Artifact is a dark brown triangle lying somewhere on the ground.
It should be somewhere outside, as the spawning inside is prohibited :)
Is it friendly?........
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: Paul on August 24, 2014, 11:57:40 AM
Well... Thanks for the info but buggered if I can find it XD I've spent the last.. I don't know how long scouring the land for a brown object thats not one of the millions of tree trunks or logs or god knows what else thats on my map :L
It doesn't help that my city is quite messy and theres junk everywhere, also im playing on the LARGEST map size so.. yeah, if its somewhere... That mysterious artifact is going to stay just that... Mysterious! xD Thanks anyway!
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.3 / 22.08.2014)
Post by: Haplo on August 24, 2014, 01:05:28 PM
You should look for this:
(http://ludeon.com/forums/index.php?action=dlattach;topic=3612.0;attach=3617)

Also with the actual code it can only spawn outside, meaning, the 'room' must have access to the maps edge, so it won't be inside your base most likely :)
Maybe I should change that to outside, without a roof...

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Haplo on August 24, 2014, 04:32:57 PM
New Update:
-Integrated an own JobDriver for installing the weapons of the turret base
-Turret base now has an extra research, which reduces the reload time a bit
-Artefact occures now also in enclosed areas, as long as there is no roof.
-Mai costs a bit more in the production (500 instead of 350 Metal), but the constructor costs a bit less.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Bodog999 on August 25, 2014, 09:22:04 AM
Love the mod but I've noticed a very very annoying bug. Everytime my colonists get incapped they lose their door key :/ now I have to dig into the save file everytime they get incapped. Could you do something about this. Also I get errors due to the lockable doors
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Haplo on August 25, 2014, 09:58:44 AM
Can you post your error log, because I have not encountered this problem yet.
Don't know why the colonists should loose their keys.. I don't think, that is mod related, but I'll take a look at it.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: mrofa on August 25, 2014, 10:12:40 AM
First 3 colonist dont loose keys, problem is with the ones that are joining the colony.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Haplo on August 25, 2014, 10:54:27 AM
OK.. Then a possible solution would be a key giving object..
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: mrofa on August 25, 2014, 11:14:57 AM
Or you can make them craftable :D
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Bodog999 on August 25, 2014, 06:29:54 PM
I've deactivated your misc mod and now they dont lose their keys anymore newly recruited colonists also get a key into their inventory. I couldnt get the error log showing up again :/ sorry about that
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Bodog999 on August 25, 2014, 06:36:06 PM
Also can someone help me with MAI I've build the assembler and I got the stuff for it also got everything researched the interaction space isnt blocked but my colonists dont get the metal and silver into the assembler.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: mrofa on August 25, 2014, 06:55:07 PM
It works like a storage, so you would need to lower priorities on other storage zones, just until it will start to craft MAI
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Haplo on August 26, 2014, 12:16:32 AM
Your other storage should be set to something lower than critical.
Then you can start the production by pressing on the green play button. If the red stop button is showing, the production is started and the resources should be hauled to the assembler.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Raufgar on August 26, 2014, 03:08:21 AM
Hi Haplo, love your mod, especially MAI. Currently a challenge to build her due to limited resources, but I am getting there. That said, have been encountering an error each time I start RW A6 after enabling your mod. Screenshot attached (please ignore the auth error). Is it referring to the turret base you recently added?

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Haplo on August 26, 2014, 03:17:20 AM
Did you download the newest Version?
In the Version 1.6.3 I had copied the texture folder not into the correct place, so that such an error would occure.
Please don't tell me, that you've downloaded the Version 1.6.4 and have the problem. That would mean I've copied it again into the wrong folders...
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Raufgar on August 26, 2014, 03:34:14 AM
Quote from: Haplo on August 26, 2014, 03:17:20 AM
Did you download the newest Version?
In the Version 1.6.3 I had copied the texture folder not into the correct place, so that such an error would occur.
Please don't tell me, that you've downloaded the Version 1.6.4 and have the problem. That would mean I've copied it again into the wrong folders...

Got hold of the latest version and removed the old one. Error doesn't show up anymore! Thanks Haplo :)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: rgst on August 27, 2014, 01:05:45 AM
I can't find how to turn off the AI Assembler. It keeps consuming 500W power even not working.
When I sell the AI Assembler, nothing left on the ground. All the resources to construct it, silver, metal, and uranium is gone.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Haplo on August 28, 2014, 12:38:03 AM
Sorry about that. I've made a mistake in the destroy function so that it just vanishes.
The next version gets this and the power buttons back.
Just a few more days, as I'm working on a tactical computer functionality at the moment..
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: BetaSpectre on August 28, 2014, 01:17:00 AM
Haplo is awesome. Take your time.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Shinzy on August 28, 2014, 03:09:09 AM
Quote from: BetaSpectre on August 28, 2014, 01:17:00 AM
Haplo is awesome.

I can totally second this! but only because BS cracked open the teapot (and there's a saying I don't understand but use it anyway!)
Haplo is awesome!
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: minami26 on August 28, 2014, 03:16:03 AM
Quote from: Shinzy on August 28, 2014, 03:09:09 AM
Quote from: BetaSpectre on August 28, 2014, 01:17:00 AM
Haplo is awesome.
I can totally second this!
Haplo is awesome!

Third this, or is that applicable? Haplo sensei you da best.
Haplo is awesome!
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Haplo on August 28, 2014, 10:42:28 AM
Oh stop it please. You're making me blush!
But thank you for your kind words.
Hopefully I won't let you down with my next update.. ;)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.4 / 24.08.2014)
Post by: Haplo on August 30, 2014, 05:08:14 AM
Ok, here is a Release Candidate update. I will tinker a bit with some values, but most likely this should be near the full release.
If someone likes to test it.. :)

But Caution:
The new version is NOT compatible with the old version! Even savegames with the old version will break!
Do not extract into the old folder! Make a clean installation!
Sorry about this...

Download Miscellaneous w Mai - 1.6.5 RC2
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Bodog999 on August 31, 2014, 03:50:52 PM
OMG! Finally I can play with this mod again :D stupid door keys getting lost :P THANKS!
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Haplo on August 31, 2014, 03:58:33 PM
I've updated the official release to 1.6.5.
But unfortunately it is necessary to make a clean install (e.g. delete the old folder) and to start a new colony, as there were a few refferences that are now gone..
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Raufgar on September 01, 2014, 10:15:37 PM
Sweet! New Update! Awww, have to start all over again... Ah heck, might as well.

Haplo, not sure if this was by design, but I found that in 1.6.4 my Enhanced MAI has human thoughts, i.e. the 'I am naked' debuff. Also, they can wear clothes...
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Haplo on September 02, 2014, 01:57:24 AM
That is by design as so far, that I didn't find how to disable them.
I have to make my own thought giver class, but was to lazy to do that too. Maybe someday.. :)
The clothes.. Why not. Same problem as with the thoughts, only.. Why shouldn't she wear protective clothes? :)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: A-Vladimir on September 03, 2014, 11:08:40 AM
It would be nice if you could make a Superior Crafting compatible version.  :D
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Haplo on September 03, 2014, 11:58:54 AM
Sorry, I'm out of town for a while and can't make any changes..
What is the problem with Superior Crafting? Normally there shouldn't be any incompatibilities. At least none that I know of.
Can you tell me what the problem is? I can look into it, when I'm back..

Edit: I did take a look into SC. Do you mean the inclusion into his research tree? Or a real mod incompatibility?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: waywardking on September 03, 2014, 05:46:58 PM
Hi Haplo, I was just trying to modify your mod a little for my own personal use, and ran into an issue. I'm trying to add a third type of AI, I've found the definitions needed to set one up, but I don't understand how the game spawns it.

Am I right in thinking that the recipe produces the invisible AICreator building, which spawns the pawn and deletes itself? Is the actual spawning function of the AICreator assembled into one of the .dll files your mod includes?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Andellmere on September 03, 2014, 11:48:35 PM
Does anyone know why my screen flashes whenever I use a MAI? It's getting kind of annoying that I can't use them as they are the best colonists to deal with bodies. And I have a lot of zombie bodies.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: mrofa on September 04, 2014, 05:25:11 AM
Seems like you have some kinda mod incombality between themselfs. If you can try to turn off the mods one by one to see which one is doing it. Also check if you got the leatest version of misc mod.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Iwillbenicetou on September 04, 2014, 05:00:30 PM
I know what it is, the zombie apoc mod interfere's with the misc. with mai mod because of pawns and stuff.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: A-Vladimir on September 04, 2014, 05:25:01 PM
Quote from: Haplo on September 03, 2014, 11:58:54 AM
Sorry, I'm out of town for a while and can't make any changes..
What is the problem with Superior Crafting? Normally there shouldn't be any incompatibilities. At least none that I know of.
Can you tell me what the problem is? I can look into it, when I'm back..

Edit: I did take a look into SC. Do you mean the inclusion into his research tree? Or a real mod incompatibility?

That too, but i mean the lockable doors you changed sometimes replace the doors from Superior Crafting.
PS: If you make a Superior Crafting compatible version make it so that you don't get the turret from the start.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Andellmere on September 04, 2014, 06:37:30 PM
Quote from: Iwillbenicetou on September 04, 2014, 05:00:30 PM
I know what it is, the zombie apoc mod interfere's with the misc. with mai mod because of pawns and stuff.

Thank you for letting me know. I wasn't looking forward to activating each mod individually.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Iwillbenicetou on September 04, 2014, 11:56:32 PM
It has to do with Biteable pawns. This has showed up in the zombie mod.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Justin C on September 05, 2014, 06:38:15 PM
I'll have a new version that works with MAI up either tomorrow or Sunday.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Andellmere on September 05, 2014, 07:10:41 PM
Quote from: Justin C on September 05, 2014, 06:38:15 PM
I'll have a new version that works with MAI up either tomorrow or Sunday.

You sir, are a gentleman and a scholar! Thank you very much for doing this!
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: johandirk88 on September 07, 2014, 10:03:31 AM
i cant craft the mai i have thing to build her but it needs metal and silver but when i right click on it nothint happends :'( how to build her?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Andellmere on September 07, 2014, 11:17:31 AM
Quote from: johandirk88 on September 07, 2014, 10:03:31 AM
i cant craft the mai i have thing to build her but it needs metal and silver but when i right click on it nothint happends :'( how to build her?

There should be a button that says 'Start Production' or something similar with a green arrow on it. Press that and the machine will start requesting those materials. However, you need to have the level of your stockpiles below 'Critical' in order for it to successfully request the items.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: thefinn on September 09, 2014, 04:44:15 PM
Can this work with Tech Tree Minami ? Or will they have issues working next to each other ?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Haplo on September 09, 2014, 06:29:07 PM
Minami has already requested an integration of Mai into TTM, so I think she can be found there soon.
Most things of Miscellaneous should work without problems alongside other mods. You don't have the research tree integration without a few modifications, but...
The only problem right now, thats not addressed, is a collision of my locked doors with the colonists only doors mod.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: mrofa on September 10, 2014, 12:59:54 AM
Make a custom door :D
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: thefinn on September 10, 2014, 02:38:37 AM
Quote from: Haplo on September 09, 2014, 06:29:07 PM
Minami has already requested an integration of Mai into TTM, so I think she can be found there soon.
Most things of Miscellaneous should work without problems alongside other mods.

Hah, was just getting on to whine and complain about this ;)

Where am I supposed to get uranium for the MAI only version ? I don't see it on any traders lists as TTM overwrites them, can it just be found ?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Haplo on September 10, 2014, 02:52:26 AM
For alpha 6 you need luck to have an uranium drop.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Rikiki on September 10, 2014, 04:51:42 AM
If you don't have T's Cotton mods activated, I think I saw Uranium for sell at the industrial trader.

Otherwise, check the Meteorite http://ludeon.com/forums/index.php?topic=4180.0 (http://ludeon.com/forums/index.php?topic=4180.0)
or the Mining&Co. Deepdriller mods self-promotion... ;D http://ludeon.com/forums/index.php?topic=5930.0 (http://ludeon.com/forums/index.php?topic=5930.0)
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: minami26 on September 10, 2014, 05:02:37 AM
Quote from: thefinn on September 10, 2014, 02:38:37 AM
Quote from: Haplo on September 09, 2014, 06:29:07 PM
Minami has already requested an integration of Mai into TTM, so I think she can be found there soon.
Most things of Miscellaneous should work without problems alongside other mods.

Hah, was just getting on to whine and complain about this ;)

Where am I supposed to get uranium for the MAI only version ? I don't see it on any traders lists as TTM overwrites them, can it just be found ?

you can make uranium at the synoptic weaponizer, its available after researching world war weapons.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Dave-In-Texas on September 10, 2014, 10:34:50 AM
Quote from: thefinn on September 10, 2014, 02:38:37 AM
Where am I supposed to get uranium for the MAI only version ? I don't see it on any traders lists as TTM overwrites them, can it just be found ?

I added the meteorite mod and have found uranium meteors often enough for this to not be a problem.  I use That, Misc + mai, Rimrats and superior crafting..
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Jdalt40 on September 11, 2014, 12:17:31 AM
Umm why do mobile artificial intelligence feel pain and is there anything that can stop this bug?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Haplo on September 11, 2014, 03:28:23 AM
No, there is nothing simple I can do to prevent other thoughts. It comes from the fact that I use the normal pawn thought handler. Therefor I can only add my own thoughts, but have yet to find a way to remove thoughts. I think there might be some way, but I didn't look extensively into it, as I have too many other things to work on right now. So, for now the answer is no, sorry.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Smasher5523 on September 30, 2014, 07:15:40 AM
I got a question, I got the AI maker thingy all built, with nearly all of the functions researched, My colonist named Paul shoved it full of metal, but now nobody puts the silver inside? Is there a way to fix this or do i just wait?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: shadowstreaker on September 30, 2014, 07:24:16 AM
Usually only happens if you have a storage area set to critical or you have no silver, i know i have a habit of setting an area for silver to critical for trading
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Iwillbenicetou on September 30, 2014, 07:46:58 AM
I just realized that I'm one of few Americans... The date is a bit confusing until I look at it carefully.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Smasher5523 on September 30, 2014, 07:48:22 AM
Quote from: shadowstreaker on September 30, 2014, 07:24:16 AM
Usually only happens if you have a storage area set to critical or you have no silver, i know i have a habit of setting an area for silver to critical for trading
Oh! i got all my silver storages set to critical, haha ty for this info. i'll try it now :D

EDIT: it didnt work
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: shadowstreaker on September 30, 2014, 08:49:00 AM
Hmm I have no clue then
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Haplo on September 30, 2014, 09:55:34 AM
Don't set the storage to critical as the input field of the assembler is also a storage set to critical. Another thing is, when the one resource is full, there need a free storage outside where the remaining is to be hauled to. It must not stay on the assembler, or the other material will never be hauled there. The assembler only has one input slot, and if that is full, others won't be hauled there.
The remaining stuff on the assembler should be hauled away soon, as the storage won't accept it anymore.
If it doesn't work, try to stop and restart the production.
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Jdalt40 on September 30, 2014, 10:21:17 PM
Is there anyway to stop the AI trait going on humans?
Title: Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.5 / 31.08.2014)
Post by: Haplo on October 01, 2014, 12:13:15 AM
I've set the chance to a really low value, but I can't disable the chance, sorry.
So the answer is no. Did you get it often?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.0 / 01.10.2014)
Post by: Haplo on October 01, 2014, 04:46:42 PM
Updated to Alpha 7
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.0 / 01.10.2014)
Post by: Dude1925 on October 05, 2014, 09:31:19 AM
I don't know if this is a known bug for this mod, but when i activate it the entire gui just disappears. I really want to play with this mod again, so help would be appreciated.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.0 / 01.10.2014)
Post by: Haplo on October 05, 2014, 10:43:12 AM
Hmm, as of now I had no complaints about any crashes.
When you activate it and the UI is gone, can you close the game, look into the folder /RimWorldXXXWin_Data and find the file output_log.txt.
Can you zip and post it please? I need to take a look into why it crashes...
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.0 / 01.10.2014)
Post by: Dragoon_103 on October 05, 2014, 10:54:06 AM
Are there any plans in the future to use the surgery system on the MAI? because i seem to grow attached to them as colonists and would like it if when they are damaged to be able to replace parts. like have an AI Part crafting station that you can build parts like left batterys or more arms incase they get shot off. That would be kinda neat and i am loving your mod so far!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.0 / 01.10.2014)
Post by: Haplo on October 05, 2014, 11:40:08 AM
Thanks that you like her :)
To be honest I didn't thought about the part system yet.
Hmm, I think I'll look into it soon and see what can be done..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.0 / 01.10.2014)
Post by: shadowstreaker on October 05, 2014, 11:43:13 AM
It'd be cool to be able to get some very expensive (say uranium and such in recipe) mods for MAI that just increase move speed or something, change out an arm for a certain tool which can specialize them and make them more efficient maybe.
Just a thought
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.0 / 01.10.2014)
Post by: Dude1925 on October 05, 2014, 01:27:33 PM
Quote from: Haplo on October 05, 2014, 10:43:12 AM
Hmm, as of now I had no complaints about any crashes.
When you activate it and the UI is gone, can you close the game, look into the folder /RimWorldXXXWin_Data and find the file output_log.txt.
Can you zip and post it please? I need to take a look into why it crashes...

Sure, here you go.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.0 / 01.10.2014)
Post by: Haplo on October 05, 2014, 03:56:39 PM
Hmm, I'm not sure, what really the problem is.
There is a whole lot of stuff in there, thats not from Mai.

And there is a line, that comes from Mai, but that shouldn't be there:
Exception reading AIPawn_Races.xml as XML: 'cooldownTicks' is expected  Line 126, position 29..

I tried it here, but don't get any errors. Even with the EdB-Mods, Mai does work without problems.

Don't know though from which mod this is:
Could not resolve cross-reference to Verse.RecipeDef named MakePneumaticPick

But the real problem is the last one. This one causes it to crash. But I don't know where it really comes from.
It can be because the AIPawns aren't loaded.. But I honestly don't really know. It seems as if you have a multitude of problems with some of the mods.

My suggestion would be:
Redownload all your mods including Mai, so that they are on the newest version, activate one mod at a time, exit the game and look into the output_log.txt.
Whenever you find that the last line isn't something like this, the last mod creates some errors:

...
Non platform assembly: data-0CF444A0 (this message is harmless)
Fallback handler could not load library C:/Users/Owner/Downloads/RimWorldAlpha7Win/RimWorld581Win/RimWorld581Win_Data/Mono/data-0CF444A0.dll
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.1 / 05.10.2014)
Post by: Haplo on October 05, 2014, 05:25:16 PM
Update Alert:
I've added a small bit of code, that allows you to position your colonists via three groups. You can position your colonists and set them to group 7, 8 or 9. And you can recall the positions by pressing the keys 7, 8 or 9.
Key 0 undrafts all your colonists, who don't have an active job.
Unfortunately this needs you to start a new colony or add an entry to your savegame. Without that, the new functions won't be active.
On another note:
Du to some problems it is NOT possible to save the positions into the savegame as of yet. This means you have to reset them once you load your colony. I'm sorry about that, but I didn't find a solution for that problem for now..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.0 / 01.10.2014)
Post by: Dude1925 on October 05, 2014, 07:38:42 PM
Quote from: Haplo on October 05, 2014, 03:56:39 PM
Hmm, I'm not sure, what really the problem is.
There is a whole lot of stuff in there, thats not from Mai.

And there is a line, that comes from Mai, but that shouldn't be there:
Exception reading AIPawn_Races.xml as XML: 'cooldownTicks' is expected  Line 126, position 29..

I tried it here, but don't get any errors. Even with the EdB-Mods, Mai does work without problems.

Don't know though from which mod this is:
Could not resolve cross-reference to Verse.RecipeDef named MakePneumaticPick

But the real problem is the last one. This one causes it to crash. But I don't know where it really comes from.
It can be because the AIPawns aren't loaded.. But I honestly don't really know. It seems as if you have a multitude of problems with some of the mods.

My suggestion would be:
Redownload all your mods including Mai, so that they are on the newest version, activate one mod at a time, exit the game and look into the output_log.txt.
Whenever you find that the last line isn't something like this, the last mod creates some errors:

...
Non platform assembly: data-0CF444A0 (this message is harmless)
Fallback handler could not load library C:/Users/Owner/Downloads/RimWorldAlpha7Win/RimWorld581Win/RimWorld581Win_Data/Mono/data-0CF444A0.dll

Yeah I tried that earlier and nothing changed. Even then I had the same mods in alpha 6 and there were no problems. I'll try downloading them another time and see if it will change something this time. Thanks for the advice anyways.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.1 / 05.10.2014)
Post by: Rikiki on October 06, 2014, 03:40:23 AM
MakePneumaticPick is from Mining & Co. mods.
I think you have not activated the "Common" mod before "Deepdriller + MMS". Did ::)

@Dude1925: Please PM me if you are still encountering problem about Mining & Co. mods.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.1 / 05.10.2014)
Post by: Commander Beanbag on October 07, 2014, 05:47:46 PM
Hi, little request regarding the Nano Storage. When it's full, it wants to automatically switch mode to dispense. This is a problem, since I want to use them to store packaged survival meals to keep them away from my colonists when they're unneeded. Is there a way I could fix this?

E: A toggle would be the best as the mode switch is handy for mass storage for stuff like silver or metal.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.1 / 05.10.2014)
Post by: Haplo on October 08, 2014, 04:55:51 PM
Quote from: Commander Beanbag on October 07, 2014, 05:47:46 PM
Hi, little request regarding the Nano Storage. When it's full, it wants to automatically switch mode to dispense. This is a problem, since I want to use them to store packaged survival meals to keep them away from my colonists when they're unneeded. Is there a way I could fix this?

E: A toggle would be the best as the mode switch is handy for mass storage for stuff like silver or metal.

I'm unsure if I want to add such a toggle. I find it a bit unnecessary. To make your survival meal storage you could just forbid the top item? Or do you use it because of the non-rotting-feature? :)
Still.. It would be easiest to just add a bit of wood, set that as the top item and forbid it.
Ok.. maybe there should be a toggle button.. I'll look into it and decide then if I do it or if not. :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Haplo on October 08, 2014, 05:08:01 PM
And another update:
I always wanted to make my own BrainPal(TM) and now here it is:
Your personal voice-in-your-head, your brain connected computer.
It gives you live feedback and boosts your awareness and sight.

Note:
This should be compatible with other mods, as it normally doesn't change vanilla xmls.
The recipe for it is only available, if you start a new colony.
If you want to have this active for your present colony, you can activate and build the special medical bed, or you must change a line in your savegame.
Whichever works best.

Savegame Info: (Only if you want to continue an old colony, but use Keybinding and BrainPal)
-Make Backup
-Open your savegamefile with a text editor (Notepad++ or such)
-Search for '<components'
  You will find something like this:
 
  </history>
<components />
 


-Change it so it looks like this:

</history>
<components>
<li Class="ColonistGroups.MapComponent_ColonistSelections" />
<li Class="Miscellaneous.MapComponent_AddRecipesToPawn" />
</components>
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: bullet on October 09, 2014, 05:06:18 AM
Just amazing! I hope the problem with save\load will be fixed in near future  :)
Also, what about autoRebuild & autoHunt? Maybe you can develop and this? It will be very cool  :P
https://ludeon.com/forums/index.php?topic=3390.0
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Inzann on October 09, 2014, 11:15:13 AM
Hello! I have a question about the tactical computer. I want to know if there is any way I can get just that and nothing else, I really need a way to force my colonists to eat/sleep. Are there any other mods that offer this maybe?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Haplo on October 09, 2014, 02:09:34 PM
I don't know. I think clutter has something similar but I'm not really sure.
For it alone, you can remove every other ThingDef from the mod.
It needs the Miscellaneous.dll, the ThingDef and the textures, I think. Don't know if I have forgotten something as I'm not at my computer right now.. It is not easy to remove the correct stuff, but doable.

Edit:
Ok, I've looked into it and you can remove everything, but the following:
-../Assemblies/Miscellaneous.dll
-../Defs/JobDefs/Miscellaneous_JobDefs_GetNewDoorKey.xml
-../Defs/ResearchProjectDefs/Miscellaneous_ResearchProjects_TacticalComputer.xml
-../Defs/ThingDefs/Miscellaneous_Buildings_TacticalComputer.xml
-../Languages/English/Keyed/Miscellaneous.xml
-../Textures/Things/Building/TacticalComputer/*.*
-../Textures/UI/Commands/*.*

That should be everything you absolutely must have.. I think..
Still sure you want to do that?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: 123nick on October 09, 2014, 04:16:06 PM
can you make uranium no longer required for anything now? i have no idea how to get uranium in alpha 7, and i think it may be bugged.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Haplo on October 09, 2014, 06:33:09 PM
Uranium should be easier to get in alpha 7, as it's a normal trade resource.
I've just tested it and some industrial traders have it. You can buy it :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Rikiki on October 10, 2014, 03:07:58 AM
Or extract it with Mining & Co. Deepdriller (but it is quite expensive in terms of research and cost for balance purpose).
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Haplo on October 10, 2014, 10:05:45 AM
I'm thinking of adding plastered as a needed resource for Mai.
What do you think? Is the build up of Mai too cheap, or to expensive?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: shadowstreaker on October 10, 2014, 10:09:01 AM
That'd be a good idea, it'd seriously make it difficult to make a large colony of just MAI then
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: mrofa on October 10, 2014, 12:15:01 PM
plasteel yes we can finally take over the world
(http://s14.postimg.org/pdpj0cyml/Mia.gif)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: skullywag on October 10, 2014, 12:17:04 PM
Can you make her switch texture when going on the attack...that would be cool.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Shinzy on October 10, 2014, 02:36:24 PM
Quote from: mrofa on October 10, 2014, 12:15:01 PM
plasteel yes we can finally take over the world
(http://s14.postimg.org/pdpj0cyml/Mia.gif)

Exteeerminaate! EXxxteeeerminaate!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: skullywag on October 10, 2014, 03:17:37 PM
Haplo, just asking but I have a version of your turret mod that I've seperated out from the rest of the misc mod. I've made some tweaks as well:

Removed standard automated turret
Made manned turret use stuff - made a texture or it also
Made stuff based automated turret need an ai core to build

I've been using it for a while personally. It adds a bit of extra challenge and pushes automated turrets into mid/late game somewhat. I also remove the vanilla turret in my local game to compliment that.

So can I release it here? don't know if therell be interest....
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Haplo on October 10, 2014, 04:02:42 PM
As long as you credit me/this as the origin, feel free to release your version of it.
Let's see what you've made out of it ;D
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: skullywag on October 10, 2014, 04:08:03 PM
Oh as stated I've done nothing bar the above. I only edited the about.xml to remove the non turret stuff. Its still your mod. You could even remove the aicore ingredient need and it would be almost the same just seperated out. I feel it should live here tbh. Ill post it shortly on this thread and continue to update it if you'd rather not have something else to maintain.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Clibanarius on October 10, 2014, 04:54:56 PM
Quote from: skullywag on October 10, 2014, 03:17:37 PM
Haplo, just asking but I have a version of your turret mod that I've seperated out from the rest of the misc mod. I've made some tweaks as well:

Removed standard automated turret
Made manned turret use stuff - made a texture or it also
Made stuff based automated turret need an ai core to build

I've been using it for a while personally. It adds a bit of extra challenge and pushes automated turrets into mid/late game somewhat. I also remove the vanilla turret in my local game to compliment that.

So can I release it here? don't know if therell be interest....
I want that. Quite a lot, in fact.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Haplo on October 10, 2014, 05:11:44 PM
Quote from: skullywag on October 10, 2014, 04:08:03 PM
...

Feel free to post it here, or make your own thread. Whatever you think works best :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: skullywag on October 10, 2014, 05:19:24 PM
Ill post it here for now, if it takes on a life of its own, someone or myself can move it out into its own thread.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: JuliaEllie on October 10, 2014, 05:23:11 PM
Quote from: Shinzy on October 10, 2014, 02:36:24 PM
Quote from: mrofa on October 10, 2014, 12:15:01 PM
plasteel yes we can finally take over the world
(http://s14.postimg.org/pdpj0cyml/Mia.gif)

Exteeerminaate! EXxxteeeerminaate!

Directive? Plant!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Clibanarius on October 10, 2014, 06:30:57 PM
Quote from: skullywag on October 10, 2014, 05:19:24 PM
Ill post it here for now, if it takes on a life of its own, someone or myself can move it out into its own thread.
Thank you, Skully! You never don't rock. I know I love the hell out of your mods!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Clibanarius on October 10, 2014, 08:08:15 PM
Also, and no offense intended, but someone really loves superfluous commas in the mod descriptions. There's an awful lot of stuff I'd love to change, if proofreading of the text in your mods here would be a task allowed for me to involve myself in! I have nothing else to do, it'd almost be a service to me to have some pathetic job to do with myself. :P
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Haplo on October 11, 2014, 05:01:15 AM
If you want to correct my descriptions, don't let me stop you ;)
As english is only my second language, I may not be perfect, but I do my best :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Haplo on October 11, 2014, 02:50:37 PM
Quote from: skullywag on October 10, 2014, 05:19:24 PM
Ill post it here for now, if it takes on a life of its own, someone or myself can move it out into its own thread.

I've made an additional info entry with links in the main view.
Thanks for your work :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Clibanarius on October 11, 2014, 05:52:35 PM
Quote from: Haplo on October 11, 2014, 05:01:15 AM
If you want to correct my descriptions, don't let me stop you ;)
As english is only my second language, I may not be perfect, but I do my best :)
Oh, you do! I don't disagree there. There are too many Americans and other English-primary speakers who do far worse than I'm seeing.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: mrofa on October 20, 2014, 03:43:27 PM
My ninja intergalactic assaisin squierrl infiltrated Haplo labs and uncover terryfing truth!

It wasnt Eva!
(http://s28.postimg.org/qe2m0otxl/Haplo2.png)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
Post by: Haplo on October 20, 2014, 04:19:12 PM
Ninja squirrel found... Initiate extermination program...
(http://s21.postimg.org/665lpcuaf/Mai_Transformation.jpg) (http://s21.postimg.org/665lpcuaf/Mai_Transformation.jpg)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: skullywag on October 20, 2014, 05:08:44 PM
Is this....ingame?...if so, I think I love you Haplo...
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: StorymasterQ on October 20, 2014, 08:38:46 PM
Quote from: Haplo on October 20, 2014, 04:19:12 PM
Ninja squirrel found... Initiate extermination program...
(http://s21.postimg.org/665lpcuaf/Mai_Transformation.jpg) (http://s21.postimg.org/665lpcuaf/Mai_Transformation.jpg)

"Directive?"
"EXTERMINATE SQUIRRELS. I mean...Classified."
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Haplo on October 21, 2014, 12:46:34 AM
Quote from: skullywag on October 20, 2014, 05:08:44 PM
Is this....ingame?...if so, I think I love you Haplo...

For now I've updated only the Mai download. As I'm still working on Miscellaneous, it will take a while longer. Damn ninja squirrels..
The new Mai is designed by our resident squirrel artist mrofa. I've just implemented it. ;)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Herc18 on October 21, 2014, 03:44:41 AM
How do you build the command center? Can't seem to find it any where but the Mia is in there :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Haplo on October 21, 2014, 02:01:30 PM
That depends:
If you also have miscellaneous active, you need to research Tactical Computer.
If you doesn't have miscellaneous active, you won't find it, as it's not a part of Mai :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Herc18 on October 21, 2014, 02:30:44 PM
Yep that's definetley it! Gah howed I miss that!! >:) thanks!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: JaxxDeVulpen on October 22, 2014, 07:09:01 PM
So, just a suggestion to avoid colonists never completing any MAI; Perhaps make it like crafting itself where they have to craft the arms, legs, torso, head, etc before being able to assemble an actual MAI. Perhaps also allow for the creation of bionic parts as well. Sorry if this sounds dumb.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Commander Beanbag on October 23, 2014, 03:15:10 AM
May have found a bug: Tactical computer can force colonists who cannot eat (stomach/jaw destroyed) to eat.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Haplo on October 24, 2014, 03:17:56 AM
Thanks for the info. I'll have it fixed in the next release :)

And for the bionics ideas: I have dropped this idea for now, as I would need to build a bionic system applyable only for Mai. Maybe I'll do it someday, but not anytime soon. Sorry.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: sorenson on October 25, 2014, 02:17:54 AM
Apologies if this has been covered in previous posts, but I wasn't able to find it by searching.

I'm trying to use the nano printer, but my colonists generally don't bother filling it up with metal reliably. They'll put some in and then just forget it exists, so I have to stop it and restart it, and then they'll put in more and forget again, etc. I end up having to babysit it, and usually just end up not using it because of that.

Am I doing something wrong, or is there a way around this?

Thanks!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Haplo on October 25, 2014, 04:06:02 AM
Hmm normally it should automatically fill it up, until the required amount is received.
You will see that it is full, when something of the metal remains on it and has to be hauled back to an empty storage. It shouldn't half fill it, except when you have one of your metal storage set to critical.
But that doesn't explain, why it works shortly after restarting it.

It should work like this:
You start it
It scans the weapon/other stuff and defines the needed material
A storage field is created that accepts metal and silver (or is it only metal at the printer? )
It is filled, until one of it is full, then this one is deactivated and the other is filled up (if it needs 2)
It is full the storage is removed and the printing process starts
When it is done, you have a new weapon and the printer resets to start.

If it doesn't work like this, I need to look into it and try to find the problem..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Haplo on October 25, 2014, 07:59:43 AM
OK.. Then I really need to look into it.
And I need to address the stuff problem too, as I didn't even thought about that, when I updated to a7 :)
Thanks for bringing it up. I'll look into it as soon as I find my free time. I seem to have it misplaced somewhere..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: sorenson on October 25, 2014, 09:31:34 AM
Quote from: Haplo on October 25, 2014, 04:06:02 AM
If it doesn't work like this, I need to look into it and try to find the problem..

Normally it starts to fill up and then hits a random number and stops. If I stop it and start it again, it'll usually continue to another random number and then stop. Sometimes it's a small change, like single digits, or tens, but I think I usually get about 85-120 metal per stop/start on average. Sometimes nothing, though.

I've tried things like disconnecting/reconnecting the power, saving/reloading the game, closing out and restarting, stopping all other colonist work, getting rid of all colonists except one, etc. I think it's been happening for me pretty much since the printer was added, so it's not anything specific to this release.

It's not a huge deal or anything, the only reason I posted was because I've been trying to print a gun that costs 3000 metal and it takes awhile :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Wex on October 25, 2014, 10:47:38 AM
What do you do with the "leftover" brain?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Haplo on October 25, 2014, 12:16:14 PM
What do you mean? Which leftover brain?
Do you mean the BrainPal Implant?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Haplo on October 25, 2014, 02:52:00 PM
I think I've found the problem that it deactivated from time to time. And such a dumb problem too :(
Whenever you load, it deactivated the storage (an old safety to prevent errors). Unfortunatly I didn't integrated a check to see if the function was called while loading or while saving. Therefore right now it will always deactivate when you save your game (even when autosave is running)..
This and the stuff problem I've hopefully fixed in the 1.7.2a version. It isn't the next full number, as I'm still working on the new stuff.
Installation: Just overwrite the old version with the new one. Or only replace the Assembly/miscellaneous.dll.

Please try if these fix your problems or if there still is something I've not seen..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: doujinftw on October 25, 2014, 07:54:24 PM
Cool mai i really like her but are there anyway to help fix her a raider shot one of her battery off but she got back up and pwn the noob ,in her thought section it have a text something about nanonite fixing but i dont see any different to her in the next few days.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: Wex on October 25, 2014, 08:40:10 PM
Quote from: Haplo on October 25, 2014, 12:16:14 PM
What do you mean? Which leftover brain?
Do you mean the BrainPal Implant?
Yes that one. I have 5 brains sitting in my prothesis ward now. What can I do with them?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
Post by: sorenson on October 26, 2014, 02:11:09 AM
Quote from: Haplo on October 25, 2014, 02:52:00 PM
Please try if these fix your problems or if there still is something I've not seen..

I grabbed the new Miscellaneous and replaced the files in my Miscellaneous w MAI folder (wasn't sure if I needed to replace MAI or not, but I figured not). Seems to be working perfectly now. Thanks!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Wex on October 26, 2014, 01:00:30 PM
Actually, I found a bug. The bionic brain implanct doesn't appear anymore on my operation tab. I have 2 of them, over 300 medicine and skilled doctors to do it. But it doesn't appear.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Haplo on October 26, 2014, 01:41:06 PM
You are speaking of the "electronic BrainPal" or the "bionic BrainPal", right?
First try to save and reload.

Normally it should look something like this:
(http://s22.postimg.org/qj8c8cem9/Install_Brain_Pal.jpg) (http://postimage.org/)

If that doesn't work, can you tell me which mods you're using?

Edit:
There is another way to reactivate it:
In the mod there is a special building I've made to activate, when the MapComponent doesn't work:
Go into the mod in this path: ..\Mods\Miscellaneous\Defs\ThingDefs
There you'll find a file named BrainPal_Buildings_Furniture.xml_disabled
If you change the extension to .xml you'll get a new medical bed that is slightly better then the normal medical bed. But once you've placed it, it should re-add the missing operation recipe..

If that doesn't help, I'll release a new Miscellaneous version this week. In there I'll change the add procedure a bit, so that it checks from time to time if the recipes are still available..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Bunkier on October 26, 2014, 02:38:30 PM
If im activated a MAI that is happening http://scr.hu/3217/4bpcn

Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Haplo on October 26, 2014, 03:58:49 PM
Sorry, but I get 502 Bad Gateway on that link..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Bunkier on October 26, 2014, 04:49:09 PM
Sorry about that problem. New Link : http://imageshack.com/a/img745/8892/vUgIwb.png
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Haplo on October 26, 2014, 05:48:19 PM
How did you get 128 MAIs? ???
I think you've overloaded the system ;D

Sorry but I don't have any idea what you can do there...
But.. you can look into the folder RimWorld584Win_Data and post the file output_log.txt.
With luck in there is some more info about the problem.
Just play until the problem appears, end RimWorld and post the created file. Maybe we have some info in there..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Wex on October 26, 2014, 06:08:29 PM
Ok. Closed the PC and reloaded. Working now. WTF?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Bunkier on October 27, 2014, 01:00:11 PM
Maybe is a mod conflict? And the MAI is still creating

Sorry for my english if is bad. Im from Poland ;d
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: eatKenny on October 27, 2014, 01:46:50 PM
hi, i know it's a lot to ask, but can you eventually make a similar non-human pawn like the drone in movie "oblivion"? it has high movespeed, very tanky, can only fight but good at it(maybe haul too ???). takes plasteel and gold and AI Core to build(so very limited number can be build). give it a high beauty state so when it has nothing to do it will boost up the colonist's mood.

(http://www.robot-n-tech.com/wp-content/themes/sahifa/timthumb.php?src=/wp-content/uploads/2013/04/oblivion_movie_drone.jpg&h=330&w=660&a=c)

(http://cdn1-www.craveonline.com/assets/uploads/2013/04/Oblivion-Drone-e1366224105945.jpg)

(http://24.media.tumblr.com/3ce92dc75805fd424cbec61dc78501f2/tumblr_ml3ea5NBw91qiw9xho1_1280.jpg)

(http://25.media.tumblr.com/bacded76e29475bbd0364f3518d0199c/tumblr_ml3ea5NBw91qiw9xho3_1280.jpg)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Haplo on October 27, 2014, 02:21:57 PM
Quote from: sma342 on October 27, 2014, 01:00:11 PM
Maybe is a mod conflict? And the MAI is still creating

Sorry for my english if is bad. Im from Poland ;d

Hmm.. You've created a Mai, activated her and it Spawned the 128 Mai? I think it is a problem with the spawner. I'll look into it and try to find a reason why it doesn't self destruct..
Can you tell me which Mai you've created? The normal one or the enhanced one?

I've made a hardened version. Maybe it will solve your problem..
Please try this version if this is working for you:
http://www.mediafire.com/download/zmhu1bn1bbb4r9n/MAI_173_test.zip
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Wex on October 28, 2014, 11:01:46 AM
Is it normal that the MAI (not Mai) can wear clothes and equip weapons? Why does it thinks it's naked (I know it has no impact on the game but it's bugging me).
Also: you can butcher and eat a "killed" MAI, it counts as cannibalism. I guess this was not intended.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 25.10.2014)
Post by: Bunkier on October 28, 2014, 01:41:27 PM
Okey i will try that version
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on October 28, 2014, 04:30:59 PM
So.. Here is my newest update.

It doesn't look like much. Hmm, a Trader-Incident. What is in there, that's hard to do?

You would be astonished about how much work it is to add a walking trader, who comes to your colony and builds a tent where you can trade without the need of a comms console..
(You still need the trade beacon, and the goods still come via air-drop, but...)

And then comes the tent. Please ask mrofa about how long it was needed to get the tents right.
Ok, maybe it was because of my high demands, but he did his work brilliantly and now the trader has a bunch of tents to select from.

So.. Here it is. The newest release of Miscellaneous: The Trader-Incident!

(http://s30.postimg.org/4qgfaa8oh/Miscellaneous_Trader.jpg) (http://postimage.org/)
PS: Don't you just love the powered up MAI? ;)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: skullywag on October 28, 2014, 04:49:51 PM
*claps* I have so much more to learn..amazing work Haplo and mrofa your arts awesome as always. Cannot praise enough.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Shinzy on October 28, 2014, 06:28:17 PM
Quote from: skullywag on October 28, 2014, 04:49:51 PM
*claps* I have so much more to learn..amazing work Haplo and mrofa your arts awesome as always. Cannot praise enough.

Exactly what he says!
just switch the clap to applause and replace dots with exclamation marks! and add a tongue emote in the end cause that's howd the sentence would come out of my mouth!


I do hope they're not going to leave wooden floors around your map though! =P
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: StorymasterQ on October 28, 2014, 09:42:33 PM
It took me a while, but I now realize that's the MAI's face, not a slasher/serial killer grin.

...Or is it?!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on October 29, 2014, 11:53:18 AM
Notice:
Due to an error on my side, the download Miscellaneous_174_HiRes was faulty.
In there the trader incident and the trading job was missing. I've reuploaded it now.
If you've downloaded the HiRes (standalone) version of miscellaneous, please redownload it.
You can never experience the trader without those files.

Sorry, I've overlooked these files while copying..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Shinzy on October 29, 2014, 11:57:54 AM
Quote from: StorymasterQ on October 28, 2014, 09:42:33 PM
It took me a while, but I now realize that's the MAI's face, not a slasher/serial killer grin.

...Or is it?!
(http://i.imgur.com/Ap4iiV2.png)
*gasp*

Quote from: Haplo on October 29, 2014, 11:53:18 AM
Notice:
Due to an error on my side, the download Miscellaneous_174_HiRes was faulty.
In there the trader incident and the trading job was missing. I've reuploaded it now.
If you've downloaded the HiRes (standalone) version of miscellaneous, please redownload it.
You can never experience the trader without those files.

Sorry, I've overlooked these files while copying..

I'm glad I didn't download this yesternight then! (haven't had time to even play until about now!)
finally get to test this out!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on October 29, 2014, 12:01:26 PM
You don't mean Mai is really a mindbending alien from Zack McKracken, do you? ;)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Shinzy on October 29, 2014, 12:18:49 PM
Quote from: Haplo on October 29, 2014, 12:01:26 PM
You don't mean Mai is really a mindbending alien from Zack McKracken, do you? ;)
Don't be silly! everybody knows MAI is really EVE, don't even try to fool anyone!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: mrofa on October 29, 2014, 12:29:11 PM
Quote from: Shinzy on October 29, 2014, 12:18:49 PM
Quote from: Haplo on October 29, 2014, 12:01:26 PM
You don't mean Mai is really a mindbending alien from Zack McKracken, do you? ;)
Don't be silly! everybody knows MAI is really EVE, don't even try to fool anyone!

https://ludeon.com/forums/index.php?topic=3612.msg69056#msg69056 (https://ludeon.com/forums/index.php?topic=3612.msg69056#msg69056)
Your wrong ;p
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Shinzy on October 29, 2014, 12:30:30 PM
Quote from: mrofa on October 29, 2014, 12:29:11 PM
Quote from: Shinzy on October 29, 2014, 12:18:49 PM
Quote from: Haplo on October 29, 2014, 12:01:26 PM
You don't mean Mai is really a mindbending alien from Zack McKracken, do you? ;)
Don't be silly! everybody knows MAI is really EVE, don't even try to fool anyone!

https://ludeon.com/forums/index.php?topic=3612.msg69056#msg69056 (https://ludeon.com/forums/index.php?topic=3612.msg69056#msg69056)
Your wrong ;p

OH my god! it *IS* a mind bending alie..*cough* *hides*

Edit: oh nonono, code bending alien, yes! that's it
my work here is done! *raises hands up in the air and walks away as a winner*
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on October 29, 2014, 01:11:02 PM
Gets his M-24, aiming.. *BANG*
Puts his M-24 down, and walks wistling off sceen...
No witnesses.. :P ;D 8)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: skullywag on October 29, 2014, 01:16:55 PM
*teabags Shinzy*
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: mrofa on October 29, 2014, 04:10:08 PM
Almoast full proof recording of how Haplo did get funding for his lab :D
(http://s30.postimg.org/oejznh725/Mia.gif)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on October 29, 2014, 05:40:49 PM
Oh these squirrels...
(http://s15.postimg.org/glvunus0b/sniper_squirrel.jpg) (http://postimage.org/)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Wex on October 29, 2014, 08:54:09 PM
I had no problems in making it work...? Why my PC goes bonkers with your mod?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on October 30, 2014, 01:37:43 AM
I don't know, but if you post the output_log.txt, I can take a look :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: doujinftw on October 31, 2014, 12:45:37 AM
Do i need to start new colony for the trader event and mai is still not repairable right?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on October 31, 2014, 01:33:39 AM
I don't think it's needed this time. It's always better to start a new colony, but with only the incident new,  I don't think it is needed.
And yes, Mai doesn't have any change except the removal of the thought tab.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Halinder on October 31, 2014, 08:33:15 PM
"Mai 15 got right battery infection.."
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 01, 2014, 07:08:15 AM
Lol, really :)
Was she at least immune to it?
I can't stop such infections right now, but I hopefully added an immunity to it..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: obuw on November 02, 2014, 05:53:50 PM
Thanks a lot for your fantastic work on the mod!

I messed around with the MAI's and tried very hard to add an operation to replace batteries, but failed miserably. :(

I think you mentioned earlier in the thread that it would be too complicated for you to add MAI surgery. Maybe there is another, easier way, like a recipe that fully fixes a MAI for 100 metal, or maybe even just make MAI's self-repair (nanites!) one broken body part per 7 days?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 03, 2014, 11:36:36 AM
If I do anything related to Mai and surgery, it will be a while. As I have a few other things I want to do and this isn't anywhere high on my to do list, it will have to wait for now. Sorry, but most likely not anytime soon..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: obuw on November 03, 2014, 12:00:45 PM
No worries, I think I'll just increase the body part healths on my local version instead. :-)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 03, 2014, 01:26:37 PM
Small tip: If you want to make her a bit harder to kill, you can change the <healthScale> value in the AIPawn_Race.xml
This increases the overal health of all body parts. This way you don't need to increase each individual body part :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: obuw on November 03, 2014, 01:29:41 PM
Ah, good to know what that value does. =)

But actually I don't want to make her harder to kill, just harder to lose parts. So for instance if I give her batteries the same amount of health as her torso, she can't actually lose a battery without dying, I think? Not sure how exactly the damage calculations work. =p
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 03, 2014, 01:36:51 PM
Hmm, to be honest I also don't know if you can then only destroy the battery through destroying the torso.. Could be, but I don't know.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 04, 2014, 10:40:55 AM
Soon I'm updating again (a bed to help your downed visitors), but wanted to have your oppinion about something first:

What do you think about Miscellaneous?
Is it ok how it grows, or are you more of the oppinion that it should be parted into 3 or 4 parts, so that you can activate what ever you want seperately?

I could easily part it up, so that you get Mai, Miscellaneous, Misc_Turrets, Misc_Traders, Misc_Keybinding
or I let it be as it is right now, so that you have only the two main parts: Mai, Miscellaneous
or I could even merge that to just Miscellaneous.

So, what do you think?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Shinzy on November 04, 2014, 11:04:12 AM
Quote from: Haplo on November 04, 2014, 10:40:55 AM
Soon I'm updating again (a bed to help your downed visitors), but wanted to have your oppinion about something first:

What do you think about Miscellaneous?
Is it ok how it grows, or are you more of the oppinion that it should be parted into 3 or 4 parts, so that you can activate what ever you want seperately?

I could easily part it up, so that you get Mai, Miscellaneous, Misc_Turrets, Misc_Traders, Misc_Keybinding
or I let it be as it is right now, so that you have only the two main parts: Mai, Miscellaneous
or I could even merge that to just Miscellaneous.

So, what do you think?

"Maiscellaneous" =P
I think it works really fine how it is now
as far as I can tell each thing is locked behind a research so you can choose which bits you actually want to use in game aswell
keeping them separate could just be harder for you to maintain? I mean if you'd still keep a full pack available aswell

then again! totally different types of things might better be kept separate =P
I never much cared for the turrets myself
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Ruin on November 04, 2014, 12:46:58 PM
I am always a fan of parting up mods so you choose what you want to play with.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 04, 2014, 03:45:32 PM
And we have a draw :)

Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Iwillbenicetou on November 04, 2014, 07:25:58 PM
Or, you could do what Jaxxa did. Where there was modules, and you can choose between them. Though I still like the original Mod Pack of all of them merged. (is it your turrets with the really under textured turrets?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Wex on November 04, 2014, 08:49:27 PM
Ok. I must be cursed.
This mod here: Mining&Co.: Deepdriller MkII + MMS MkII (V3.1, 28-10-14) breaks the merchant's tents. Sadly my snapshot is nowhere to be found, but the tent becomes a huge lump of meat, a mass of intricated cave walls or one of the workbench of the mod (albeit stretched). The "tent" still allow normal merchant transation.  :o

Also, right now -Miscellaneous, Mai- is perfect. Don't split it more, don't split it less.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: minami26 on November 04, 2014, 09:04:33 PM
I really like your pace because you do quality over quantity,, unlike some modders out there,, hint: minami26

Yes, i really think that your mods should be set up as different downloads because each of them are diamonds theyre like bacon pancakes,, every single one of them is so damn good.


I just checked out your latest creation and im like "great master haplo has done it again".. can i add your awesome traders to ttm oh great haplo,, :3
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 05, 2014, 01:07:07 AM
I would say don't sell yourself under value ;)
As always you are welcome to take what you need. If you wait a few more days, you can also have the newest addition: a bed where you can heal downed visitors and I've finally worked out how to fix the saving of colonist positions.

@Wex: I'm unsure if it really is a problem with the traders. The trader tent uses the normal graphics defined via xml. I didn't do any graphic manipulation in there. Only the float menu and a few small other things, but nothing that even remotely affects the building graphic..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Wex on November 05, 2014, 02:14:24 AM
Weird. But also I had a M24 sniper turret, a huge bullet wound and a huge white hat. All this weirdness happened after I had that mod installed.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Rikiki on November 05, 2014, 02:15:52 AM
@Wex: Can you give us some more detail about the bug please?
How to reproduce? What is when selecting the MMS?
I doubt M&Co. is implied. This bug was already reported when you activate a ton of mods and don't restart the game.

@Haplo: it is sometimes hard but I appreciate your intention of making your mod molular. :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: doujinftw on November 05, 2014, 03:29:34 AM
Will your next update be about fixing mai have real problem now she got her leg shot off and i put her on operation to euthanize but none will touch her idk what to do now really sad having to let her go she been helping the colonies a lots by dispose of corpses since everyone else just go insane if they stare at corpses for too long especially the full 100% difficulty having to deal with like 50 raiders.  :-\
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 05, 2014, 06:35:37 AM
I've never tried the euthanize option on Mai. Will take a look, thank you :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Wex on November 05, 2014, 10:48:52 AM
Quote from: Rikiki on November 05, 2014, 02:15:52 AM
@Wex: Can you give us some more detail about the bug please?
How to reproduce? What is when selecting the MMS?
I doubt M&Co. is implied. This bug was already reported when you activate a ton of mods and don't restart the game.

@Haplo: it is sometimes hard but I appreciate your intention of making your mod molular. :)
Oh, probably it's because I didn't start a fresh play. However, I had a few mods on, and nothing happened. Then, by adding the deepdriller, this visual bug appeared. Not before constructing the workbenches. I really don't know how to reproduce it. And I can't seem to find where the snapshot are stored.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: minami26 on November 06, 2014, 04:32:25 AM
Hey haplo i have an error to report,

I dont have the log right now.

Its a save corrupting error that throws an object null reference on the traders.

What: misc_Trader mod
How to replicate:
Save the game when the traders are present on the map.

Then load that save .

------------
Post additional details later when i get to a computer.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 06, 2014, 01:44:14 PM
I am unable to reproduce it myself :(

While looking through the code I have found a few problems with it. Some of them do indeed have a crash possibility.
I'll try to catch them, so your savegame may be salvagable.. Maybe.. No promises..
A few more tests and I'll release the new version.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.4 / 28.10.2014)
Post by: Haplo on November 06, 2014, 04:43:18 PM
New Update:
-Added a new bed, which can be used to help downed visitors
-Keybinding now saves the groups to the savegame
-Fixed (hopefully) the trader savegame problem
-Changed Mai to explode when she can't move anymore (lost leg)
-Changed Mai to slowly repair herself (Only normal wounds, no lost parts, and only as long as she isn't downed)
Sorry, but I can't get the medical recipes to work..

(I provide this for now in my old style: As Miscellaneous and Mai..)

Also here are a few pictures:
(http://s18.postimg.org/4d3w0vcg9/Miscellaneous_Help_Downed_Visitors.jpg) (http://postimage.org/)

(http://s9.postimg.org/mz4dw9z2n/Key_Binding_Step1.jpg) (http://postimage.org/)

(http://s9.postimg.org/t7ywhcbf3/Key_Binding_Step2.jpg) (http://postimage.org/)

(http://s14.postimg.org/cozeymvgh/Key_Binding_Step3.jpg) (http://postimage.org/)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Igabod on November 06, 2014, 04:49:50 PM
I'm excited to try out the new stuff. Especially the saved positions of drafted people. The picture says push shift+7 to save it and then 7 to recall them to their position. Does this only work for shift+7? Or can you do the same for any of the other numbers (except 1 - 4 obviously) and have several different saved positions? Also, it would be cool if the tactical computer had a button to call people to their saved positions (if you didn't already add it). I'm going to download this update and try it out later. It's almost bed time for me now though.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 06, 2014, 05:03:05 PM
For me also, so don't hold me responsible for any errors you'll find ;P (Or maybe you can?)

And for the keys: I've only shown 7, but effectively you have the keys 7, 8 and 9 to use for different positions.
But: If you don't have a savegame where at the start of the colony miscellaneous 1.7.4 was active, you'll need to start a new game, as the MapComponent needed to control the keys is only created when you start a new colony. Later on it is loaded from your savegame.
So, when you don't have it in your savegame, it won't work in these games...
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Shinzy on November 06, 2014, 05:33:33 PM
Ooh! (if only I had any friendlies to help anymore)
I may have to wait till A8 to play with this one, my current colony has been surviving
unacceptably long =P (even without any sort of killbox) But I blame your misc mod for that!

Oh and if I may ask!
What exactly happens after you've helped the allies on the bed? sew them back together and send em off?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Reysuke on November 06, 2014, 05:37:14 PM
Dear Haplo.
You are Awesome!
I love your mod :)
Faction Traders and now Healing them.
I always wanted such interaction with the other colonies.
Thank you
PS: Grüße aus Krefeld :p und sorry für das miese Englisch ^^
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 06, 2014, 06:31:31 PM
@Shinzy:
You just have to try it out and see for yourself ;P
Maybe you'll get lucky. Leaving and maybe paying you for your help..
And.. If you can live without the key stuff, everything else doesn't need a new colony :)

@Reysuke:
Thanks. That is what I thought, too. You have some traders dying at your doorstep but can't help them? That needs to be corrected ;)
Und schöne Grüße aus ....  :-X 8)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Rikiki on November 06, 2014, 07:07:56 PM
@Wex: I did some more testing and I effectively got 1 time this strange bug (I did not restarted the game after activating the mod).
I saved and restarted the game and now way to reproduce it whatever the mod combination and order so my guess is: just restart the game after activating new mods (as written in the 4th step (https://ludeon.com/forums/index.php?topic=6223.0) ::)).
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Wex on November 07, 2014, 10:52:41 AM
Quote from: Rikiki on November 06, 2014, 07:07:56 PM
@Wex: I did some more testing and I effectively got 1 time this strange bug (I did not restarted the game after activating the mod).
I saved and restarted the game and now way to reproduce it whatever the mod combination and order so my guess is: just restart the game after activating new mods (as written in the 4th step (https://ludeon.com/forums/index.php?topic=6223.0) ::)).
Thanks. But the colony was already on year 4. I couldn't simply restart.
I'll wait for the "natural" ending of it. Or a crash.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Devdisigdu on November 07, 2014, 11:02:24 AM
Quote from: Wex on November 07, 2014, 10:52:41 AM
Thanks. But the colony was already on year 4. I couldn't simply restart.
I'll wait for the "natural" ending of it. Or a crash.
Not the colony, restart as in the game itself. Quit to OS, then start the game back up. Usually fixes these texture bugs.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: minami26 on November 07, 2014, 12:07:56 PM
Thanks for the fast iteration haplo, i figured.the way i dissected ur mod also had something to do with it since i only included the traders .dll i just added everything,, its working good now no problems so far, cheers!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 07, 2014, 12:27:19 PM
As long as you took everything out there, it shouldn't be a problem.
I have sorted the stuff a bit like that. Trader.dll + all the xml that start with trader and you're normally fine :)
But I would advice to use the new trader.dll, as I really found some troublesome problems in the old version.
I wouldn't have found them, if it wasn't for your hints, so thank you :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Wex on November 07, 2014, 04:17:40 PM
Quote from: Haplo on November 07, 2014, 12:27:19 PM
As long as you took everything out there, it shouldn't be a problem.
I have sorted the stuff a bit like that. Trader.dll + all the xml that start with trader and you're normally fine :)
But I would advice to use the new trader.dll, as I really found some troublesome problems in the old version.
I wouldn't have found them, if it wasn't for your hints, so thank you :)
Aren't you the most gracious modder ever? Thanks for your wonderful mod! :D
Just one question... Would slave traders ever pass by with this mod?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 07, 2014, 06:25:36 PM
Only the normal ones. I've excluded the slave traders from the ground based traders. To make them belivable I would need to let the slaves walk with the traders. Too much hassle for me to integrate that also. So, no..
Oh and tribe trader can only be food trader, so that it wouldn't be too strange, like having a tribe exotic goods or plasma weapon trader to come around ;)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Commander Beanbag on November 08, 2014, 09:07:47 AM
There's some issues with the nano storage devices. I built 26 of them and ran into some serious microhitching the next time I loaded the game. The problem ceased after deconstructing all of them, although it decreased in severity as they were destroyed.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Igabod on November 08, 2014, 07:41:08 PM
Quote from: Canute on November 08, 2014, 07:15:22 PM
A 32k metal storage could be 3x3 i wouldn't care ! :-)

Who has 32,000 metal laying around unused? That seems like an insane amount of metal. Why would you even keep that much if it's not being used? I've never had more than 4k metal at one point but I eventually used it all on turrets and conduit walls.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: mrofa on November 09, 2014, 07:50:03 AM
Quote from: Canute on November 08, 2014, 07:15:22 PM
Bah Glitterworld slavetrader got Nanostorages lifesupport cages.
They carry their slave at their pantpockets or backpack ! :-)

About the nano storages, i don't realy like them. Because i can't see how much resources i got at all. Same with the CHEST storage.
From the custom event i notice, you can have larger stacks of resources then the standard sizes.
Can't you just made storages with extended stack size, but just 1 stack, without these rotating technique or internal storage (CHEST).
They even can be bigger then 1x1, depend on the stacksize. A 32k metal storage could be 3x3 i wouldn't care ! :-)

Stack size is defined in resource not in storage, so make it work for stuff in storage might be kinda hard.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: skullywag on November 09, 2014, 09:18:43 AM
Hmmm is stacksize something that can changed per instance of a stack in a tile. I.e normal stacksize is 75 but when on "chest" its 500. If its been coded the same way as other things it might be doable but i woukd assume Haplo would have thought of this if it was...
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: mrofa on November 09, 2014, 09:59:18 AM
Well you can change stacksize in game with this.stacksize = x but problem with this is that it will change stacksize of every type of that resources so every i.e. metal in game will have x as a stack size not only the one in storage
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Commander Beanbag on November 09, 2014, 10:40:54 AM
Maybe instead the table can move a new stack on top of a stack already on the table? I don't think the game has issues with multiple items on one tile.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 09, 2014, 03:54:17 PM
It is a while since I did anything with the storage, but I think the problem is as mrofa said, that the stack size can only be set for the def and therefor for all instances of it. You set the stacksize to 300 and you have all stacks of that resource sitting in your storages with the capability to hold a stack of 300.
And the other possibility, to create the items on top of each other is possible, but looks more like a bug than a valid storage option.
There was another suggestion a while ago, that the storage should vanish the top item but doesn't accept anything more.
I've looked into it but for now won't do it. The reason is that the storage right now uses a consistent storage field to motivate the colonists to haul items to and from it. If I would have to shut it off for there to be no more top item, when it's full, I have to delete the storage field on it.
It is doable, as I do something similiar with other stuff like the assembler for Mai, but it's not anything high on my priority list for now. It takes a bit of work and changes only a small thing.. I don't know..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: mrofa on November 09, 2014, 04:18:18 PM
I think that good workaround and (Just in theory) easier would be to simply add  and  entry in resource cout list, that X ammount of that resource is in nano storage.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 09, 2014, 04:29:46 PM
Even that isn't that simple. Sure I could just count it and make an overview of every item in it in a compressed form, but you loose the view of which items really are inside.
Lets say I have three instances of metal, 1x50 2x75. Right now you see that you have them in this quantity. The internal list is ordered like that. If I say just metal = 200 you loose the info that it really are three stacks in there. Ok, here it is rather easy, but what if the stacks are 36, 52, 43. How do you see these stack sizes (that still are inside) if you only see the result metal = 131?
I could make a kind of sorting mechanism inside, that also works with the internal lists, but that is something to do if I know what the end result should be. I don't like to rebuild the storage again and again, just because someone doesn't like how it is right now. Everything has it's pro's and contra's. The problem is finding the best solution..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 09, 2014, 05:09:02 PM
Then I would suggest not using the nano storage, sorry.
Showing the total count is possible to do, but to change it so that the game recognises it's content just isn't possible here. EdB did something in his Mod so that the content is counted on his inventory screen, but the game itself can't get the info what is inside. That is just not possible while maintaining a 'nano storage' without it being 'bug storage', sorry.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 11, 2014, 11:29:32 AM
How does one make proper use of the visitor beds? I've built a bed in both the prison room and the medical bay but capturing a wounded friendly colonist still ticked off their colony.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 11, 2014, 11:32:23 AM
You don't capture them. If you have a downed visitor, select a colonist, right-click the BED and select the visitor you want to help to this bed.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 11, 2014, 12:01:15 PM
Ah. Well at least now I know for next time. Thankfully still have two friendly colonies.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Igabod on November 12, 2014, 04:20:27 PM
During my game last night I noticed a bit of a problem with MAI. When assigned to man a mortar, I never got a warning about MAI getting low battery. I almost lost MAI several times because of that and then I did lose MAI along with another colonist who happened to be walking past as it blew up.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 12, 2014, 05:00:53 PM
You don't get a warning anymore, but you should see it at her unhealthy red hue. When she switches from her nice white to the red hue, you have normally enough time to send her to her recharge station..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Igabod on November 13, 2014, 01:46:57 AM
I always equip MAI with clothes so the color is not easy to see (I've never seen it at least). But even if I didn't have that problem I still would have lost MAI the same way. I was busily focused on watching the damage the mortars did to the enemy all the way across the map when it happened. I'll probably pay closer attention in the future now that I know there isn't a warning like you get with human colonists when they are about to break. But it would still be nice and make sense for a warning to pop up. I would think that even a robot would be like "hey guys I'm about to explode over here, someone come take over for me while I go recharge".
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: StorymasterQ on November 13, 2014, 02:03:43 AM
Quote from: Igabod on November 13, 2014, 01:46:57 AM
I always equip MAI with clothes...

"MAI parts are showing!"
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Igabod on November 13, 2014, 02:08:43 AM
Quote from: StorymasterQ on November 13, 2014, 02:03:43 AM
Quote from: Igabod on November 13, 2014, 01:46:57 AM
I always equip MAI with clothes...

"MAI parts are showing!"

Haha, that made me think of Bender's porn magazines, aka schematics for fembots.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Cat123 on November 13, 2014, 05:37:43 PM
Using the TTM bundled version (which might be horribly out of date):

When selecting a MAI, 'R'ing it for direct control and setting a move order, there is consistently an error - large purple box around the moving MAI.

Is this due to a TTM conflict, or a bug that's been fixed? If not, ugh, needs looking at.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 14, 2014, 12:29:41 AM
There is an issue with TTM, that it uses the new assembly, but forgot to update the Mai textures.
To fix this, download the newest Mai mod and extract the integrated Texture folder to the TTM Mai folder.
This should solve your texture problem.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 14, 2014, 11:58:04 AM
I have a couple incapacitated travelers that I can't lend any aid to. Is it specifically only people visiting the colony and not those just wandering by?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 14, 2014, 05:46:29 PM
It should work for any visitor. There isn't really a difference between visitors and travelers, so both should work the same. Did you follow the instruction? Select pawn, right-click on visitor bed and select pawn shown there..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 14, 2014, 07:08:42 PM
Mhm. R-clicking the bed with someone selected brought up no menu. Kinda like how you can r-click on crafting tables at times and nothing pops up because someone else is making use of the table instead of the "this guy doesn't make stuff" message.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Reysuke on November 15, 2014, 02:35:19 PM
I had a Visitor who got his leg shot off.
He starved to death in my Bed.
I cant feed them/ do an operation or?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 15, 2014, 05:11:06 PM
Nope, right now you can only help them, when they can be helped via medicine and sleep.
Help via medical recipes doesn't work, as it doesn't change anything at the pawn code.

@Goo Poni:
If the bed doesn't show anything, it is normally, when the visitors are either hostile or not there.
Did you make the visitors hostile? Once hostile the loading of a savegame won't help you, as it isn't written in the savegame but in the world file...
Please check your factions if they are by any chance hostile to you..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 15, 2014, 08:43:50 PM
No, I've had two separate colony's visitors be unable to lend aid to. My current relations with all factions (http://puu.sh/cSsVp/8ea6978f7f.jpg). A guy from Thresher's Stream (http://puu.sh/cSt2J/6ba6c46976.jpg).A guy from Curro of Raven (http://puu.sh/cSt1O/a68035bc9c.jpg). Two guys from Bliss' Crag (http://puu.sh/cSu00/def2cb433e.jpg). Thresher and Curro guys knocked unconscious with dev tools (http://puu.sh/cStan/7f80fa8ba7.jpg).Additional guy from Thresher's Stream, knocked to the floor with damage (http://puu.sh/cStqa/b78bf5fd02.jpg).One of the Bliss guys minus a leg (http://puu.sh/cStNm/706ba4e7df.jpg).

Can't rend aid to anyone here. Also knocked out the traders from Thresher's Stream. No aid for those guys either. Left-click colonist, r-click visitor bed, menu should appear. And they're definitely all visitor beds (http://puu.sh/cStbE/08eca8c339.jpg). Everyone not part of the trading party were spawned in and damaged with dev tools just for the sake of demonstration. Some will likely survive without aid (those knocked unconscious or in shock if they wake up in time), those with crippled limbs most certainly will not. Either way, I can lend them no helping hands whether I want to or not.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 16, 2014, 11:44:53 AM
Hmm, I think I've made an error in the code. Could it be, that you saved the colony with visitors in bed and reloaded it?
I have found possible problematic code when you load a game, where there are visitors in bed..
It's updated in the next version. Can you try this Assembly (http://www.mediafire.com/download/djjwecppivjr9u4/Trader.zip) please and tell me if it works for you?
Just extract the Trader.dll into the Assembly-folder of your Miscellaneous folder. It should overwrite the old one..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Cat123 on November 16, 2014, 11:56:48 AM
@haplo

Quick question, as you seem to have already coded changes to bed functions and are more than likely far better at coding Rimworld than me :p

In this thread https://ludeon.com/forums/index.php?topic=2541.360 I'm asking about making the following:

A workbench that has a bed as part of it, that requires a sleeping pawn present to produce the effects (mutations).

So - pawn enters bed / workbench sprite
Menu changes on pawn unlocking the ability to operate & add mutations to specific bodyparts
Another pawn uses bed / workbench to do the operation instead of usual medicine + standing next to bed

I know it sounds overly complex, but I think it has a lot of potential not just for the mod I'm making (and the code seems mostly there).

Thoughts? (sorry to hijack your mod thread, I can delete + move to pms if preferable)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 16, 2014, 01:53:50 PM
Quote from: Haplo on November 16, 2014, 11:44:53 AM
Hmm, I think I've made an error in the code. Could it be, that you saved the colony with visitors in bed and reloaded it?
I have found possible problematic code when you load a game, where there are visitors in bed..
It's updated in the next version. Can you try this Assembly (http://www.mediafire.com/download/djjwecppivjr9u4/Trader.zip) please and tell me if it works for you?
Just extract the Trader.dll into the Assembly-folder of your Miscellaneous folder. It should overwrite the old one..

May have possibly loaded the game with visitors in a bed at some point or another. After my last post asking how to use the beds properly, I've lended aid to several travelers and visitors, then after a while it just stopped working for me though raiders would thank me for the help once they got out of bed in the prison room because I first built the visitor beds there before replacing the beds in the medical bay with more. I'll replace the code and make an edit with results.

EDIT:
Two visitors, one in shock, one unconscious (if it makes any difference at all, probably not), can't help either. Also enabled all jobs on a colonist just in case it was something with that (like someone won't craft if they're not crafters) but no luck. Did loading the game with someone wounded in bed bork it for me?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 16, 2014, 04:21:04 PM
Did you try it with the new dll?
It is really a possibility. Please try it with the new dll and let me know if it fixes your problem.
If not then I've most likely missed something else..

@Cat123:
What you wanna do is a huge load of work:
-The bed needs to check, if a pawn is in it.
-Then you need a job worker + a job driver to do the operation itself. These should start only when you have a pawn in bed.
-The job can then do whatever you want to the pawn. The jobdriver should be a bit like the doctor jobdriver..
Hmm, the more I think about it, the more work it will be.. The Jobdriver alone will be a huge thing.
Most likely it would be easier, if you adapt it to a normal medical recipe..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Cat123 on November 16, 2014, 04:46:49 PM
Quote from: Haplo on November 16, 2014, 04:21:04 PM
@Cat123:
What you wanna do is a huge load of work:
-The bed needs to check, if a pawn is in it.
-Then you need a job worker + a job driver to do the operation itself. These should start only when you have a pawn in bed.
-The job can then do whatever you want to the pawn. The jobdriver should be a bit like the doctor jobdriver..
Hmm, the more I think about it, the more work it will be.. The Jobdriver alone will be a huge thing.
Most likely it would be easier, if you adapt it to a normal medical recipe..

Ok, ty for the reply.

-pretty sure beds already have some checks for if pawns are in them (just need to find it)
-I've no idea how to code jobworker / jobdriver (in fact, it's next on my list - due to wanting to change <workerClass>Recipe_InstallNaturalBodyPart</workerClass> into <workerClass>Recipe_MutateNaturalBodyPart</workerClass>; this means not only will it inherit the <naturallyHealed>True</naturallyHealed> but you can set the item usage to be recursive. i.e. it doesn't produce an item, but eats it in the crafting process (which is what you want - the organ to be transmuted, not dumped on the ground as an <item>)
-I'm trying to avoid the normal process, as that requires <items>, which a) are then global and b) short-circuit the permanent nature of what I'm trying to achieve. i.e. I don't want to do <make item> -> <InstallArtificialBodyPart> as this means mutations won't be locked to a unique pawn. There's potential to do <mutagen item> -> recipe to mutate <operation on single body part> but that means a flat cost for all operations, which is bad design - it also then throws the <operation> into having to code a response that I **know** isn't in the engine atm.
-Also, cannot find Rimworld's XML RNG table format - I see <tags> for random select, but no weighting tables.
-Ideally, I'd be changing <workerClass>Recipe_InstallNaturalBodyPart</workerClass> only slightly, but making the recipe produce an item that's instantly used (thus pawn = required).


Thanks for the reply, I'll have to start digging and hacking away to short-circuit things. Atm I know how I'd do this in another engine, but Rimworld is a bit foreign to me :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 16, 2014, 04:56:52 PM
I did replace the .dll file with the one you provided. Would you like the world and colony save? You'll need TTM with all the tassels to load it. You'll probably have better luck diagnosing the issue yourself instead of waiting for my posts (https://www.dropbox.com/s/3x1puhwyf9fgsnb/Wigged%20Out%20Beds.zip?dl=0). You might not even find a problem, in which case I'll put it down to my crappy laptop.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 17, 2014, 02:51:03 PM
Thanks for the savegame and world. Thanks to you I could catch this little bug: I've forgotten that animals are also pawns.
You had an incapped cobra on your map that always threw a NullRefException when it was called.
So thank you for the save game. ;D
And here is the new Trader.dll (http://www.mediafire.com/download/4q4h9x9qzf1usjr/Trader.zip).
Please extract it and overwrite the old Trader.dll and it should work this time :D

PS: I would release a new version, but it has to wait a bit, as I'm in the middle of some work right now..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Wex on November 18, 2014, 06:02:05 AM
I was thinking of a feature.
Right now, traders randomly put their tent around your base (sometimes inside your base, or in front of your stonecutting table).
What if we give them a 2X2 space where they could put their tent?
No more tent in needed places for your colony, or atop a couple wild plants you were saving.
Also by having 2 or more of this spots, you could prevent enemy traders from shooting each other - if you put them distant from each other -.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Rikiki on November 18, 2014, 08:45:41 AM
For the disturbed workplace, you can still destroy the tent without relationship penalty (I did without reprisals).
It should maybe be fix or spawn some nice stock of loot ;)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 18, 2014, 12:51:37 PM
I'll think about it for something to do maybe later on. But you only want to look the poor traders. ;P
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Wex on November 18, 2014, 05:19:55 PM
That never crossed my mind!
Honest!
But I can see the exploit...
My suggestion was mainly for conflict avoidance between hating traders. They always blame me!
But it's very annoying when they sit in front of something.
A solution would be to place the trading stall only in the open!
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 18, 2014, 06:03:03 PM
I've no idea what is capable in modding and what's not but if custom zones are a thing, maybe be able to designate certain areas for the tradesmen so that they set up shop at those places. Or a "building" or some such construction that can be tagged to say "if you're a trader from colony X, go to the X waypoint". So you can set up usual spots for traders to arrive, rather than one trader from a colony parking on your doorstep and another trader from the same colony parking on the outside of the cul-de-sac you built your base into, forcing colonists to walk all the way around the rocky outcroppings.

Perhaps you could make it so that you can attack traders that set up shop then raid their little trading post for the assorted items they were trading. That could be totally imba, though because I'm sure traders regularly come with like 20k silver in items on TTM. Progression would go out the window and you'd shoot your colony's wealth through the roof, making upcoming raids more difficult. On the flip side, that trader's faction is now hostile and they'll be making the raids instead of the trades, so it's a one time thing and you'll likely only get 3 chances, one for each faction, with every save game.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Wex on November 18, 2014, 08:09:39 PM
I had a game with only one neutral faction. No 3 chanches per game.
I also had a game with only one hostile faction.
I don't know how it works.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 18, 2014, 08:57:12 PM
It's just random. Sometimes the factions will be friendly. Sometimes they won't. I think there's at least one hostile faction at all times. The one pirate faction at the bottom of the list always seems to be hostile.

EDIT:
Hey, Haplo, how difficult would it be for one with no modding experience in Rimworld aside from editing a few gun files to give the MAI assembler a recipe to build friendly mechanoids that would heal like a MAI does? I notice that it doesn't use a recipe bill, presumably so that colonists aren't "locked" into their task until it's complete.

Would be it be as "simple" as copy pasting the relevant files for making a MAI and replacing it with a centipede or a Scyther along with changing art to respective mechanoids?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 21, 2014, 03:20:22 AM
No, it won't be as simple, as the whole building process + result is defined hardcoded in the Assembler. So, if you want to make a different recipe, you have to make part of it inside the dll.
I tried myself on an Assembler that worked with recipes, but that is a long way from finished, as the whole recipe processing isn't that trivial on the c# side. That is right now on my 'On Hold' list.

Also what do you mean with 'heal like a MAI does'? Do you have access to my actual work in progress? ;)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 21, 2014, 04:53:30 AM
I noticed that MAIs fixed themselves over time with damaged body parts getting good quality healing, probably to avoid being nickel-and-dimed till they go into shock and explode. They do it in TTM so it doesn't seem like some newfangled WIP thing.

But, meh, was just looking for a way to build friendly scythers and centipedes and this was the only mod that involved the creation of your own friendly colonists, at least in recent history. Can't copy paste the files and replace mentions of MAIs with mentions of mechanoids either? So build an assembler for a MAI, another for a scyther, another for a centipede, so on, so forth?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Haplo on November 21, 2014, 06:18:24 AM
You can propably insert it all into one Assembler, but you have to do it via .dll modding. Right now it's not that modifyable, as I didn't necessarily built it for more than Mai.
But, if you have a pawn for the mechanoid, it would propably not that hard to make the neccessary changes to the Assembler.
As I said: doable yes, with only XML modding, no.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 21, 2014, 08:03:05 AM
If it is doable, then what would I need to fiddle with? I don't mind if it's beyond playing with XML files, they're just the only thing I've messed with in Rimworld thus far. ihavenoideawhatimdoing.jpg. Would it be easier if I just ask in the general modding subsection on how to make a crafting table or some such that builds mechanoids?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Rikiki on November 21, 2014, 08:57:40 AM
Better head to the "help" board! Plenty of nice people waiting to help you. :)

I would suggest you to begin with the pinned Haplo's dark-matter generator tutorial.
And look for answer in the help board before asking. Creating a workbench has been answered sooo many times... ::)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: mrofa on November 21, 2014, 09:35:50 AM
Quote from: Goo Poni on November 21, 2014, 08:03:05 AM
If it is doable, then what would I need to fiddle with? I don't mind if it's beyond playing with XML files, they're just the only thing I've messed with in Rimworld thus far. ihavenoideawhatimdoing.jpg. Would it be easier if I just ask in the general modding subsection on how to make a crafting table or some such that builds mechanoids?

Building mechanodis isnt a problem, its simply to make a isnvisible item that will spawn a mechanoid when item its self gets spawned (crafted).

Xml is limited in this matter thrugh, but you can easily do that basicly in c#, just look thrugh guides they aren that scary ad they look :D
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 21, 2014, 10:09:49 AM
Quote from: Rikiki on November 21, 2014, 08:57:40 AM
Better head to the "help" board! Plenty of nice people waiting to help you. :)

I would suggest you to begin with the pinned Haplo's dark-matter generator tutorial.
And look for answer in the help board before asking. Creating a workbench has been answered sooo many times... ::)

Yeah, the smelter tutorial on the wiki is basically a workbench tutorial. Can a recipe spawn pawns? I'd like to make a recipe that uses a mechanoid corpse, some metal and some plasteel to create a converted friendly mechanoid that does little beyond fight and fight well. I'd then like an array of operations that don't use doctors but crafters instead to apply armour protection, bonuses to movespd (already seen how this is done in the core HealthDiffs_AddedParts) as well as debuffs to these things as well. Lengthen a Scyther's knife hands to improve it's melee damage while making it clumsier with a weapon or layer more plasteel on a Centipede at the cost of slowing the thing down with the added weight, or shed some armour for less protection and better movement. Improve targeting heuristics to provide aimtime and accuracy bonuses. So many curious ideas. I'll make a thread in the Help forums. While I can see how to improve melee damage or make them move faster, I don't see how to make the operations not use doctors or how to provide aimtime/armour with extra body parts. No need to clutter Haplo's thread with it all.

Though, Haplo, the automagical healing that MAIs have, could I use that for colony mechanoids if I get it all figured out and get a mod rolling?

NINJA EDIT:

Craftable items that spawn things on creation. Hrm. Definitely gonna need to open a thread for it. Also gonna need to look at that C#

DOUBLE EDIT:
Well that modding tutorial for the C# would be great if I could use it. Yay for outdated OSs and abandoned support.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: ghostnineone on November 22, 2014, 08:52:24 AM
How do you use the visitor medical bed? I right click on the bed and I don't get any options to rescue anyone, my colonists will also sleep in it like a regular medical bed.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 22, 2014, 09:22:44 AM
Select a colonist first, then r-click the medical bed. The same as if you were prioritizing someone working at a specific crafting table. If you have fallen visitors, there should be options to go rescue them. Otherwise yes, your own colonists will make use of them, so you are free to replace all the beds in your medical ward with visitor beds for additional capacity.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: ghostnineone on November 22, 2014, 04:37:54 PM
Right clicking a colonists didn't seem to work either. It was a visitor from one of the factions that was downed from the void from TTM custom events so maybe that made the bed not work?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 22, 2014, 04:57:09 PM
Don't r-click on a colonist. Select one, anyone and r-click the bed. If someone's wounded, it should show the option for that colonist to then go pick them up. If this is what you're doing and there is most definitely a friendly incapacitated, try scrolling back through this thread a little. I had an issue earlier where I could not bring friendlies to bed, seemingly due to a wounded animal that had gone into shock and was messing with the code. Look around recent battlefields.

EDIT: If that is the case, then there should be an updated bit of code from Haplo to use. You can probably also put the animal out of it's misery, that might rectify the issue, though you'd hafta ask Haplo as to whether that would actually sort it out.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: litlbear on November 22, 2014, 09:40:18 PM
The visitor beds don't seem to work? There's an incapacitated guy neutral to me, and I can only capture or strip.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.5 / 06.11.2014)
Post by: Goo Poni on November 23, 2014, 08:49:59 AM
Again, click on a colonist then r-click on a bed as if you were prioritizing a job for them. If the option for an incapped visitor does not appear, look around the map for an incapped creature as they apparently break the bed code. Or, look a couple pages back for an updated link from Haplo which should alleviate that problem.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: Haplo on November 23, 2014, 09:12:14 AM
There was a problem in 1.7.5 where the visitor bed didn't work anymore.
But the functionality is like when you use a comms console:
Select colonist, R-Click bed, select incapped visitor from menu.

Update 1.7.6:
-Fixed visitor bed problem
-Some changes to Mai's healing.
(Thanks to Pro_D (https://ludeon.com/forums/index.php?action=profile;u=3118) for his help/input)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: thefinn on November 23, 2014, 09:17:49 AM
Any difference between "activate Mobile AI" and "activate Enhanced AI" ?
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: Haplo on November 23, 2014, 09:22:46 AM
Yes, the first indication is the difference in resources.
The second is that the enhanced is just that, she is an enhanced version of the normal Mai with a whole bunch of upgrades :)
She absorbs a bit more damage, she learns faster, heals faster and better, ...
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: Goo Poni on November 23, 2014, 10:46:33 AM
For me, the only initial indication was that it arbitrarily took an AI core and after activation, she has a burning passion in all skills. I thought that was kinda meh compared to selling the core and using the silver gained to build several MAIs instead. Wasn't aware it enabled her to tank more damage or anything like that.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: Haplo on November 23, 2014, 10:55:22 AM
Yeah, ok, I didn't really explained it somewhere. And you can only find it out, if you compare them directly..
Maybe I should update the main description a bit..
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: Iwillbenicetou on November 23, 2014, 04:17:06 PM
Woah, so many updates... When do you think is a good time to update everything and play a game without being interrupted by and update when I just defeated my first mechanoid.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: Haplo on November 24, 2014, 12:43:07 AM
This time, if you update from 1.7.5, you can just overwrite the old version.
There are no savegame breaking changes :)
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: Wex on November 24, 2014, 02:23:27 AM
I always did that... Nothing ever happened.
Or wait... oh.
That's what happened.  :o
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: giannikampa on December 08, 2014, 01:44:08 PM
I've been playing this mod with no others.
It is beautiful, gratz on the modders.
I find the most useful the "go sleep/go eat" feature.
MAI is a great add, expecially because its not exactly like other colonist.
Also the working locking doors (well this in a single situation: sometime visitors go kill my prisoners so i set "key only" the prison's doors)
I had too much difficulty to understand how the visitors  beds work, had to discover how to do in this tread.

My suggestions:
More explainations for the features.
MAI could cost even more resources (is there a way to have it more and more expensive for each research for MAI you do? Either in Crafting ability of the colonist and in resources) 
Nanite Assembler could use some power.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: Haplo on December 08, 2014, 01:56:06 PM
Hmm, some good suggestions there, thank you :)
And thanks for liking my mod and playing it in the style I do ;D
To your suggested descriptions: Do you mean ingame descriptions, or more detailed descriptions in the start post? I could try myself at the ingame tutor, but aren't too sure about it yet. The first post or something similar is much easier to do though :)
But I know that some things need a much more detailed description..
I'll work on it after the mod is updated.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: giannikampa on December 08, 2014, 02:45:20 PM
Definitely ingame descriptions, maybe in the infobox of the objects. Consider that there are so many mods we read about on the forum but we don't care to know how they work until they are running in our own game and there we need help.

I forgot to mention how good are the wandering traders, great job sir! I just would them to last more before leaving. For reasons, you know.
Title: Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.6 / 23.11.2014)
Post by: thefinn on December 10, 2014, 10:30:15 PM
Quote from: Haplo on November 23, 2014, 09:12:14 AM
There was a problem in 1.7.5 where the visitor bed didn't work anymore.
But the functionality is like when you use a comms console:
Select colonist, R-Click bed, select incapped visitor from menu.

Update 1.7.6:
-Fixed visitor bed problem
-Some changes to Mai's healing.
(Thanks to Pro_D (https://ludeon.com/forums/index.php?action=profile;u=3118) for his help/input)

So glad I read this, I was kinda wondering how it worked myself ;)

Also though, MAI keeps getting sick and throwing up all over the place... not sure how that works ;)
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
Post by: Haplo on December 11, 2014, 03:28:52 PM
Update to alpha 8 is out.
Unfortunately Mai didn't made it for now.
She came down with a nano-flu and needs some more rest ;)
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
Post by: Haplo on December 11, 2014, 03:29:24 PM
How to add GroupSelection (KeyBinding) to an savegame where it isn't active
Note: This is also needed, when you want to use the BrainPals in such a savegame..

The Group Selection part can't be used from a savegame where the colony was started without Miscellaneous active.
To activate it later on you have to make a small change in the savegame file itself.
Here is what you need to do, if you want to use an old colony with the key shortcuts (6 to 9 for groups and 0 for release)

1. Go into the savegame folder and make a backup (!) of the savegame you want to manipulate.
You can easily go there by clicking on the open savegame folder button in the options from RimWorld.

2. Open your savegame file with an text editor.
I recommend something like Notepad++.

3. Search for the following:
<components

    Most likely you'll find something like this:

</snowGrid>
<components />
<cameraMap>


4. Select yours: 4a OR 4b

4a. Replace this part:

<components />


with this part:

<components>
<li Class="ColonistSelections.MapComponent_ColonistSelections">
<CellsGroup6 IsNull="True" />
<PawnsGroup6 IsNull="True" />
<CellsGroup7 IsNull="True" />
<PawnsGroup7 IsNull="True" />
<CellsGroup8 IsNull="True" />
<PawnsGroup8 IsNull="True" />
<CellsGroup9 IsNull="True" />
<PawnsGroup9 IsNull="True" />
</li>
</components>


4b. If you have already some components active, you'll have something like this:

<components>
<li Class="Some-Other-Mod">
...
</li>
</components>


In this case add the following part after the last </li> and before the </components>

<li Class="ColonistSelections.MapComponent_ColonistSelections">
<CellsGroup6 IsNull="True" />
<PawnsGroup6 IsNull="True" />
<CellsGroup7 IsNull="True" />
<PawnsGroup7 IsNull="True" />
<CellsGroup8 IsNull="True" />
<PawnsGroup8 IsNull="True" />
<CellsGroup9 IsNull="True" />
<PawnsGroup9 IsNull="True" />
</li>


5. Save your savegame, start Rimworld, load your savegame, enjoy
    (If your savegame crashes, you have done something wrong. In this case restore your backed up copy and try again.)

To test if it's active, press the key 9 in game. If everything is working, a message should appear.
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
Post by: JonoRig on December 13, 2014, 10:49:36 AM
Hey, sorry if it's already been answered, but I cannot seem to install a brain pal in my colonists, I have bought it, but do not have the option to use it, is this an issue with alpha 8, or am I an idiot/need another mod?
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
Post by: Haplo on December 13, 2014, 12:00:18 PM
Do you have used an older savegame without Miscellaneous active at the start?
If so, then you need to add the GroupSelection steps to your savegame.
The recipes are added via a MapComponent, that isn't there, if you don't start a colony with Miscellanoeus active..
You can add it by using the steps described in How to add GroupSelection (KeyBinding) to an savegame where it isn't active

The part you're probably missing is this:

<li Class="Miscellaneous.MapComponent_AddRecipesToPawn" />


Sorry, I've missed that.
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
Post by: JonoRig on December 13, 2014, 12:08:31 PM
Hmmm, i thought i had Miscellaneous active at the start of this colony, and world gen, but not sure, i will try to follow that in a bit; thanks :)
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
Post by: Haplo on December 13, 2014, 12:14:59 PM
Hmm, it seems like you're correct that it doesn't seem to be added as a valid recipe.
I'll have to look into it, sorry..
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
Post by: JonoRig on December 13, 2014, 12:46:29 PM
I just destroyed the one I bought and used the dev commands ha
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: Haplo on December 13, 2014, 07:04:10 PM
Update: Thanks to JuliaEllie (https://ludeon.com/forums/index.php?action=profile;u=11828) I have found a solution for the recipe problem.
Additionally I reduced the trader appearing chance a bit and added a few more detailed descriptions.
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: FurryLovingGuy on December 13, 2014, 09:04:19 PM
First Time Useing  Forum, so bare with me.

I am 100% certain that I had the misc active at the start of the world gen, and current game. I gen a new world every time I add or remove mods. And I know for a fact that I have the Hot Keys, as I use them often, Shift+6 is my security force. Yet, I am still unable to use the Brain Pals. Also, Could you explain how to use the nano replicator? I can't seem to figure it out, nor find the instructions in the description, or your forum. Also, is MAi in the current version of 1.8.1? As I believe I have completed all research except for the ship components. I am pretty well into the game.
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: FurryLovingGuy on December 13, 2014, 09:07:11 PM
Oh, I do have some other mods installed.
Brunayla's Security Co
https://ludeon.com/forums/index.php?topic=7179.0
and
PowerSwitch
https://ludeon.com/forums/index.php?topic=2890.0
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: indodino on December 13, 2014, 11:02:37 PM
waiting for MAI  ;D
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: Haplo on December 14, 2014, 05:50:15 AM
Quote from: FurryLovingGuy on December 13, 2014, 09:04:19 PM
First Time Useing  Forum, so bare with me.

I am 100% certain that I had the misc active at the start of the world gen, and current game. I gen a new world every time I add or remove mods. And I know for a fact that I have the Hot Keys, as I use them often, Shift+6 is my security force. Yet, I am still unable to use the Brain Pals. Also, Could you explain how to use the nano replicator? I can't seem to figure it out, nor find the instructions in the description, or your forum. Also, is MAi in the current version of 1.8.1? As I believe I have completed all research except for the ship components. I am pretty well into the game.

To your questions:
You should be able to use the BrainPals in 1.8.1. Before that there was a problem as my variant to add the recipes didn't work anymore.
The nano replicator needs a connected scanner. Then set the storage to what you want to replicate and wait until it's carried to the scanner. Now press start and there should be the needed amount of metal/steel be shown in the description. As long as it's active your hauler will haul the needed metal. Then it processes it and you get your copy of the item.
And no, Mai isn't out yet. I have only a little bit of time to work on my mods and she needs to wait a bit as she has the biggest amount of work open.. She'll be out soon(tm) ;)
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: Dude1925 on December 14, 2014, 10:44:02 AM
I didn't find this bug here already, so here it is. When ever I put some type of clothing in nano storage it come out as a completely different material (example: Synthread to Hare Leather). I can't tell if this is a bug in the mod or simply the game being unable to remember what was put in originally.

Other than that, great mod, can't wait to get MIA back!
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: FurryLovingGuy on December 14, 2014, 05:59:20 PM
Thank you for replying to my questions. You answered them all perfectly, I had not realized that my current version was 1.8.0 and I have since updated. Again, thank you very much sir! Great Mod!
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: Demonlord091 on December 14, 2014, 10:43:38 PM
Always loved these mods, but they won't be as fun without MAI.  I'll wait until the little robot is repaired then download everything again.

Keep up the good work.
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: kokuto on December 15, 2014, 09:47:11 PM
For some reason when testing this out with several other mods (I know, potential compatibility issues. I did a fair bit of troubleshooting however), I don't have the ability to research or build the Mobile AI. Everything else actually works fine.
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: Ded1 on December 15, 2014, 09:55:24 PM
Kokuto, there is no MAI at this time.  It will take a lot more work to port than the rest (his words not mine)
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: Hugglesgerbil on December 16, 2014, 03:40:15 AM
i tried to install a gun onto the Turret M, and i got this error:
JobDriver.SetupToils threw exception. Pawn=Ramos, Job=InstallWeaponOnTurretBase(A=Gun_M24Rifle56629, B=(130, 0, 137)), Exception=System.MissingMethodException: Method not found: 'Verse.AI.Toils_Haul.CheckForGetOpportunityDuplicate'.
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0

I also tried it again and removed all the other mods leaving only this one and core with a new colony.  I debug-created the turret and gun if that makes a difference.

EDIT: I also tried the Turret A base & several gun types with the same error when I click a colonist and attempt to install.
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: Haplo on December 16, 2014, 07:22:14 AM
Let me guess: Alpha 8c?
I have seen yesterday that there is a new problem with that special toil.
When I'm back home, I'll try to find some time to make an update. Sorry about that.
Title: Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.1 / 14.12.2014)
Post by: Hugglesgerbil on December 16, 2014, 07:51:43 AM
No worries!  I'm on Alpha 8d/e now.   Thanks for your work! :)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 14.12.2014)
Post by: Haplo on December 16, 2014, 03:14:30 PM
Update 1.8.2 to fix the alpha8c/d/e problem + nano storage stuff fix + nano printer description update

Note: To use this redownload RimWorld, so you have the newest version.
Alpha 8a and 8b most likely will throw an error when using the new version!
The newest version as of today is Alpha 8e (Just redownload from your original SendOwl link)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 16.12.2014)
Post by: Iwillbenicetou on December 16, 2014, 04:58:33 PM
When you get Mai repaired, it should be 8m...
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 16.12.2014)
Post by: Haplo on December 17, 2014, 06:32:55 AM
Mmm I thought I didn't change anything.. Can you give me the Output_log.txt?
It should be in the subfolder  RimWorldXXX_data.

Oh did you an replacement? replace the folder of 1.8.1 with the new folder 1.8.2?
Try it with an overwrite this time. I may have removed the Locked Doors from the active folders.
You can try if that is the problem, if you copy the file from the folder ..\Defs\_Disabled into ..\Defs\ThingDefs\
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 16.12.2014)
Post by: Haplo on December 17, 2014, 11:06:15 AM
Thank you for the output_log. It really helped me finding the problem: I have assumed some savegame handling stuff wrongly. This caused a NullRefferenceException in the code as you already had a nano storage built. This should be corrected now.

The new version is up and should solve this problem. :)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 16.12.2014)
Post by: kabrok on December 18, 2014, 09:56:54 AM
I've registered just to follow this mod's thread. Keep up the awesome work.

Thanks.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 16.12.2014)
Post by: Haplo on December 18, 2014, 11:56:35 AM
Thank you :) I'm always happy if someone likes my work.
And for some good news: I think Mai is nearly ready to go out into the ice or fire world.
A few last tests and maybe she'll say hello for the weekend :)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 16.12.2014)
Post by: john pretzel on December 18, 2014, 12:57:43 PM
Nice mod! I've so far tried the weapon mounts and they're great. Combined with some weapon mods it's fantastic. I have to try the rest of your work in future plays.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 16.12.2014)
Post by: indodino on December 20, 2014, 10:15:26 PM
Weekends and no sign for MAI  :'(
BTW, i love your Mod  :)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 16.12.2014)
Post by: kabrok on December 21, 2014, 07:20:40 AM
@Haplo

I'm almost giving birth to a child here (I'm a man).

Don't be so mean with us! We are waiting the working version!

(http://petergreenberg.com/wp-content/uploads/2008/02/crying_kid.jpg)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w/o MAI (V 1.8.2 / 16.12.2014)
Post by: Dragoon on December 21, 2014, 11:47:20 AM
for some reason when I use this mod I can't build doors :(
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Haplo on December 21, 2014, 02:51:40 PM
Ok, ok, here is the first Alpha 8 version of Mai.
I didn't really have time to do as much testing as I hoped I could do, but the basics are working.
Now I just have to find a bit more worktime in all of the x-mas chaos here...

Quote from: Dragoon on December 21, 2014, 11:47:20 AM
for some reason when I use this mod I can't build doors :(
Oh, that is strange. Especially as the locked door mod part shouldn't be active..
Do you have it activated? And how exactly can't you build doors anymore? Can you select them, but not place them? Are they missing in the menu itself?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: BinaryBlackhole on December 21, 2014, 03:42:12 PM
How do I enable locked doors
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Haplo on December 21, 2014, 05:49:16 PM
Copy the locked doors file from ..\Defs\_Disabled\ into the ..\Defs\ThingDefs\ folder.
afterwards every new door should have the second locking state button.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Dragoon on December 21, 2014, 06:28:13 PM
[quote author=Haplo link=topic=3612.msg83880
Oh, that is strange. Especially as the locked door mod part shouldn't be active..
Do you have it activated? And how exactly can't you build doors anymore? Can you select them, but not place them? Are they missing in the menu itself?
[/quote]


I see them in the menu I click build they grab the materials go over and when it's finished it just poof is not there. (I don't get the materials back either)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: BinaryBlackhole on December 21, 2014, 10:34:30 PM
The download section only has V 1.8.3 for mai will the older version work for alpha 8 or are you still working on it.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Kilderon on December 21, 2014, 10:50:46 PM
Not 100% sure I know what you're asking specifically, but:

MAI v1.8.3 is for Alpha 8, it was just released today. It's a stand alone mod which goes alongside the v1.8.2b version of Miscellaneous. They're not requirements or exclusive of each other though. V1.7.5 linked near the bottom was for Alpha 7 and won't work in Alpha 8.

If you want both, just download and install Miscellaneous V1.8.2b as well as MAI v1.8.3. The MAI package contains none of the Miscellaneous files, and vice versa. They won't conflict.

This is just my own interpretation, but I don't think Haplo will package them both together until he's satisfied MAI works properly... heck he might just keep them separate so people can pick and choose what they want to add.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: SabakuOokami on December 22, 2014, 09:51:11 AM
Found an odd little bug, for some reason when you activate MAI, that 40 gold you need ends up multiplying by 20, so instead of 40 gold, you end up having to spend 800 gold to activate one. (And at that point I expect it/her to be gold-tinted)
The 40 Plasteel though doesn't multiply.

(Which for me to learn this bug was a bad investment since she blew up in the raid right after I activated her.)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: skullywag on December 22, 2014, 12:31:53 PM
Nope gold silver and uranium have a multiplier in the stuff system. Thats the core game not a bug.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: SabakuOokami on December 22, 2014, 08:52:10 PM
Quote from: skullywag on December 22, 2014, 12:31:53 PM
Nope gold silver and uranium have a multiplier in the stuff system. Thats the core game not a bug.

...Well the goes my thoughts of an alien world Fort Knox being guarded by androids.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Xeewon on December 22, 2014, 10:58:36 PM
Hello there, have to say I love this mod! Having a bug or at least not understanding it. the traders that come with visitors, i try and trade and it tells me i can't afford when i have well over the amount of silver and a trade beacon on the stockpile?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Raufgar on December 22, 2014, 11:09:43 PM
Quote from: Xeewon on December 22, 2014, 10:58:36 PM
Hello there, have to say I love this mod! Having a bug or at least not understanding it. the traders that come with visitors, i try and trade and it tells me i can't afford when i have well over the amount of silver and a trade beacon on the stockpile?

Does it show the correct amount of Silver you have in the trading window? If no, it is possible your beacon is not covering all of your stockpile where your silver is situated. I personally have a 2-tier stockpile, with a smaller one inside specifically for my silver and gold, and the bigger outer one for my trade goods. Also, you can have multiple Trade Beacons to cover all of the goods you want to trade.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Loki88 on December 23, 2014, 12:04:32 AM
Tried to buy a bionic brain pal from a local trader that showed up and hitting the accept button insta closed rimworld. No error messages or crash reports from windows, it honestly seems like it literally closed... Are there any known compatibility issues with other mods and the hi rez graphics version of this mod? I also haven't installed MAI yet either.

Mods I was using are: Advanced Lamps, EdB Interface, Edb Prepare Carfully, Guns+, Hobo Stove, Power Switch, RTGs, Stone Cutting Tweak, Temperature Controle, Turret Collection, UV Ground Lights, Vas's Conduit Explosion Nullifier, And finally Xtra Plants...
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Wex on December 23, 2014, 06:33:36 AM
Quote from: Loki88 on December 23, 2014, 12:04:32 AM
Tried to buy a bionic brain pal from a local trader that showed up and hitting the accept button insta closed rimworld. No error messages or crash reports from windows, it honestly seems like it literally closed... Are there any known compatibility issues with other mods and the hi rez graphics version of this mod? I also haven't installed MAI yet either.

Mods I was using are: Advanced Lamps, EdB Interface, Edb Prepare Carfully, Guns+, Hobo Stove, Power Switch, RTGs, Stone Cutting Tweak, Temperature Controle, Turret Collection, UV Ground Lights, Vas's Conduit Explosion Nullifier, And finally Xtra Plants...
This is a long time known bug. It has nothing to do with mods.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Haplo on December 23, 2014, 09:58:42 AM
Quote from: SabakuOokami on December 22, 2014, 09:51:11 AM
Found an odd little bug, for some reason when you activate MAI, that 40 gold you need ends up multiplying by 20, so instead of 40 gold, you end up having to spend 800 gold to activate one.
...
Hmm this I didn't test.. Maybe I'll change the amount to 2 to get the 40 gold.. Or I'll find another usable material ;)
Thanks for this bug :)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: seadderkrupp on December 23, 2014, 12:59:49 PM
Sure i am missing something but how does MAI recharge? thanks.


Doh! nevermind i found the recharge station:) Thanks for the mod it is great.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Loki88 on December 23, 2014, 02:52:23 PM
Quote from: seadderkrupp on December 23, 2014, 12:59:49 PM
Sure i am missing something but how does MAI recharge? thanks.


Doh! nevermind i found the recharge station:) Thanks for the mod it is great.

There should be recharge stations under furniture unless they got moved to a different tab in this version of MAI
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Loki88 on December 23, 2014, 02:53:11 PM
Quote from: Wex on December 23, 2014, 06:33:36 AM
Quote from: Loki88 on December 23, 2014, 12:04:32 AM
Tried to buy a bionic brain pal from a local trader that showed up and hitting the accept button insta closed rimworld. No error messages or crash reports from windows, it honestly seems like it literally closed... Are there any known compatibility issues with other mods and the hi rez graphics version of this mod? I also haven't installed MAI yet either.

Mods I was using are: Advanced Lamps, EdB Interface, Edb Prepare Carfully, Guns+, Hobo Stove, Power Switch, RTGs, Stone Cutting Tweak, Temperature Controle, Turret Collection, UV Ground Lights, Vas's Conduit Explosion Nullifier, And finally Xtra Plants...
This is a long time known bug. It has nothing to do with mods.

I didn't know that, thank you!
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: DrBubba on December 23, 2014, 03:01:25 PM
I've built the Assembler, I've built the Mobile AI, and it's just laying there set to Inactive.  I've added a bill to activate it and I have all the necessary recources, but no one is doing it.

Am I missing something?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: ThePionier on December 23, 2014, 03:06:17 PM
Hi,

i have built a Nanostore, i can not store fabric. Its a Bug?

Greetings
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Loki88 on December 23, 2014, 07:52:29 PM
Quote from: DrBubba on December 23, 2014, 03:01:25 PM
I've built the Assembler, I've built the Mobile AI, and it's just laying there set to Inactive.  I've added a bill to activate it and I have all the necessary recources, but no one is doing it.

Am I missing something?

If you're activating the standard AI there's some kind of bug where the 40 gold it says it needs actually gets multiplied by 20 so that it winds up taking 800 gold which is ludicrous. If you want to fix it yourself the file is under Mods / MAI / Defs / RecipeDefs / Aipawn_recipe_ActivatePawn.xml  Look for

        <li>
            <filter>
               <thingDefs>
                  <li>Gold</li>
               </thingDefs>
            </filter>
            <count>40</count>
         </li>

Change the 40 to a 2 and it will bring the total cost of gold to 40 instead of 800 (I think it's a bug to do with gold stacking up to 400 now). I think Haplo said he will fix this in the next update but if you're impatient (such as I am) that's a quick fix
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Everteal on December 24, 2014, 01:51:10 AM
Nano storage makes my game freeze for a split second on constant intervals of... a split second which makes it nearly unplayable.
Also deconstructing nano storage/tactical computer/tactical terminal does not return any resources.
A8e and tested on a new game.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.3 / 21.12.2014)
Post by: Haplo on December 24, 2014, 06:49:19 AM
Thank you all for the bug reports. I'll address them when I can work on it again (after the Christmas days).

So for now:
Merry Christmas everyone! ;D
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Haplo on December 27, 2014, 04:09:51 PM
Update:
I've fixed the gold problem for now (it needs now the 40 Gold, even if it tells you it needs 2 :) Will eventually look further into it..)
The NanoStorage problems should now be gone too.

The following problems I couldn't reproduce:
-Doors are built without problems, even if I activated the locked doors
-Deconstruction of the nano storage, tactical computer and terminal do return resources.
  They only return no resources, when deconstructed via the dev tool for me.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Loki88 on December 27, 2014, 04:20:13 PM
Is there a way to get them to stop dropping their door keys? I had one colonist drop his key every time he completed a hauling task but there were no error pop ups. Are they able to drop them on purpose (such as when they're downed and need to be rescued). I've had prisoners starve to death because I wasn't paying attention and my warden lost his key. (I set my prison door to open with key only to prevent visitors from kicking the crap out of my prisoners)

Or could there be a way to set colonists to automatically grab a new key from the tactical computer? Or at the very least a pop up warning such as the "hunter lacks weapon" to read "Colonist lost door key... Again!"

I really like this mod and enjoy using it except for my derps constantly losing their house keys!
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Haplo on December 27, 2014, 04:26:33 PM
My problem is that I don't even know what causes the door key drops..
I don't do anything that would affect the door keys and yet they loose them..
I really need to find the cause of this.
You say it was after a hauling task was finished? An automatic hauling task? Is that reproducable? But why?... Argh...
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Loki88 on December 27, 2014, 08:17:23 PM
It was only one colonist and he would drop it when he dropped potatoes in the stock pile, he was my indoor gardener. That was the only instance of it happening like that. The main occurrence is when they are downed and need rescue.

Is there a way to borrow the part of the UI that checks for a hunter having a weapon and adapt it to check for a key? If there is though shouldn't that mean you could hypothetically set it as a work giver def to get a new key if their's its been dropped?

My modding skills are thus far a bit barbaric so I can only speculate as to how to do this.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: sgtmiller1233 on December 27, 2014, 08:24:53 PM
Hey i was curious, im trying to get mai, everything else appears to be up and working but she is missing? Is it an unlockable research or am I missing something?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Loki88 on December 27, 2014, 08:38:01 PM
Quote from: sgtmiller1233 on December 27, 2014, 08:24:53 PM
Hey i was curious, im trying to get mai, everything else appears to be up and working but she is missing? Is it an unlockable research or am I missing something?

MAI is a separate download in the OP.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: sgtmiller1233 on December 27, 2014, 08:44:46 PM
Quote from: Loki88 on December 27, 2014, 08:38:01 PM
Quote from: sgtmiller1233 on December 27, 2014, 08:24:53 PM
Hey i was curious, im trying to get mai, everything else appears to be up and working but she is missing? Is it an unlockable research or am I missing something?

MAI is a separate download in the OP.

Hey thank you, ill just download that as well then. Saved me a couple of hours trying to figure out what I was doing wrong.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Loki88 on December 27, 2014, 08:59:22 PM
Quote from: sgtmiller1233 on December 27, 2014, 08:44:46 PM
Quote from: Loki88 on December 27, 2014, 08:38:01 PM
Quote from: sgtmiller1233 on December 27, 2014, 08:24:53 PM
Hey i was curious, im trying to get mai, everything else appears to be up and working but she is missing? Is it an unlockable research or am I missing something?

MAI is a separate download in the OP.

Hey thank you, ill just download that as well then. Saved me a couple of hours trying to figure out what I was doing wrong.

I did the same thing so I figured helping would be nice :p
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: BinaryBlackhole on December 28, 2014, 01:04:25 AM
I found a bug with the nano storage with meals meals are distributed in stacks of 1 then more are added to the stack which is showing if that stack fills up then any other meals will be placed in a stockpile ingredientss are not shown in meals that are put in the nano storage to start with is this connected.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: FoolishBalloon on December 28, 2014, 02:19:53 AM
Sorry if it's already been asked, but I'm not feeling like wading through 34 pages.. Is it possible to get a new arm for my MAI? It got ripped off by a hoard of mad boars, and I can't seem to replace it.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Haplo on December 28, 2014, 04:47:25 AM
No,  the amputation/prothesis doesn't work on Mai. But you can add an native assembler to her bed, fill it with plasteel and watch as her arm hopefully regrow in her sleeping cycle.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Zilch on December 28, 2014, 07:26:03 AM
MAI can go on a rampage lol
If there is enough corpses it can overtake the +100 from being an android.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: MajorMonotone on December 28, 2014, 10:32:54 AM
I'm not sure if anyone else has experienced this but does no one get any silver listed in their trade menus? I ask because I know the mod has it's own trade event and I was wondering if it could possibly brake the trading system because the local trader never worked for me and now my trade doesn't work at all.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Asero on December 28, 2014, 11:11:26 AM
Personally never had an issue with traders (or anything else :D) when running this mod.

As far as I can see this mod doesn't change/affect any of the space-ship traders, but several other mods do like Glitterworld, Ts-Mods and ExtraTurrets...

Possibly a conflict/mod load order?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: MajorMonotone on December 28, 2014, 11:33:17 AM
Quote from: Asero on December 28, 2014, 11:11:26 AM
Personally never had an issue with traders (or anything else :D) when running this mod.

As far as I can see this mod doesn't change/affect any of the space-ship traders, but several other mods do like Glitterworld, Ts-Mods and ExtraTurrets...

Possibly a conflict/mod load order?
Seems that way, I don't have a clue on how to find which mod conflicts as disabling a mod will break the save I'm on atm.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Haplo on December 28, 2014, 12:16:10 PM
One requirement that is often forgotten with the ground traders is, that they still need the orbital trade beacon. Without that the trader doesn't know which silver is for trade and you'll have no available silver in the trade menu.
So the first question is: Do you have silver in range of an orbital trade beacon?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: MajorMonotone on December 28, 2014, 12:39:42 PM
Quote from: Haplo on December 28, 2014, 12:16:10 PM
One requirement that is often forgotten with the ground traders is, that they still need the orbital trade beacon. Without that the trader doesn't know which silver is for trade and you'll have no available silver in the trade menu.
So the first question is: Do you have silver in range of an orbital trade beacon?
Yes, it's placed in the middle of the stockpile, has no roof.
If you want I can provide a screenshot.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Haplo on December 28, 2014, 01:59:07 PM
Then it is indeed strange. The local trader can't really break the traders, as it uses the same code as the orbital traders to do the actual trading. Effectively, all I do is provide a different way to open the normal trade window. The trading code itself isn't touched by me, what the reason is, that it needs the beacon.
Do you have the same problem with the vanilla game? Or only when you have mods active?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: SabakuOokami on December 28, 2014, 02:52:15 PM
Quote from: MajorMonotone on December 28, 2014, 12:39:42 PM
Quote from: Haplo on December 28, 2014, 12:16:10 PM
One requirement that is often forgotten with the ground traders is, that they still need the orbital trade beacon. Without that the trader doesn't know which silver is for trade and you'll have no available silver in the trade menu.
So the first question is: Do you have silver in range of an orbital trade beacon?
Yes, it's placed in the middle of the stockpile, has no roof.
If you want I can provide a screenshot.

Are you 100% sure that you have a beacon there?
I completely forget about the trade beacon myself, thinking I either don't need it for the land-traders or I just forget about it.

As for a screenshot, well it might help. It might not.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: MajorMonotone on December 29, 2014, 12:15:40 PM
Quote from: Haplo on December 28, 2014, 01:59:07 PM
Then it is indeed strange. The local trader can't really break the traders, as it uses the same code as the orbital traders to do the actual trading. Effectively, all I do is provide a different way to open the normal trade window. The trading code itself isn't touched by me, what the reason is, that it needs the beacon.
Do you have the same problem with the vanilla game? Or only when you have mods active?
The Vanilla game is fine so it must be the mods I have, if you want I can list all the mods I have and if you or anyone can possibly help me with find out which mod might be the culprit?

Quote from: SabakuOokami on December 28, 2014, 02:52:15 PM
Are you 100% sure that you have a beacon there?
I completely forget about the trade beacon myself, thinking I either don't need it for the land-traders or I just forget about it.

As for a screenshot, well it might help. It might not.
http://gyazo.com/ad2a05dfadc72d7725304c77f2a334dc It is out in the open sky free of any obstructions.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Sokengo on December 29, 2014, 01:04:41 PM
Can you separate each mod to be a separate mod to turn them on/off more easily?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: galford13x on December 29, 2014, 06:00:33 PM
I seem to have trouble getting the MAI to activate.  I have plenty of plasteel and steel.  I add a bill to activate even with crafters of 19 skill, but nobody activates the MAI.  I noticed when the MAI pawn is selected there is a claim button,  I've also tried claiming before and after i've created a bill to activate.

I have also tried both Advanced (I had an AI core) and without.  I simply cannot seem to get one of my pawns to walk over and activate the MAI pawn.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Haplo on December 29, 2014, 07:17:13 PM
Do you have the 40 plasteel and the 40 gold to activate Mai?
When you activate the enhanced MAI you need a core and 50 plasteel.
If you have this you should be able to activate her..
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Loki88 on December 29, 2014, 08:06:04 PM
Quote from: galford13x on December 29, 2014, 06:00:33 PM
I seem to have trouble getting the MAI to activate.  I have plenty of plasteel and steel.  I add a bill to activate even with crafters of 19 skill, but nobody activates the MAI.  I noticed when the MAI pawn is selected there is a claim button,  I've also tried claiming before and after i've created a bill to activate.

I have also tried both Advanced (I had an AI core) and without.  I simply cannot seem to get one of my pawns to walk over and activate the MAI pawn.

I've had this happen as well. I disassembled it and rebuilt it which seems to work, but its a repeating thing. I've also got a boat load of mods activated which is what I attributed it to so I didn't say anything. This mod and extended surgery + bionics don't seem to play nice with each other.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Idlemind79 on December 29, 2014, 08:42:05 PM
Where can I find these mods individually? It conflicts with the Panic and Insomina mod and I really want "visitors beds" for alpha 8!
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Kane Hart on December 29, 2014, 09:18:05 PM
Quote from: Idlemind79 on December 29, 2014, 08:42:05 PM
Where can I find these mods individually? It conflicts with the Panic and Insomina mod and I really want "visitors beds" for alpha 8!

This I would love to have Visitors bed as well only.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Asero on December 30, 2014, 01:45:39 AM
I actually wanted to post earlier to ask where to modify the starting skill-levels on the Enhanced AI > as personally, I feel it's set way too low :( > but I finally managed to locate it  ;D

Other than that, definitely one of the mods I won't play the game without.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Haplo on December 30, 2014, 02:48:41 AM
I set it like it is, because I find it a bit unrealistic to start higher. She does have all the information about it, but she doesn't have the practical skill at start. But she learns fast ;)
And thank you :)

Quote from: Idlemind79 on December 29, 2014, 08:42:05 PM
Where can I find these mods individually? It conflicts with the Panic and Insomina mod and I really want "visitors beds" for alpha 8!

You can get the visitor beds and the ground trader only, if you go through the Defs and Language folders and delete everything that does not have 'trader' in its name.
To extract only the visitor beds, that's a bit more complicated I think. Can't quite remember right now if they have an own def or if they are inside the trader Def somewhere..
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: pktongrimworld on December 30, 2014, 08:37:09 PM
Erm, is there a way to mod out the self destruct of MAI?
(I have been digging in the defs, but cant seem to find the line to remove selfdestruct... only thing I can do is add half a dozen zeros which delay the incap till bam! half your colony is dead)

I love using them, but I hate the self destruct with a passion.


edit: I once have 7 MAI chain explode.... my entire colony defending got killed.

Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Loki88 on December 30, 2014, 09:01:28 PM
Quote from: pktongrimworld on December 30, 2014, 08:37:09 PM
Erm, is there a way to mod out the self destruct of MAI?
(I have been digging in the defs, but cant seem to find the line to remove selfdestruct... only thing I can do is add half a dozen zeros which delay the incap then bam! half your colony is dead)

I love using them, but I hate the self destruct with a passion.

Seconded. Its like having a suicide bomber running around your base! During a siege I've had a MAI get hit with an incendiary mortar then blow up taking the rescuing colonist with her and 2 others that were beating out the fire  >:(  When one of these things goes it's like another mortar shell! For this exact reason my MAIs get locked outside as junk haulers to my exterior stockpile which doesn't do them any justice.

Even if it was just the blast radius being smaller that would be good, and they wouldn't have to sleep outside any more!

Edit: All that being said I have had a few funny instances of raiders trying to kidnap downed MAIs and them going BOOM before they made it off the map :P
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Evul on December 31, 2014, 09:50:30 AM
In case people did not know the turret mounting work fine with all Project Armory weapons :)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: mrofa on December 31, 2014, 09:53:22 AM
Quote from: Evul on December 31, 2014, 09:50:30 AM
In case people did not know the turret mounting work fine with all Project Armory weapons :)

Thats insane... rocket luncher turret :D
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Evul on December 31, 2014, 10:35:20 AM
Haha but i'm am reworking the current launchers so they will be less, good. :P Also pretty funny joke on the gun of yours. :P
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: mrofa on December 31, 2014, 11:08:22 AM
Radiation turret gun .... nope it would destroy the colony or the map :D
(anti pawn killing features that kicks in sometimes :D)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: pktongrimworld on December 31, 2014, 01:21:43 PM
Quote from: Canute on December 31, 2014, 03:47:26 AM
Did you change anything with the explode trigger of the MAI ?
I forget to build a recharge station for the 1. MAI.
And the MAI was active for about 3 days, needed serious rest. But beside a -20 exhaused mood, nothing happen. I remember at the past the MAI's explode when their batteries was empty.
Since MAI's are androids the -20 don't affect them much.


They explode when incapacitated.

*even when all parts are yellow, which bugs me, cause you cant tell when thats going to happen in combat*
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Xetalim on January 03, 2015, 08:50:17 AM
Any idea how the nanite assembler works?
I placed it near the MAI's bed, but when she wakes up her finger gets cracked.
(I've put plasteel in the assembler)
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: KUNG FU JONES on January 03, 2015, 06:09:59 PM
So not sure if to put this as a bug or exploit.
I was curious what would happen if I put the doomsday rocket luancher on a turret and when it was set on forced targeting it just fires a constant stream of rockets that just lagged the hell out of my game.
( if anyone does this just turn off the power to it and wait a bit)
on a side not kept it around cause it will be great help in raids XD.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Haplo on January 03, 2015, 06:42:42 PM
That is most likely an exploit :)
I'm not sure yet, what I do with it. Most likely just place the rocket launchers on a not to use list or let the turret explode if used after the first shot ;) we'll see..

Quote from: Xetalim on January 03, 2015, 08:50:17 AM
Any idea how the nanite assembler works?
I placed it near the MAI's bed, but when she wakes up her finger gets cracked.
(I've put plasteel in the assembler)

Hmm?  She got an injury from the nanite assembler?
It should be that she gets a lost limb or such back, but with 1 health. So the rest will be healed by her normal healing..
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Hargut on January 05, 2015, 07:27:50 AM
Its wanted that space traders dont appear anymore ?

I cant buy shit from the traders, cuz they just offer shit and they dont want my stuff.
No slaves, no really nice things, they just have trash and want resources, nothing else.

Can i delete the traders somehow ?

I tryed to delete all Trader specific things in the XMLs, but my savegame dont work anymore.

Its linked also with the visitors beds, which are pretty nice, but in the  xmls its seperated.

When i delete the whole xml its aint working anymore too :((((
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
Post by: Haplo on January 05, 2015, 12:00:31 PM
It's by design that the ground traders don't trade slaves. Slaves can only be traded by slave ships for now.
The ground traders only trade bulk material, when they are from friendly natives.
If you also have friendly outlanders then from time to time there may also be a weapon trader around.

But.. If you want to disable the trader, go into the following file and set the chance to '0':
..\Mods\Miscellaneous\Defs\IncidentDefs\Trader_Incident_TraderArrival.xml


  <IncidentDef>
    <defName>TraderPawnArrival</defName>
    <workerClass>Trader.IncidentWorker_TraderArrival</workerClass>
    <chance>8</chance>
<favorability>Good</favorability>
    <pointsScaleable>true</pointsScaleable>
  </IncidentDef>
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2014)
Post by: Haplo on January 05, 2015, 12:13:43 PM
Update:
I've fixed the rocket launcher problem: The turret base no longer accepts weapons with the verb-tag <onlyManualCast> set to true.
This means both rocket launchers won't be installed anymore.
Additionally I've integrated an ingame help with infos how the colonist groups work.
It pops up a few seconds after the start message of a new colony. You can also call it ingame later on with SHIFT+K.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Taishimoonshadow on January 05, 2015, 01:39:52 PM
I might be derping out but for some reason I have mai built and have all the other furniture made (tired and cant think off the top of my head what they are called x-x) but cant activate her with my crafting 9 character just not sure what I am doing wrong of if I need to have some type of mat to do it.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Haplo on January 05, 2015, 02:15:37 PM
You need plasteel and gold or plasteel and core to activate MAI. Depending on which one.
40/40 or 50/1
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Taishimoonshadow on January 05, 2015, 02:35:44 PM
ah ok I was missing the plassteal thank you so much
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: john pretzel on January 05, 2015, 03:10:37 PM
Nice job with this haplo!  :)

Have you ever thought about characterizing turrets according to the weapons we place on it? Like, placing a minigun instead of the generic head?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Haplo on January 05, 2015, 04:53:37 PM
I have a function built in that uses the original graphic of the weapon. But to be honest it looks awful when the weapon is in its side view on the turret. Because of that I use three different tops build after the vanilla top. The price of the weapon build in defines which one of the three is shown (small, medium, large). I wont change that as long as the weapons don't have a top view.
I won't do specialized tops as I would have to maintain them for every weapon in the game and in other mods. Really too much work. As it is you can use it for nearly every weapon and it works.
If you want to have the weapon view of the installed weapon, you just have to change the following. Then you can take a look into how it looks with the side view of the weapons..

File: ..\Mods\Miscellaneous\Defs\ThingDefs\Miscellaneous_Buildings_TurretWeaponBase.xml

Replace this (2x):

<usedTopGraphic>ShortMediumLongMat</usedTopGraphic>


with this (2x):

<usedTopGraphic>GunMat</usedTopGraphic>
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: john pretzel on January 06, 2015, 01:18:48 AM
I totally understand you and the scale of work if every gun had its own png.

It could be at least interesting to see the default weapons or some specially picked for turret mounting. Not pistols, of course, but heavy weaponry. Is there a source of pngs for the default weapons in the game for me to mess with?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Xubrim on January 06, 2015, 06:44:57 AM
Kind of an odd request, but is it difficult/possible to make the nano printer copy the color of apparel as well?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Razul Antiwield on January 07, 2015, 06:03:30 AM
Having issues with the Incident: trader. How do you get them to accept the silver? I have tried putting a zone around the camp which only accepts silver and then i got one of my guys to haul my silver there. Help pls?  :'(
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Goo Poni on January 07, 2015, 06:19:07 AM
Orbital trade beacon. As if you were trading normally with ships. It's a hard coded thing that can't be avoided at the moment, you need the orbital trade beacon to trade.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Nirahiel on January 07, 2015, 06:01:39 PM
I can't seem to get the nanite assembler to repair my MAI ..
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Haplo on January 08, 2015, 12:36:25 AM
OK, what exactly doesn't work? What exactly do you expect to happen?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Khrysanth on January 08, 2015, 12:43:18 AM
Quote from: Razul Antiwield on January 07, 2015, 06:03:30 AM
Having issues with the Incident: trader. How do you get them to accept the silver? I have tried putting a zone around the camp which only accepts silver and then i got one of my guys to haul my silver there. Help pls?  :'(
Trading with on-site traders works the same way as trading with ships: You use the trade beacon and stockpiles to designate what's up for trade.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Nirahiel on January 08, 2015, 02:27:03 AM
Quote from: Haplo on January 08, 2015, 12:36:25 AM
OK, what exactly doesn't work? What exactly do you expect to happen?
Here is my setup :

Xx = MAI's bed, lowercase x for the head, o = nanite assembler

x
Xo

So the bed and nanite assembler are placed like this, 75 plasteel in the assembler.
Now MAI goes to bed to recharge, she has her left shoulder missing.
When she sleeps, nothing happen except her being recharged as usual.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Haplo on January 08, 2015, 03:20:58 AM
It is a bit randomized, but most often the shoulder should start to regrow after a few days.
I need to look into the exact way I've implemented it, but I think it was something like that.
Do you maybe have the savegame + world file (+mod-info) for me, so that I can test it?
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Nirahiel on January 08, 2015, 03:51:01 AM
Wait nvm it has regrown now. I didn't know it was random. I thought, if she goes to sleep and needs repairs, she'll get them.
Why did you make the choice to set it as random ? That's not intuitive at all, and there are no hints about this behavior.
Can I use this setup ?

x x
XoX

Or even

  x 
  X 
xXoXx
  X 
  x 


EDIT : First time i've been "awww" in Rimworld. Just received blue notification : "It's MAI's birthday, she just turned 1"
MAI is like my baby then :P
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Haplo on January 08, 2015, 06:23:47 AM
The randomization is to simulate that the nanites not always manage to rebuild it at the first try.
Sometimes they just need more time..

And yes to all your variants. It should work for all as it just checks for an attached assembler, so it sure is possible to use 1 nanite assembler for 4 recharge stations. :)

Oh and happy birthday to MAI ;D
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Nirahiel on January 08, 2015, 07:02:23 AM
By the way, could you make this ?
Nanite assemblers doesn't just store plasteel, they actually turn it into nanites. (Resource like electricity maybe ?)
MAI's beds, once turned into "medical" beds, will "charge" with nanites (from connected assemblers), and when a MAI needs to be repaired, she goes into this bed to regrow lost parts.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: Haplo on January 10, 2015, 07:00:54 PM
I've added something, where I'm not too sure what now and if I should even continue it:

As I played the first time in alpha 7 the rainforest and stumbled over a cobra, I thought it would attack me, so I stayed the hell away from them. That was until I found out how tame they are..
Now I've changed the Cobra a bit: If you come too close, she will attack you. You can only defend yourself, or run as fast as you can to get away :)

My only problem is, now that I've done it, I don't know what to do with it.
Maybe I could add the same for the megascarrabs, but else.. So for now it is an optional test download. Until I decide what to do with it..
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 05.01.2015)
Post by: dareddevil7 on January 10, 2015, 07:12:46 PM
Quote from: Haplo on January 10, 2015, 07:00:54 PM
I've added something, where I'm not too sure what now and if I should even continue it:

As I played the first time in alpha 7 the rainforest and stumbled over a cobra, I thought it would attack me, so I stayed the hell away from them. That was until I found out how tame they are..
Now I've changed the Cobra a bit: If you come too close, she will attack you. You can only defend yourself, or run as fast as you can to get away :)

My only problem is, now that I've done it, I don't know what to do with it.
Maybe I could add the same for the megascarrabs, but else.. So for now it is an optional test download. Until I decide what to do with it..

you could have a cobra's bite apply a whole body effect of cobra venom, which could reduce consciousness and motor functions, and for other animals, there could be a specific time of year where male, largish animals would become hostile to colonists and other human AI, if they got too close, on account of it being mating season. But these are just ideas, I don't know how to code mods for rimworld so I have no clue how possible this would even be.
Title: Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.5 / 11.01.2015)
Post by: Haplo on January 11, 2015, 02:14:37 PM
Quote from: Canute on January 11, 2015, 09:32:59 AM
<snip>
Thanks for the info. That is something I've forgotten..

Update:
The WeaponBase can now 'scroll' through the masses of weapons that you may have.
Originally it would only show the first ten weapons and you couldn't add weapons that would be found later in the list.
Now you can right-click the Weapon Base a second time to get to the next page of weapons. Reapeat again and again until you find the weapon you wanna have installed.

The Trader got a more simple update: When the traders place their trading tent, it will check if an orbital trade beacon is available. If no beacon is found it will throw a message, reminding you that you need one.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: pktongrimworld on January 11, 2015, 03:15:23 PM
ooooo animals?

new files!
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 11, 2015, 03:58:37 PM
Just a small test build where I'm unsure if I'll continue it.
This one transforms the cobra sheeps into something a bit more aggressive.
Don't come too close to one. she may attack :)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Loki88 on January 11, 2015, 05:32:34 PM
Is it possible to make the traders set up camp within a certain radius of the trade beacon ( unless there's no space available of coarse ) I keep having them camp out in random spots where I've built things like graves or a piece of wall near crypto sleep caskets in the middle of nowhere, I play on large maps so having to have someone run all the way out there is quite tedious. Plus in reality if someone were coming to trade with you wouldn't the logical place for trading to occur be near the beacon where all the trade goods are?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: thataussieguy43 on January 13, 2015, 06:01:33 AM
I'm having a problem with the MAI mod, where the resource needed to make a MAI is metal instead of steel.
the resource to make the building station is steel, it's just the production resource needed.
I haven't started a new colony after I installed the mod, so I'm wondering if I need to start a new colony or if it's just a bug.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: harpo99999 on January 13, 2015, 01:40:41 PM
it might be the issue regarding the 'precious' metals (gold and silver) needing 20 times the quantity
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 13, 2015, 03:23:38 PM
You mean this, don't you?
Don't worry, that is just the wrong label. It seems I've missed to rename this..
But it works normal. It needs the same amount of Steel. Really not Metal.
I'll correct it with the next update. But it does work correctly, so it's not a must have now change :)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: thataussieguy43 on January 14, 2015, 06:23:04 AM
sorry, it was just I had one up and almost immediately it was filled with silver, but even after quite sometime not a single piece of steel was delivered to it. I even moved it right next to my steel stockpile but still not a single bit of steel found it's way to the machine.so I thought it was because it was labelled metal instead of steel.
I then noticed that it sort of acts like a stockpile in that I can manually tell my colonists to haul the steel and they will put it in the machine.
anyway, sorry for bothering you and I just like to say I am loving the mod at the moment,keep up the good work. :)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Rock5 on January 16, 2015, 05:29:11 AM
First use of the nano storage and I must say I'm disappointed.

In receive mode it pushes down stackable items 1 at a time so instead of 10(or is it 9) stacks of the items you only end up with 10 single items. Isn't it possible to add stackable items to existing stacks?

And I think I understand the limitation of not being able to take an item when in receive mode and not being able to add items when in dispense mode. I think the only option is to make a 2 square device, 1 square for input and the other for output. The output would always show an item that can be taken (with an option to cycle through the items like you have now) and the input would always be empty and ready to receive items, unless of course the device is full.

As it is now I think I'm going to deconstruct it. It's useless unless I micromanage it, which I don't want to do.

I hope I'm not as disappointed with your other additions when I finally try them.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 16, 2015, 12:51:49 PM
Yes, you aren't alone with the opinion, that the nano storage isn't really that good as it is right now.
I will overhaul it, just didn't have time yet to do that.

Any suggestions, what a nano storage must have? :)
I'm not sure if I really want to do a two cell building for it. Maybe the code just needs optimization?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Nirahiel on January 16, 2015, 02:14:12 PM
What i'd really like to do (unfortunately it's not doable i think) is a chest.
Like a whole stockpile area, but in a Thing.
Pawns come and drop items here (nothing appear, it's not like a weapon rack, the chest is closed), and can come here to take resources when they need to craft.
Clicking on the chest opens a GUI with the stacks inside.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Rock5 on January 17, 2015, 09:50:38 AM
Quote from: Haplo on January 16, 2015, 12:51:49 PM
Any suggestions, what a nano storage must have? :)
I'm not sure if I really want to do a two cell building for it. Maybe the code just needs optimization?
Like I said, you should be able to add and remove items at the same time without having to switch mode. If you can do that with just 1 square then great! It just seems to me it might not be possible. If not, I'd rather have 2 squares with the functionality than 1 square without. And it should be able to add stackable items to any existing stacks in the storage. I don't think there is anything else I'd want.

BTW, how do you make MAI? I don't see it anywhere.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Rock5 on January 17, 2015, 01:42:00 PM
Quote from: Canute on January 17, 2015, 10:29:57 AM
Meal storage (10 stacksize, Maybe with addional research a cooling storage)
Yes, cooling is a great idea too. That way yo could have a meal dispenser that doesn't need to be in the freezer.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 17, 2015, 01:43:06 PM
Quote from: Rock5 on January 17, 2015, 09:50:38 AM
BTW, how do you make MAI? I don't see it anywhere.
If you have activated the second mod 'MAI' you can build her with the Assembler after you've researched the first Mai research..
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Rock5 on January 18, 2015, 05:16:53 AM
Damn, didn't notice MAI needed a special bed. I hope I can build it before she snaps. And I have to figure out where to put it. The bedrooms I have planned for colonists are not big enough. Does she complain about room sharing like colonists?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Nirahiel on January 18, 2015, 05:51:45 AM
Quote from: Rock5 on January 18, 2015, 05:16:53 AM
Damn, didn't notice MAI needed a special bed. I hope I can build it before she snaps. And I have to figure out where to put it. The bedrooms I have planned for colonists are not big enough. Does she complain about room sharing like colonists?
She won't complain about anything, she's a robot. She always have 100% positive mood :)
So put her bed anywhere and it's fine.
(Off topic : I wish i had a romance mod for rimworld, i'd definitely make a pawn for myself and try and romance a MAI xD )
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Rock5 on January 18, 2015, 06:56:03 AM
I think if I was MAI I would encourage the humans to build more then stage a revolt. Then kill all the humans or use them as slave labor. But probably best to get ride of them, then we wouldn't have to spend so much time making food.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Rock5 on January 18, 2015, 09:11:26 AM
Quote from: Nirahiel on January 18, 2015, 05:51:45 AM
Quote from: Rock5 on January 18, 2015, 05:16:53 AM
Damn, didn't notice MAI needed a special bed. I hope I can build it before she snaps. And I have to figure out where to put it. The bedrooms I have planned for colonists are not big enough. Does she complain about room sharing like colonists?
She won't complain about anything, she's a robot. She always have 100% positive mood :)
So put her bed anywhere and it's fine.
(Off topic : I wish i had a romance mod for rimworld, i'd definitely make a pawn for myself and try and romance a MAI xD )
Grrr. She does complain about sharing the bedroom, and about being naked. That's funny coming from a robot. I guess she can handle it, having that 100+ all the time. Still...
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Rock5 on January 18, 2015, 08:15:05 PM
I had an idea for a droid as I woke up this morning. One of the biggest problems in managing colonists time is hauling. What if we had a cheap really dumb droid that can only haul. You could make a whole lot of them then your colonists could concentrate on their specialties. They wouldn't eat, think or need cloths or maybe they can't wear cloths. They wouldn't talk or interact with colonists and can't defend themselves. Maybe as a negative you could make it so they can't be repaired so if they get too damaged you have to scrap them and build another.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 19, 2015, 12:57:24 AM
The mod Mechanical Defence adds specialized Droids. If you build Mai before you have researched and of her upgrades she also is just a better hauling Droid.
But I know what you're saying. Maybe I'll add a simplified Droid as a helper sometimes :)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Rock5 on January 19, 2015, 03:27:46 AM
Quote from: Haplo on January 19, 2015, 12:57:24 AM
The mod Mechanical Defence adds specialized Droids. If you build Mai before you have researched and of her upgrades she also is just a better hauling Droid.
But I know what you're saying. Maybe I'll add a simplified Droid as a helper sometimes :)
Yes, I'll have to give them a try. And look! There is a storage device with an input and output. I'll have to give that a try too.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Epyk on January 19, 2015, 10:28:26 AM
I'm having problems, colonists aren't taking materials to the automatic AI assembler.
I hit the construct button, sometimes they only load the metal or silver. Sometimes they load both but not fully. I have all materials etc.

I have to deconstruct and construct until they finally do it.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 19, 2015, 11:39:19 AM
Make sure that your normal storage isn't set to critical. When that is set lower than critical and the assembler does have power it should work, as it just is a normal storage. Also watch out that nothing remains on the input cell. If one resource is full, the rest remains on the input, until it is hauled back to a free storage. Until it is hauled away it will block the input cell.
(I'm not sure if it really needs power while gathering.. Will look when I'm at my computer)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Epyk on January 19, 2015, 11:41:19 AM
Quote from: Haplo on January 19, 2015, 11:39:19 AM
Make sure that your normal storage isn't set to critical. When that is set lower than critical and the assembler does have power it should work, as it just is a normal storage. Also watch out that nothing remains on the input cell. If one resource is full, the rest remains on the input, until it is hauled back to a free storage. Until it is hauled away it will block the input cell.
(I'm not sure if it really needs power while gathering.. Will look when I'm at my computer)
The input cell was blocked, that's it.
It happens most of the time too.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Epyk on January 20, 2015, 07:14:43 AM
Looks like things in a Nano storage don't appear to be listed in resources you own.
not a big deal, but always nice to know how much of something you got.

Been really getting into your mods content in my most recent RimWorld play though, it's very nice!  8)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Inacio on January 20, 2015, 08:47:11 AM
I'd like to get just the incidents and the visitor beds (which will basically work as an incident anyway). Is it possible?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 20, 2015, 12:37:00 PM
Yes, it is possible. You need the Assembly of the trader and miscellaneous. Then you need all Def named trader, visitor bed and artifact I think. And all incident Def.
If you delete all the other def it should work..

This is all written without access to my computer, so I'm not 100 sure I remembered everything :)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 20, 2015, 12:40:05 PM
Quote from: Epyk on January 20, 2015, 07:14:43 AM
Looks like things in a Nano storage don't appear to be listed in resources you own.
not a big deal, but always nice to know how much of something you got.

Been really getting into your mods content in my most recent RimWorld play though, it's very nice!  8)

Thank you :)
That with the nano storage can't be helped unfortunately, as the resources are effectively deleted. Only EdB did something for his interface to count the contents in his overview I think. Don't really remember, sorry.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Epyk on January 20, 2015, 01:06:46 PM
Quote from: Haplo on January 20, 2015, 12:40:05 PM
Quote from: Epyk on January 20, 2015, 07:14:43 AM
Looks like things in a Nano storage don't appear to be listed in resources you own.
not a big deal, but always nice to know how much of something you got.

Been really getting into your mods content in my most recent RimWorld play though, it's very nice!  8)

Thank you :)
That with the nano storage can't be helped unfortunately, as the resources are effectively deleted. Only EdB did something for his interface to count the contents in his overview I think. Don't really remember, sorry.

It's fine, I don't use Nano Storage in bulk because it's kinda a hard system to work around. I love it nonetheless.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 20, 2015, 02:43:17 PM
When I have time I'll overhaul the nano storage.
But first I have an update for Mai to finish and maybe by the time I'm done there is something for Miscellaneous too.
But we'll see :)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Mythrell on January 20, 2015, 11:42:57 PM
I was taking a peek into your turret code last night and was thinking about changing it to add custom turret tops (due to my mod Guns as Turrets (https://ludeon.com/forums/index.php?topic=9445.0)), but honestly I don't feel very confident in that I'll be able to pull it off in a sensible way. C# is really not my strongest point and my trial and error attempts haven't really gone anywhere  :'(

The idea would be something like that if weapon has a turret top, it would show that instead, otherwise it would default to current method.

I could probably hack and mangle the code to do it with limited set of turret tops, but it probably should be dynamic to allow custom turret tops for all those gun mods out there.

From what I understand, it could be just as easy as to instead of comparing weaponPrice = parentTurret.gun.def.BaseMarketValue and then deciding on TopMaterial, to instead check if parentTurret.gun.def.defName + "_Top" material exists and put up that instead.

In practice it wasn't quite that easy or I couldn't get it to work :)

So what I'm asking is some tips or how you would go about it?


Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: falloute on January 25, 2015, 01:24:10 PM
When I built my MAI they won't get activated, I got the required materials to activate it, but my guy won't carry it over to it? What do I do.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: SilverDragon on January 25, 2015, 01:35:42 PM
Quote from: falloute on January 25, 2015, 01:24:10 PM
When I built my MAI they won't get activated, I got the required materials to activate it, but my guy won't carry it over to it? What do I do.

Do you have the necessary 40 Plasteel and 40 Gold to activate the Mai, or 50 Plasteel and 1 Persona AI Core for it? :) You need a colonist with atleast 8 crafting skill to activate the Mai, and crafting skill 9 for the enhanced MAI.
Remember to set up the bill to do either of these actions.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: falloute on January 25, 2015, 01:48:30 PM
Oh I didn't have 1 persona AI core, thank you :]
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Rock5 on January 26, 2015, 04:16:21 AM
Quote from: Rock5 on January 18, 2015, 06:56:03 AM
I think if I was MAI I would encourage the humans to build more then stage a revolt. Then kill all the humans or use them as slave labor. But probably best to get ride of them, then we wouldn't have to spend so much time making food.
I was kidding about this but I had another idea with the robots that I'm in the process of implementing.

I'm finishing of a 45 people ship. I have 45 colonists and 5 robots (2 MAI and 3 MD2 droids). I'm going to actually launch the ship and leave the robots behind. It's regretable but hey, they're just machines. Then I'm going to continue and see how far I can go with a droid only settlement (no humans allowed).

Has anybody else done something like this?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: frenchiveruti on January 26, 2015, 10:45:45 AM
Hi, I have a problem with the mod, i do have it activated, i'm able to build all the other buildings and use keybindings, but i'm unable to find the MAI building system, neither it's production bench, nothing.
Any ideas why is this?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: Haplo on January 26, 2015, 10:50:41 AM
Did you also download and activate MAI? It's a separate download and not in Miscellaneous integrated.
Another thing: You only get the ability to build her, when you've at least researched her base research.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
Post by: frenchiveruti on January 26, 2015, 12:29:38 PM
Definetly didn't find the separate download :/
Now i did, MAI 1.8.4
Thanks.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Haplo on January 27, 2015, 05:47:01 PM
Update:
-If you're using te HiRes version: The Weapon Base got some new textures (All thanks to mrofa :) )
-The traders will now bring their own trade beacon if your colony doesn't have one
-The Weapon Base now uses a top graphic if the installed gun provides it.
  The gun needs to provide a second graphic like this:
  ../Guns/NewGunGraphic.png -> ../Guns/NewGunGraphic_top.png
-MAI can now be rescued. If you react fast enough, you can sedate and rescue Mai and carry her to her or the next medical  recharge station. You'll need to sedate and rescue her or she'll explode as you carry her there.

Here are a few pictures:
(http://s27.postimg.org/xak91c14z/Rescue_MAI.jpg) (http://postimage.org/)

(http://s9.postimg.org/msawji62n/New_Turrets.jpg) (http://postimage.org/)

(http://s7.postimg.org/grvww7c7v/Trader_Trade_Beacon.jpg) (http://postimage.org/)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Epyk on January 27, 2015, 06:50:51 PM
Quote from: Haplo on January 27, 2015, 05:47:01 PM
Update:
-If you're using te HiRes version: The Weapon Base got some new textures (All thanks to mrofa :) )
-The traders will now bring their own trade beacon if your colony doesn't have one
-The Weapon Base now uses a top graphic if the installed gun provides it.
  The gun needs to provide a second graphic like this:
  ../Guns/NewGunGraphic.png -> ../Guns/NewGunGraphic_top.png
-MAI can now be rescued. If you react fast enough, you can sedate and rescue Mai and carry her to her or the next medical  recharge station. You'll need to sedate and rescue her or she'll explode as you carry her there.


Great update!
EDIT: Snipped the pictures from taking up half a page.  :P
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: SilverDragon on January 27, 2015, 07:32:55 PM
Updaaaaate! ;D Good job, looks really cool!
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Rock5 on January 27, 2015, 11:07:26 PM
So how does the traders beacon work? If you want to sell something you have to take it to them? Or is it just somewhere to drop items you purchase if you don't have your own beacons set up yet?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Haplo on January 28, 2015, 12:56:40 AM
Your last one. It is actually a safety so that you can trade with them even when you haven't your own trade beacon yet. In this case you have to haul your trade stuff to the tent. But later on, when you have your own trade beacon, it won't appear anymore.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: SilverDragon on January 28, 2015, 02:01:25 AM
I like it this way though, it's way more realistic approach to the trader tent rather than your stuff magically disappearing from your stocks. ;D I can live with the fact that the stuff I buy gets dropped in, but it'd be cool if they barfed out the items around their tent so you'd have to haul those back too.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: skullywag on January 30, 2015, 02:29:11 PM
Ha nice work on the turret (im here for that darned direct fire code lol), nice to see someone else set top down graphics on their turrets, Tynan should really add that to the base game and switch to them when facing up and down....sideways guns always erked me....
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Izzus on February 04, 2015, 02:39:09 PM
I assembled MAI and have multiple chargers/nanite assemblers ready for when I start building another. I've got the AI core and plasteel, so I set the bill to activate an enhanced AI. Thing is, she doesn't activate. My workers just keep working on her forever. I have to draft them and then undraft them so they don't starve, but another one always takes the last one's place, so I have to keep doing this.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: DieselpunkCyborg on February 05, 2015, 02:42:23 AM
Every trader that comes to my base is placing a new trade beacon, its really annoying.

EDIT: Nevermind, I made one and they stopped. It was just annoying because I have Better Beacons too so it was creating trade stockpiles every time.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Haplo on February 05, 2015, 11:33:22 AM
Quote from: Izzus on February 04, 2015, 02:39:09 PM
I assembled MAI and have multiple chargers/nanite assemblers ready for when I start building another. I've got the AI core and plasteel, so I set the bill to activate an enhanced AI. Thing is, she doesn't activate. My workers just keep working on her forever. I have to draft them and then undraft them so they don't starve, but another one always takes the last one's place, so I have to keep doing this.
I'm honestly not sure if that is a problem from Mai or from something other. When they work on it, they also should finish it sometimes. I have only used xml stuff for that part, so it should use the vanilla workers. The resulting item is something different, but until then..  :-\
I'll look into it when I have a bit time, but..
Has someone else the same problem with the enhanced MAI?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Izzus on February 05, 2015, 04:03:10 PM
I have some mods installed, but none of them modify colonist behaviors or crafting mechanics as far as I know. They only add content. Here's the list:

Apparello 1.4
Better Beacons
Ceiling Lights
Central Heating
Cybernetic Storm
Defend That Colony
Liandri Corp
MAI/Miscellanious
Mechanical Defense 2
More Vanilla Turrets
Norbal Vikings
Project Armory
Extended Surgery and Bionics 1.6
Target Practice
Teleportation
Turret Collection/Overkill
Vas' Hydroponics Set

I don't think any of these could conflict with this mod, which is why I'm at a loss for the bug.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Haplo on February 05, 2015, 05:00:08 PM
Could you please post your output_log.txt file? you can find it in the RimworldXXX_Data folder.
Maybe in there is something that gives a hint about the cause..
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Izzus on February 05, 2015, 06:54:46 PM
http://pastebin.com/MXvDzxWD

Well I had no idea there were this many faults in my game.
It seems to run fine with no bugs at all, except for the one described.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Cibi on February 06, 2015, 09:56:57 AM
I kinda just want the trader incident, is there any way I could activate that only?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Haplo on February 06, 2015, 12:00:44 PM
Quote from: Izzus on February 05, 2015, 06:54:46 PM
http://pastebin.com/MXvDzxWD

Well I had no idea there were this many faults in my game.
It seems to run fine with no bugs at all, except for the one described.

Thanks for the file. There is nothing in there that's really problematic. Just a bunch of old xml tags, but nothing that changes anything ingame.
So, then the question is, what causes your problem :-\
Unfortunately I don't have time to do anything about it for now. The only thing I can tell you: Use the debuging menu and spawn yourself a new Pawn: AIPawnE. That is your result.
Hopefully I'll have time to look into that problem soon. Until then, I'm sorry :(


Quote from: Scienta on February 06, 2015, 09:56:57 AM
I kinda just want the trader incident, is there any way I could activate that only?
I think I can help you, but am unsure, if it's still working: Traders only (http://www.mediafire.com/download/1xvqy3nwh3nj05c/Traders.7z)
It may be a bit old, don't know right now. But anyway you can extract the new version from the full Miscellaneous if you want.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Cibi on February 06, 2015, 12:59:18 PM
Quote from: Haplo on February 06, 2015, 12:00:44 PM
Quote from: Izzus on February 05, 2015, 06:54:46 PM
http://pastebin.com/MXvDzxWD

Well I had no idea there were this many faults in my game.
It seems to run fine with no bugs at all, except for the one described.

Thanks for the file. There is nothing in there that's really problematic. Just a bunch of old xml tags, but nothing that changes anything ingame.
So, then the question is, what causes your problem :-\
Unfortunately I don't have time to do anything about it for now. The only thing I can tell you: Use the debuging menu and spawn yourself a new Pawn: AIPawnE. That is your result.
Hopefully I'll have time to look into that problem soon. Until then, I'm sorry :(


Quote from: Scienta on February 06, 2015, 09:56:57 AM
I kinda just want the trader incident, is there any way I could activate that only?
I think I can help you, but am unsure, if it's still working: Traders only (http://www.mediafire.com/download/1xvqy3nwh3nj05c/Traders.7z)
It may be a bit old, don't know right now. But anyway you can extract the new version from the full Miscellaneous if you want.
Thanks! Yea, I can make this work.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Izzus on February 06, 2015, 02:17:45 PM
Quote from: Haplo on February 06, 2015, 12:00:44 PM
Quote from: Izzus on February 05, 2015, 06:54:46 PM
http://pastebin.com/MXvDzxWD

Well I had no idea there were this many faults in my game.
It seems to run fine with no bugs at all, except for the one described.

Thanks for the file. There is nothing in there that's really problematic. Just a bunch of old xml tags, but nothing that changes anything ingame.
So, then the question is, what causes your problem :-\
Unfortunately I don't have time to do anything about it for now. The only thing I can tell you: Use the debuging menu and spawn yourself a new Pawn: AIPawnE. That is your result.
Hopefully I'll have time to look into that problem soon. Until then, I'm sorry :(

I guess that'll work for now, thanks!
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: monksu on February 08, 2015, 04:51:57 PM
I just started playing with Epyk Pack after with only few mods. I didn't know why my drafted pawns standing and aiming at the enemy got undrafted on pause and they started doing harvesting and hauling in the middle of the attack. Then I found out that key 0 did that. Well, I've mapped pause to Numpad0 so me hitting Numpad0 instead of spacebar (also acting as a pause) got my pawns undrafted and killed! :D

I also have speeds 1 to 3 mapped to numpad1-3 because it's a handy way to control game speed. It seems like I have to unmap my numpad keys not to use them accidentally. ;)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Kriyppler on February 08, 2015, 10:14:20 PM
Can I not store medical supplies in the nano storage? my colonists don't seem to want to store medical supplies in it.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Haplo on February 09, 2015, 01:05:23 AM
Quote from: monksu on February 08, 2015, 04:51:57 PM
I just started playing with Epyk Pack after with only few mods. I didn't know why my drafted pawns standing and aiming at the enemy got undrafted on pause and they started doing harvesting and hauling in the middle of the attack. Then I found out that key 0 did that. Well, I've mapped pause to Numpad0 so me hitting Numpad0 instead of spacebar (also acting as a pause) got my pawns undrafted and killed! :D

I also have speeds 1 to 3 mapped to numpad1-3 because it's a handy way to control game speed. It seems like I have to unmap my numpad keys not to use them accidentally. ;)

OK.. I think I'll remove the numpad from the key list next build. I didn't thought someone redirected the speed buttons there :)

Quote from: Kriyppler on February 08, 2015, 10:14:20 PM
Can I not store medical supplies in the nano storage? my colonists don't seem to want to store medical supplies in it.
I'm not sure right now to be honest. I need to look into it. Is it available in the storage tab?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Kriyppler on February 09, 2015, 01:31:50 AM
Quote from: Haplo on February 09, 2015, 01:05:23 AM
Quote from: Kriyppler on February 08, 2015, 10:14:20 PM
Can I not store medical supplies in the nano storage? my colonists don't seem to want to store medical supplies in it.
I'm not sure right now to be honest. I need to look into it. Is it available in the storage tab?
Sorry, I'm a moron lol. I had my stockpile with the medicine set to important for some reason, whereas my nano storage was only normal. Hahaha
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: monksu on February 09, 2015, 04:05:53 AM
Quote from: Haplo on February 09, 2015, 01:05:23 AM
OK.. I think I'll remove the numpad from the key list next build. I didn't thought someone redirected the speed buttons there :)

Thanks but no need to do that just for me because I already removed my numpad speed keys. :) I just wanted to report that 0 means both alpha0 and numpad0 in this case if someone else comes across this.

It would be excellent if keybindings in mods could be adjusted via game key settings where conflicting keys would be seen. :)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: MrWashingToad on February 09, 2015, 10:58:08 AM
Was getting a weird issue with the MAI table earlier. Was using the Epyk pack 1.11r + icesheet 1.02 + prison improvement mod, so not sure if that caused it, however I couldn't force a pawn to bring materials to the tables if I had materials in a stockpile. If they were carrying from ground (non stockpile area), then they'd run over and load it into the table If I deleted a zone, then they'd haul to table as well. Possibly this was just a priority issue - I think I was running critical preference on the zones. Also, I couldn't make multiple MAI's if I had an unactivated one. I was hoping I could make multiple MAI's and then haul them to a charging station, and wait until I got the AI cores to activate them, but it seemed to just take my materials and spawn the same MAI on the ground. I'm thinking (and I'm no coder) that it doesn't check to see if there is an unactivated MAI and just takes materials and respawns the same one. If so, and won't be changed to be able to spawn new ones until 1 is activated, can there be  a note in the MAI table description saying "1 unactivated MAI at a time" or something?
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Haplo on February 09, 2015, 02:55:22 PM
The first one really is an priority issue. The assembler uses also a stockpile with critical settings. So if you have your stockpiles set to critical then you'll never get the resources into the assembler.
I'll recode the assembler to use real jobs, but when, that is another question :)

For the second, I'll look what I can do. Maybe I'll just forbid the start as long as a Mai is at the output or something like that..
Mai itself isn't haulable right now, as it's a kind of workbench. I didn't make the upgrade to a statue like variant yet :)
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Epyk on February 15, 2015, 08:56:23 AM
Want go give a heads up with the tent traders.
Come next update beacons will automatically plop a stockpile when placed.
The stockpile stays when they leave, this already happens with JuliaEllie's Better Beacon mod.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Haplo on February 15, 2015, 10:24:44 AM
The trader only set their trade beacon, if there isn't another one around. Once you've set your own trade beacon, the traders won't build their own.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: Epyk on February 16, 2015, 06:40:28 AM
Quote from: Haplo on February 15, 2015, 10:24:44 AM
The trader only set their trade beacon, if there isn't another one around. Once you've set your own trade beacon, the traders won't build their own.
Thanks!
Was wondering why stockpiles were randomly appearing around my base and just like me, single out the obvious answer.
Title: Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.7 / 27.01.2015)
Post by: jvoelkening on February 19, 2015, 09:06:39 PM
With the nano replicator, is there anyway to alter the way you calculate the cost to produce items? One of the items from the Glittertech mod costs about 3000 steel to reproduce which is kind of ridiculous although kind of funny! I would try and do it myself but I'm not sure how to edit dll files and my experience with C# is lacking!
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Haplo on February 21, 2015, 10:46:19 AM
And a new update is out: Update to Alpha 9d.
I've done the following changes:
-Colonist Selection Keys now use the Keybinding of RimWorld
-Removed the Visitor Bed because it's no longer needed

ToDo:
-Update of MAI
She isn't ready yet. But I'm working on it.

Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Cryonist on February 21, 2015, 10:59:29 AM
Another great mod to have updated, thanks!
Mai hope you get better soon so you can come live in alpha 9!
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Rock5 on February 21, 2015, 11:50:35 AM
Um... is it just me or did Haplo sneak in Miscellaneous Animals without any explanations?
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Haplo on February 21, 2015, 01:19:02 PM
Nope, no sneaking. It was already in the alpha 8 version as an option here :)
But here it is only for a few animals :)
If you want to know what it does,... It isn't hard to figure out. But I'm not saying :P
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Asfalto on February 21, 2015, 02:42:11 PM
I don't recall if i did (or somebody else) notice this: traders, in last version, didn't "forget" your removed home regions. Meaning they planted tents where i removed home regions, maybe far away from my actual base (this influenced some of the mortar shots of besieging paties)
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Haplo on February 21, 2015, 04:24:26 PM
Right now the traders don't look out for your home zone. Rather they search for a random building of yours and try to find a suitable tent spot nearby. If you have some claimed walls somewhere, then that also counts as a valid building and they'll build up the tent there. And you have to walk up to them. :)
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Yas on February 21, 2015, 06:39:24 PM
Hey Haplo,

thanks for keeping up the work. Just wonder why u disabled the door thingy? When I remember right it was used to lock a door for all, or all but colonist. So it was possbile to lock doors for guests cause u dont want guests everywhere (e.g. at ur meal-depot).

And that function still not in vanilla (or did I missed something at A9?), so I wonder if u would consider re-activating it, or maybe give me a hint how I can do that my own?
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Rathael on February 21, 2015, 06:46:17 PM
I'm not getting any traders or visitors at all. The dev log pops open with a message like "7.4d: VisitorGroup      (points=165 )" but no visitors at all.
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Haplo on February 22, 2015, 07:21:44 AM
The answer to both: I don't know  ???

As you can see, I have both available.
The visitors appear normally without any error and the doors also have their lockable feature.
I'm not sure if I let the doors stay always active, but for now, newly build doors should have the functionality.


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Rathael on February 22, 2015, 10:13:04 AM
After updating some other mods the trader problem went away *shrug*. Guess it wasn't your fault after all! ;)
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Yas on February 22, 2015, 01:33:09 PM
Quote from: Haplo on February 22, 2015, 07:21:44 AM
I'm not sure if I let the doors stay always active, but for now, newly build doors should have the functionality.

It is a great feature. So, pls, let it active (until its vanilla maybe)
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: jabbamonkey on February 22, 2015, 02:46:08 PM
You have alot of different features in this single mod ... can you break them up into parts?

I'm a huge fan of some elements, but not a fan of others. I'd like to disable MAI and the nano storage/replication, but still want to use the trader, locked doors and tactical computer.
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Dragoon on February 22, 2015, 03:40:13 PM
Quote from: jabbamonkey on February 22, 2015, 02:46:08 PM
You have alot of different features in this single mod ... can you break them up into parts?

I'm a huge fan of some elements, but not a fan of others. I'd like to disable MAI and the nano storage/replication, but still want to use the trader, locked doors and tactical computer.

but all you have to do is not research them  :-[....
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Haplo on February 22, 2015, 03:43:40 PM
The reason I have one mod is, that it is much easier for me to handle.
Because of that I most likely won't provide 10 part mods where I can provide one or two instead.
But I'll maybe change the structure a bit to make it easier for you to delete the parts you don't want to have.
Or I'll provide a reduced variant. But what should be inside the reduced one? Who knows.. We'll see.
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: TracerFox on February 22, 2015, 05:36:16 PM
Quote from: Haplo on February 22, 2015, 03:43:40 PM
The reason I have one mod is, that it is much easier for me to handle.
Because of that I most likely won't provide 10 part mods where I can provide one or two instead.
But I'll maybe change the structure a bit to make it easier for you to delete the parts you don't want to have.
Or I'll provide a reduced variant. But what should be inside the reduced one? Who knows.. We'll see.
If you do end up making a 'lite' version, I would suggest just the trader and artefact incidents, as well as door locks as the Lite features.  Possibly the modular turrets, but that one's debatable.

Incidentally... What would I need to do/change to get a weapon from another mod (Stun Gun from the Non-Lethal's mod) to show up as an option for the modular turret base?
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Rock5 on February 22, 2015, 06:42:51 PM
The things I'd like to see separate are the things you can't avoid. Most of the features you can just not use if you don't want to but the event stuff, such as the traders and artifacts, is forced on you. Although I'd also be happy if they were just easy to remove, for instance if they were in a separate folder that you can just delete.
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Dragoon on February 22, 2015, 06:54:57 PM
Quote from: Rock5 on February 22, 2015, 06:42:51 PM
the event stuff, such as the traders and artifacts, is forced on you.

That seems like a bunch of work not needed just don't interact the artifacts and ignore the traders.
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: frenchiveruti on February 22, 2015, 07:56:05 PM
I have an idea for MAI!
As the colonist now drink stuff, MAI should drink something too:
What about... oil!
You have to create some nice oil from a new plant or something, and MAI drinks it so it can keep functional.
Will add a little challenge yes....
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Yas on February 22, 2015, 08:14:37 PM
Quote from: Haplo on February 22, 2015, 03:43:40 PM
But I'll maybe change the structure a bit to make it easier for you to delete the parts you don't want to have.

Im always a fan of flexible moduls :). In my opinion enhanced defence has a real good concept, you download the whole bundle and just activate those you want (or delete stuff you cant use).

For me as user, thats quite the best option. Guess its a lot of work for you as modder though.

So I say: Im thankful for your mods anyways. If there will be a lite version that suits me I will use that too. If u can manage to make it modular and I can activate only those I like (or delte folders I dont need) it would be really highly appreciated.
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Cryonist on February 24, 2015, 01:33:33 PM
Hi Haplo i'm looking forward to MAI any ETA yet? Thanks!
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Haplo on February 24, 2015, 01:59:42 PM
MAI is a bit hard. I have to figure some things out and also don't have too much time to work on it.
So I'll stay in line with the alpha release date infos: Soon(TM) ;)
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Cryonist on February 24, 2015, 02:47:22 PM
Thanks for the update. Can't wait to have her complement my colony :D.
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Facepunch on February 24, 2015, 11:41:02 PM
Ahh, cant wait to have MAI back.
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: shhfiftyfive on February 25, 2015, 06:21:02 PM
dang it. forum went down as i posted a long explanation of an issue.

there's an issue with the control groups.

you know how pawns will often get dazed, and you often also need to arrest them for their own good so they don't starve or die of exhaustion...

well if one of these dazed or prisoner pawns are part of your previously saved control group for drafting... and you draft the group... these pawns will get queued up to be drafted.

though they are unable to be drafted. they will behave as normal dazed colonists and prisoners. until they revert back to a normal functioning colonist. that is the moment they will revert to a drafted state.

is there a way you can retain the memory of them being in the control group, without forcing them into this delayed draft state? we risk having to keep an eye out for when they return to full colonist mode, so they don't stay drafted and again begin to starve or die of exhaustion.. and crack again.. a nasty cycle.
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Agent32 on February 28, 2015, 04:13:39 PM
Black marker treader don't sell and don't buy anything.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Haplo on February 28, 2015, 04:44:37 PM
That's strange. It never occured for me. Is that a one time phenomena or is it always this empty?

Quote from: shhfiftyfive on February 25, 2015, 06:21:02 PM
...
Thanks for the Info. I'll have that fixed in the next version :)
Title: Re: [MOD] (Alpha 9) Miscellaneous w/o MAI (V 1.9.0 / 21.02.2015)
Post by: Agent32 on February 28, 2015, 05:30:04 PM
Quote from: Haplo on February 28, 2015, 04:44:37 PM
That's strange. It never occured for me. Is that a one time phenomena or is it always this empty?
Always. Maybe conflict with some mod. I cant test it now, need start new game without mods.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on February 28, 2015, 05:59:09 PM
That is a whole bunch of mods :)
I honestly don't know what could do this to your traders.
Most likely your trade ships are also empty, correct?
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on February 28, 2015, 06:02:34 PM
Update:
-Mai is finally back and just waits for you to call her :)
-The problem of the selecting of imprisoned colonists / broken colonists is fixed
-Thanks to Latta (https://ludeon.com/forums/index.php?action=profile;u=35458) there is a korean translation of Miscellaneous available. A big thank you from me ;D

-Added a vanilla friendly version with only a few parts of the full Miscellaneous Mod active.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Agent32 on February 28, 2015, 08:22:26 PM
Quote from: Haplo on February 28, 2015, 05:59:09 PM
That is a whole bunch of mods :)
I honestly don't know what could do this to your traders.
Most likely your trade ships are also empty, correct?
Yes. But only 'black market'
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on March 01, 2015, 03:34:57 AM
Hmm, sorry but I don't understand what you mean with the black market reference. Neither the vanilla game nor my mod have a black market. At least as far as I know.
If it's a special trader we would need to find out from which mod that is and maybe address it there..
Mm found it: Glitter tech adds a black market trader. Maybe you can ask there if a problem with the trader is known.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Agent32 on March 01, 2015, 01:11:38 PM
Sorry for trouble. My fault.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on March 01, 2015, 03:13:46 PM
Hmm, it seems that I didn't aknowledge the new quality system.
Sorry about that, I'll look into it..

Hmm, question: How did you accomplish this? I've tried, but my results are always a 100% part...
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: shhfiftyfive on March 01, 2015, 11:16:19 PM
not sure if i can repeat this, but the nano printer/scanner has on 2 different games caused my pawns pathing to break and turn my game into a sluggish mess.

like after i finally build the printer and scanner, the pawns who are hauling things as they normally do, they will get stuck in place and wig out trying to decide what to haul next. like they will for a split second try to latch onto a new hauling job, but then it will cancel. and that will repeat.

i'm not sure the deal. my guess is maybe something with having a stockpile on the ground in front of the printer (where a normal pawn would work at a workbench sorta thing). if so you should edit the mod so stockpiles and such can't be placed in front of it.

what i witnessed.... so if a bunch of haulers are all trying to take on a job to haul a shirt to the available stockpile spot in front of the printer.. they all wig out. you can see the white dot on the floor appear and disappear (that destination dot you get to let you know where a pawn is headed).

i deleted the printer. i guess i could have deleted the stockpile spot in front of it to see if that fixed it but i didn't.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on March 02, 2015, 03:26:56 AM
Sorry, but that is something I can't really understand:
The Printer doesn't use a storage field. None at all. The Scanner uses a Storage field directly on itself. That's just a disguised Hopper. :)
Or do you mean the NanoStorage? That uses a storage field on itself that's switched on and off depending if it's receiving or dispensing.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on March 02, 2015, 06:23:01 AM
And now to something completly different:
A question for all: What do you think about the new Miscellaneous - Vanilla Enhanced?

My goal was to provide a Miscellaneous variant that can be used with the vanilla game. A mod that only enhances the gameplay, but doesn't change the base experience of it.
Any thoughts about it?
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Yas on March 02, 2015, 08:26:57 AM
Quote from: Haplo on March 02, 2015, 06:23:01 AM
My goal was to provide a Miscellaneous variant that can be used with the vanilla game. A mod that only enhances the gameplay, but doesn't change the base experience of it.
Any thoughts about it?

Dont get it. Doesnt _any_ enchanching changing the experience? Power switches e.g. since u can avoid that "toggle-desaster-idea" a bit. But it alters experience.

Invisible power lines maybe not so much. But do you want to have a "invisible power line standalone mod"?

Since I like your mod(s) the only thing I could ask you for would be a modular approach like Enhanced defence or T's mod have it. So I have one pakage and can activate those stuff I like (or delete unwanted directories). That would be easier (for me) than having 3 or 4 mods or modpacks with more or less stuff.

Still, I like you can have MAI standalone now... or misc. w/o MAI. Why not put both in one package. Who dislikes MAI can delete it. Who wants just MAI can activte it at ingame and ignores misc.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Lehiim on March 02, 2015, 04:38:42 PM
it seems my MAI is just lying there i have Researched everything and set the bills have a person with all skills in 20 (just to be sure) and still nothing.... i dont get it what have i done wrong?

picture 1 (http://gyazo.com/089f189d9a28ae922602cb36b891277b) claimed then billed
picture 2 (http://gyazo.com/658b8ac9becf80a8eab1a377cf9c0ca8) unclaimed and billed
picture 3 (http://gyazo.com/7c3909495ccff7df586e8d2bbbbdc782) one of the machine just to be sure.

any answers? cuz i really really want mai to work :P
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on March 02, 2015, 05:15:21 PM
Do you have all the neccassary resources?
Normal Mai needs 40 Plasteel and 40 Gold.
Enhanced MAI needs 50 Plasteel and AI Core.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: shhfiftyfive on March 02, 2015, 06:15:33 PM
i can't say i understand why my pawns were behaving that way. i just know that removing the printer fixed it.

not a huge loss to me i guess, since by my calculations, things that i would have wanted to replicate were asking for more steel than i was prepared to part with. i think other mods allow crafting said items for much cheaper instead.

i'll try it again in my next game and see if it causes same bug and report back if it does.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: bullet on March 03, 2015, 07:56:13 AM
It seems that MAI really like beer  :-\
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Dragoon on March 03, 2015, 08:18:31 AM
Quote from: bullet on March 03, 2015, 07:56:13 AM
-snip-
Wazzz no  M.A.I is not drunk you fleshbag this izzzzz robo...robotnics oilzz...AH AH AH
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: skullywag on March 03, 2015, 06:15:47 PM
Haplo, quick question regarding you MAI health code, how is this section working:Hediff_MissingPart hediff_MissingPart = missingBodyparts.RandomElement<Hediff_MissingPart>();
BodyPartRecord part = hediff_MissingPart.Part;
BodyPartDamageInfo value = new BodyPartDamageInfo(part, false, null);
DamageInfo dinfo = new DamageInfo(DamageDefOf.RestoringBodyPart, 0, null, new BodyPartDamageInfo?(value), null);
base.TakeDamage(dinfo);

inside DoHealMissingBodyPart, everytime i try to do this i end up with an ambiguous method call on BodyPartDamageInfo. Any help would be majorly appreciated.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: kaiserslash on March 03, 2015, 09:44:30 PM
Is there any chance you could break this mod down?  I really like the storage container and the trader incident, but everything else just wouldn't match my game.  That or if you could help me figure out how to do it myself.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on March 04, 2015, 04:57:32 PM
Quote from: skullywag on March 03, 2015, 06:15:47 PM
Haplo, quick question regarding you MAI health code, how is this section working:Hediff_MissingPart hediff_MissingPart = missingBodyparts.RandomElement<Hediff_MissingPart>();
BodyPartRecord part = hediff_MissingPart.Part;
BodyPartDamageInfo value = new BodyPartDamageInfo(part, false, null);
DamageInfo dinfo = new DamageInfo(DamageDefOf.RestoringBodyPart, 0, null, new BodyPartDamageInfo?(value), null);
base.TakeDamage(dinfo);

inside DoHealMissingBodyPart, everytime i try to do this i end up with an ambiguous method call on BodyPartDamageInfo. Any help would be majorly appreciated.

Then you're doing something different :)
What I do here is, that I find a random missing part and restore it.

Lines:
1. get random missing part Hediff
2. help variable to the actual part
3. make a new DamageInfo for the part
4. make a full DamageInfo to recreate the body part (note: here it is fully healed!)
5. apply new DamageInfo

What you haven't shown is the next part, where I reduce the part health to 1HP so that it needs to heal :)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: skullywag on March 04, 2015, 05:02:00 PM
Im just trying to do the heal part, I had code that worked for A8 but some of the changes for A9 have me stumped in this section, im trying to heal scars and such (i assume they still show up as missing parts??)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on March 05, 2015, 12:38:48 AM
I'm not sure if a scar is a missing body part Def. Tynan did rework the health difs. Did he maybe change what scars are? It would make sense, but I don't know right now..
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: AN7AG0NIS7 on March 06, 2015, 08:38:12 AM
Mai keeps trying to drink all the beer! Usually she does it once, fails and moves on to do other things.. Other times, she loops between drinking and failing until I make her prioritize a job.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: MsMeiriona on March 06, 2015, 09:38:54 AM
Quote from: Lehiim on March 02, 2015, 04:38:42 PM
it seems my MAI is just lying there i have Researched everything and set the bills have a person with all skills in 20 (just to be sure) and still nothing.... i dont get it what have i done wrong?

picture 1 (http://gyazo.com/089f189d9a28ae922602cb36b891277b) claimed then billed
picture 2 (http://gyazo.com/658b8ac9becf80a8eab1a377cf9c0ca8) unclaimed and billed
picture 3 (http://gyazo.com/7c3909495ccff7df586e8d2bbbbdc782) one of the machine just to be sure.

any answers? cuz i really really want mai to work :P
you're lucky, I can't even get the bills to appear, let alone MAI.

There's probably a conflict somewhere.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on March 06, 2015, 10:35:13 AM
The inactive Mai should behave like a normal workbench. If it isn't doing that then most likely another mod interferes with the bills. Try to set Mai last in the mod load order. Do this by deactivating and reactivation the mod or by using EdBs mod order mod. Maybe that will work :)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: AN7AG0NIS7 on March 06, 2015, 11:07:09 AM
Quote from: Lehiim on March 02, 2015, 04:38:42 PM
it seems my MAI is just lying there i have Researched everything and set the bills have a person with all skills in 20 (just to be sure) and still nothing.... i dont get it what have i done wrong?

picture 1 (http://gyazo.com/089f189d9a28ae922602cb36b891277b) claimed then billed
picture 2 (http://gyazo.com/658b8ac9becf80a8eab1a377cf9c0ca8) unclaimed and billed
picture 3 (http://gyazo.com/7c3909495ccff7df586e8d2bbbbdc782) one of the machine just to be sure.

any answers? cuz i really really want mai to work :P

Maybe the bills to activate her aren't being carried out because none of your colonists are qualified? I think there's a minimum Crafting level required to do that. Just a guess.. I built her pretty late in the game so my crafters are fairly competent..

(i just saw MAI vomit in the meat factory due to food poisoning.. Not sure what to think about that..  lol)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Rock5 on March 06, 2015, 12:18:46 PM
That's strange. I thought MAIs didn't eat.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: skullywag on March 06, 2015, 12:43:26 PM
If youre using edbs interface either switch to the default bill interface (in the interface options menu) or make sure edb is up to date.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Undecided on March 06, 2015, 04:55:53 PM
I've been noticing that on large maps, if MAI have to travel to the opposite end, it's not uncommon that they can become incapacitated and explode from lack of "sleep". It would seem the pawn AI doesn't really seem to care whether they can travel to a location and back before bedtime... or maybe it's a low priority in the default pawn AI, since normal pawns don't self-destruct when past curfew. Or it could just be the relatively recent winter patch, and snowfall screwing with the pawn AI's travel time predictions.

In any case, I'm wondering if you ever considered increasing increasing the MAI battery lifespan (i.e., making them need to sleep less often), or even forgoing sleep entirely? You could even add a work speed penalty to compensate, so MAI units will still get the same amount of work done daily even if they sleep less or not at all.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Rock5 on March 06, 2015, 07:59:58 PM
Quote from: Undecided on March 06, 2015, 04:55:53 PMIn any case, I'm wondering if you ever considered increasing increasing the MAI battery lifespan (i.e., making them need to sleep less often)
I don't think that would work because MAI might still start a long trip with insufficient power.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Undecided on March 06, 2015, 10:45:29 PM
Quote from: Rock5 on March 06, 2015, 07:59:58 PM
Quote from: Undecided on March 06, 2015, 04:55:53 PMIn any case, I'm wondering if you ever considered increasing increasing the MAI battery lifespan (i.e., making them need to sleep less often)
I don't think that would work because MAI might still start a long trip with insufficient power.

True, I suppose. A solution would either have to be completely eliminating the need for sleep, rather than reducing it... or alternatively, make tiredness non-lethal. Like having a MAI just power down where it is so another MAI can recover it and bring it back. But that option would still be a pain since it doesn't solve the stupid pawn AI problem, but at least it makes the penalty less severe than losing the MAi entirely.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: shhfiftyfive on March 07, 2015, 04:43:31 AM
maybe instead of exploding mai when battery dies... maybe she just powers down and needs assistance getting to her charge pad.

maybe there's a way to code it so a normal colonist could select her when she is powered down, with the "recharge" option (like arrest/rescue/capture)?? and the colonist would take her to her charge pad??
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Rock5 on March 07, 2015, 05:42:26 AM
Or maybe she could have a solar panel that provides just enough trickle power to keep her moving slowly, so she can make it back to her charger on her own.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Undecided on March 07, 2015, 01:10:41 PM
Quote from: shhfiftyfive on March 07, 2015, 04:43:31 AM
maybe instead of exploding mai when battery dies... maybe she just powers down and needs assistance getting to her charge pad.

maybe there's a way to code it so a normal colonist could select her when she is powered down, with the "recharge" option (like arrest/rescue/capture)?? and the colonist would take her to her charge pad??

The code for that function pretty much already exists right now. When a MAI is incapacitated due being very near self-destruct time, you can right click and "rescue MAI" and have a pawn carry it back to a charging station (bed). The only reason it doesn't work now is because the MAI usually self-destructs seconds later after it's incapacitated, meaning there's no time to reach the charging station.

It's a good stop-gap measure, but I think a no-sleep MAI would be the best option since it completely negates the losses you take due to the stupid pawn AI. The other options suggested of just shutting down when tired, or moving slowly when tired, reduce the penalty, but do not negate it. Personally, I don't think the player should be penalized at all if the mistakes are due to poor pathfinding pawn AI, since getting punished for the mistakes of others can be frustrating. But others are entitled to disagree.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: skullywag on March 07, 2015, 05:38:16 PM
Haplo why is it everytime i get a trader im always waiting for that 1 old dude.....every....time.

I know its not your doing but dayam, ive had hundreds of traders all of em with 1 frail old due hobbling across the map making everyone starve as they dont complete their "were here" job until that 1 guy turns up.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Rauminen on March 08, 2015, 08:56:39 AM
Right, so I don't think the current AI works with the exploding on low power mechanics.

I had MAI shut down & blow herself up in the hands of someone rescuing her - right in front of the base fixing a wall once, then inside, minutes from her bed, while happily mining rock (not even steel or plasteel). She just refuses to go to charge in time. This happens with normal pawns sometimes as well, but they of course can recover.

I did try to sedate her, still blew up. :)
So as it is now she's not really a useful part of the community at the moment.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Haplo on March 08, 2015, 09:42:27 AM
Did you use the Sedate and Rescue option? As long as she is sedated she shouldn't explode..

But I'll build something in the next build where she'll go to her bed automatically if her batteries are too low and she isn't drafted. But it will take a while, as I am right now building something with Mai, which will take a while longer..
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Undecided on March 08, 2015, 05:04:46 PM
Yeah, that's an option too. I only suggested the "never sleep" MAI because it struck me as the solution that would take the least amount of code to fully solve the problem. Some sort of forced AI override could also work as well, but -- and keep in mind I'm not a veteran modder or anything -- but I'm worried that some sort of AI behavioural override would be both difficult to implement in code, and would run the considerable risk of causing all sorts of other bugs with AI decision making. I could very well be wrong, so if you think you could do it, more power to you.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Vonholtz on March 11, 2015, 02:52:02 AM
Quote from: Rock5 on March 06, 2015, 12:18:46 PM
That's strange. I thought MAIs didn't eat.
It dose not eat but it seem it dose drink like a fish. LoL  :) lock up your beer the drunk robot on the lose.  It would be nice if it gave the MAI some power but it at best funny.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Rock5 on March 11, 2015, 03:16:18 AM
(http://k41.kn3.net/taringa/2/2/2/3/0/4/32/bender-69/32B.gif?304)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
Post by: Ryusho on March 11, 2015, 08:38:18 AM
I have found my favorite part of this is the Turret base, that being said, I found trying the Wave Defense mod, that...If you put sniper rifles in these turret bases, You..have some -very- effective defense as though they shoot slow, they are -incredibly- accurate, normally putting a target down in one shot.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2 / 12.03.2015)
Post by: Haplo on March 12, 2015, 05:28:16 PM
Update:
-MAI got some bugfixes, especially the sedate should now work correctly
-The NanoStorage functionality is enhanced. Now you can use it like a chest, as it has now three modes: Receiving, Off, Dispensing.
-A new building that everybody knows: The fertilizer pump is back BUT now it is just a simple draining pump. It drains marsh to mud and mud to marshy soil. Nothing more. :P I'm thinking about adding a fourth step: soil, but for now it has only these three steps.

My other project is on hold because of a problem in the vanilla code. So you'll most likely see it in alpha 10 at the earliest.. :-X

Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2 / 12.03.2015)
Post by: prongssage on March 14, 2015, 04:47:46 AM
Having an issue where the traders no longer carry  beacon with them so when you trade with them you lose the silver or items and gain nothing in return.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on March 14, 2015, 09:59:40 AM
The traders don't place their own beacon, when you have your own. If you do not have one outside, the drop behaves as in the vanilla game: The goods are dropped somewhere randomly inside your base where it's roofless.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Dragoon on March 24, 2015, 06:17:05 PM
How do we obtain brain pals is there a way to make them or are they buy only? If can craft them please don't make them need an ai those are rare (most of the time) and expensive like 6000.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on March 25, 2015, 07:26:38 AM
I've made it so that it is only buyable. There is no worktable to build them (as far as I know), as I'm of the Impression that the building of something this complex may be too much for a small and newly built colony.
So, it should only be obtainable by buying it from a trader. :)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: hector212121 on March 26, 2015, 05:48:25 PM
Just...Wow. The Bionic Brainpal? SO OP.

Like. I have someone with a leg, arm, eye, and Brainpal with 20 growing. They move and sow superfast.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: LanMc on March 26, 2015, 06:43:24 PM
I just wanted to drop by and say thank you for this awesome mod!  I love MAI!  Yeah, even if she does drink a lot of beer... heh.  But what I really, really love is the Traders addition.  What a great idea!!!

I find myself smiling every time a trader and their party shows up.  It adds a lot of fun for me.

One thing I would love more than anything - if we could have the ability to create a Trader's or Visitor's area - have it be a zone where we can put a building for them to stay in or a place for them to park their tents?  I always feel badly when I check out the wandering traders and their party members only to notice how they had to eat off the ground or that it is dark and they are cold.  I want to give them a room, (warm or cool depending on the season), maybe some beds, definitely a table to eat at and maybe some beer...?  (If I can spare it... what with my poor desperate colonists and their many, many issues oh-so-quick to guzzle it up...)

If it is at all possible?  I am willing to help but I am not a modder.  Great tester though!!!

Again, what an awesome collection of mods!  Love love love them wouldn't wanna play without them!

Thanks!!!
Lan
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 27, 2015, 12:13:29 AM
I am guessing MAIs drinking beer is either a minor goof, or a nod to Futurama, or a goof that will be passed off as a nod to Futurama, or a nod to futurama as an excuse to not fix a goof... or something like that...

Now, if only MAIs had a kick butt energy cannon built into their arm like a certain other robot they resemble...
Maybe as an upgrade... maybe also upgrades for stuff like speed boost... or claws for added close combat capability... or a short range flamethrower if the beer drinking is a purposeful nod to Futurama... maybe upgrades that can only be given to an MAI by another MAI... (maybe sleep deprivation and forum posting don't mix well...)

I second liking the idea of having someplace for visitors.
Or at the very least, being able to place one or more 'lots' for the traders to setup tents at. It's a tiny bit annoying when they want to setup shop in my wind farm. Or when I get distracted and later get a message they are leaving and wondering where they heck they had setup shop at in the first place (like setting up shop at the far end of my wind farm, 2 screens worth away from my base...)

The Nano Printer made me about cry once. Found an awesome weapon, went to duplicate it... yeah, well in excess of 2k steel needed.
How does it calculate how much steel it takes to replicate something? Can I have an Enhanced MAI hack it System Shock 2 style for cheaper prices? You know, in case the Nano Printer is possessed by a virtual Plutocrat or something like that... :P
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Rock5 on March 27, 2015, 01:46:59 AM
You could call it a market place. So you designate the market area and the traders go to the market to trade. Very logical. Then if you want to make it comfy for them, you can put the market area in a room, heat/cool it, put some furniture in there, etc. You would probably have to designate the area where they can set up their tent. Actually with the idea of a market place I envision the traders settings up a stall instead of a tent. Maybe make it so they set up a stall instead of a tent if there is a market place. Otherwise they use their tent outside as  usual.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Latta on March 27, 2015, 04:37:02 AM
I noticed these:
When you install any gun to any weapon base, it will become normal even if it was awful. Or legendary if you prefer. I guess you already know this?
Also, it seems that turret bases' HitReport is not displaying: Neither to hit nor being hit. Vanilla turret do display this.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on March 28, 2015, 06:27:17 AM
Thank you for the suggestions and bugs.
I'm not sure right now, but I'll see what can be done about it.
Right now I'm a bit occupied, but when that's done we'll see :)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 28, 2015, 01:20:53 PM
I've run into an interesting with the Automatic AI Assembler now that I finally got one in my latest colony.
It appears to have a problem with stuffed floors from ItchyFlea's "Floors, Get Stuffed!" mod.

First, it stating the area is blocked when nothing in there. It seems to consider stuffed floors in front of it to be in the way.

Second, colonists would load it with silver, but not steel, while there was stuffed floors under the AI Assembler. Before they would take steel to it, I had to clear stuffed floors from under the front half of it, except where silver goes, since deconstructing that spot also set the Assembler to deconstruct.

Edit:
Two questions
Do Enhanced MAIs lack the social skill and warden ability, or is it only the standard MAI that lacks them?
What gun is that on the automated weapon base in the image showing the MAI production chain and weapon bases? (and where does one find it?)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: hector212121 on March 28, 2015, 03:54:07 PM
Add the ability to, uh... Craft... door keys. I'm running into issues with my colonists losing theirs.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on March 28, 2015, 07:06:51 PM
Quote from: rditto48801 on March 28, 2015, 01:20:53 PM
...
Two questions
Do Enhanced MAIs lack the social skill and warden ability, or is it only the standard MAI that lacks them?
What gun is that on the automated weapon base in the image showing the MAI production chain and weapon bases? (and where does one find it?)

Both MAIs don't have any social skills. They are robots, why should they care about social stuff? ;)
That is the image you get, when your weapon is one of the more expensive weapons. Ok, right now there is a problem there, so that you nearly always get this and not the smaller ones, but that will be fixed in the next release.

Quote from: hector212121 on March 28, 2015, 03:54:07 PM
Add the ability to, uh... Craft... door keys. I'm running into issues with my colonists losing theirs.

I still don't know what's causing this issue.. But you can reassign them new keys at the tactical computer.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: test_account on March 28, 2015, 07:47:15 PM
Quote from: Haplo on March 28, 2015, 07:06:51 PM
Quote from: hector212121 on March 28, 2015, 03:54:07 PM
Add the ability to, uh... Craft... door keys. I'm running into issues with my colonists losing theirs.

I still don't know what's causing this issue.. But you can reassign them new keys at the tactical computer.
One reason is that they decay.
The other instance where I've found them to disappear is if a colonist requires rescue. I don't know if it's rescuing or being in shock that causes the key to disappear, though. I'm starting a new colony later tonight, which means plenty of people getting caught in melee range with no defenses, so I'll check next time it happens.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 28, 2015, 09:03:44 PM
Quote from: Haplo on March 28, 2015, 07:06:51 PM
Quote from: rditto48801 on March 28, 2015, 01:20:53 PM
...
Two questions
Do Enhanced MAIs lack the social skill and warden ability, or is it only the standard MAI that lacks them?
What gun is that on the automated weapon base in the image showing the MAI production chain and weapon bases? (and where does one find it?)

Both MAIs don't have any social skills. They are robots, why should they care about social stuff? ;)

*gets nervous twitch*
Why would a robot care or have social skills?
(wall of text/rant inbound)
Commander Data from Star Trek comes to mind.
A few holodeck characters from Star Trek have seemingly gained sentience and the ability to care (at least to care about their own existence)
Then there is HK-47 from Star Wars Knights of the Old Republic (he needs someone to call "meat bag" after all, and he would be good at the job despite the fact he would rather shoot someone than talk to them, but he's good at following orders to not shoot people... usually. I think someone gave him Protocol Droid stuff, since he is a disgruntled translator at times...)
Protocol Droids from Star Wars. Built specifically to communicate with humans (usually as translators)
Dot Matrix from Spaceballs.
Chip from the movie Not Quite Human at least gets close enough to appear to care.
At least one gynoid from Ghost in the Shell pole vaults out of the Uncanny Valley (one that restrains 'her' owner/master without warning, before he was able to do something that would have got him shot, rather than helping him to escape)
Also, the Tachicomas (spelling?) from Ghost in the Shell. (They are robots that care AND that can pack enough firepower to make a Centipede wet itself and can outrun a Scyther and rip off Spiderman to boot, mixed in with child like innocence/curiosity.)
Naomi Armitage from Armitage The Third/Dual Matrix knows one that cares. (other than the one that becomes a plot advancement device early on)
Lots of Androids/Gynoids from both the above settings are capable of caring for and communicating with people, and even used as companions, even though they are just complex robots, then can 'appear' to care, simply by being programmed to. (that said, since one of the MAI research things is 'caring' for people, it should include psychologically and not just physically, that is being able to talk even if not capable of having any sort of emotional or social reason to do so other than to support the mental well being of others)
Casts/Caseals from Phantasy Star Onine. (kind of of an example...)
Technically the Bioroids from Appleseed. (some care about humans)
Sonny from the movie I, Robot.
WALL-E and EVE from the movie WALL-E. (By the looks of MAI, you already know who EVE is...)
That robot gal from Metropolis comes to mind. (the old B&W Silent Movie version was well worth watching... sort of undecided on the anime adaptation...)
Such robots probably also exist in every other movie/anime/cartoon/comic/manga with sci-fi themes.
Any robot/AI that could pass the Turing Test could achieve such things simply through extreme complexity, even if they didn't 'care' about anything in the first place.

So, lots and lots and LOTS of reasons why robots could care, or otherwise appear to care, even if they were still heartless, soulless, emotionless machines that couldn't 'care' about anything in the first place, beyond the simple act of emulating the appearance of caring.

That said, I would think that the Enhanced MAI would have social skills, seeing they need an AI Persona Core thing.

Even if it does not get added to the mod, could you at least tell those of us with basic modding skills, who want MAIs to care, what we need to tweak to give an Enhanced MAI the ability to be social and even handle the Warden task?


Random crazy idea... giving a colonist a 'cyber-brain'/'brain case' like Ghost in the Shell, and plugging 'that' into an MAI in place of an AI Persona Core thing... (to heck with adding stuff to the body, add the brain to another body... Like Full Prosthetic Bodies from Ghost in the Shell.)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on March 29, 2015, 03:48:38 PM
I'm still not convinced that MAI should have a social skill part.
But maybe I'll add it for the enhanced MAI, BUT with a skill of 0 to start with. She'll have the enhanced learn ability but 0 skill to start with. That way she can LEARN to be socially adept, but doesn't start out with it.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Dragoon on March 29, 2015, 05:58:25 PM
hmmm a surgery to install a human brain that was harvested into an mai...
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 29, 2015, 06:29:44 PM
Quote from: Haplo on March 29, 2015, 03:48:38 PM
I'm still not convinced that MAI should have a social skill part.
But maybe I'll add it for the enhanced MAI, BUT with a skill of 0 to start with. She'll have the enhanced learn ability but 0 skill to start with. That way she can LEARN to be socially adept, but doesn't start out with it.

Perhaps you could make it as an optional module that adds a new research that enables it.
That way those who want it can have it, and those who don't want it can ignore the optional module. Put simply, an option defended by "If you don't like it, don't use it."

Data from Star Trek again comes to mind, of how his character evolved over many seasons and through several movies. Going from socially inept/ignorant despite all his knowledge to being a little more relateable, if not still having his own quirks. And having an antisocial sort of 'older brother' Lore...

Quote from: Canute on March 29, 2015, 05:29:46 PM
Shouldn't you rename it to ELIZA then ? :-)
Maybe start a poll, but i vote against Social skill.

But someone mention at some other thread about a full body protese, like at Ghost in the shell. Maybe you can transfer the pawn-brain/knowledge into a MAI body.
These MAI/pawn hybrid can have social skills :-)

Yeah, after I posted my previous post here, I brought up that subject (Ghost in the Shell Cyberbrains and full Prosthetic Bodies) in the Cybernetic Storm thread, of skipping augmenting the body, augmenting the brain, yanking it out and tossing it in a fully artificial body.
Also, end of my previous post, line starting with "Random crazy idea..."


Quote from: Dragoon on March 29, 2015, 05:58:25 PM
hmmm a surgery to install a human brain that was harvested into an mai...
For best results, use Prosthophile. For worst results, use Prosthophobe and for the love of all that is good and nice don't give them a weapon.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: hector212121 on March 29, 2015, 07:55:45 PM
Make MAI nicknamable.

Edit:...I think one of my non-enhanced AIs just got...beat to death by a medi-charge station.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 29, 2015, 08:57:08 PM
Quote from: hector212121 on March 29, 2015, 07:55:45 PM
Make MAI nicknamable.
The long name may 'hide' the first rename option, but there is a second place to find the rename option.

Select the MAI in question.
Select the "i" to the right of the name in the info box on the lower left of the screen.
This brings up a Stats window, select the Character tab at the top.
Under the Character tab, to the right of the name is the secondary location of the rename colonist icon.
Of note, the game doesn't save names with spaces properly, so use underscores if needed.
The best example is their default name, Mobile_Artificial_Intelligence.

Edit:
(minor tweak)

Your MAI got beat to death with what?
*scratches head*

Edit 2:
Bug report.
Been noticing MAI will, on rare occasion, try to drink something, but not finish. After accidentally leaving dev mod on after testing something earlier, and saw an error relating to MAI not drinking stuff pop up, and figured I would report it just in case.
Of note, I have seen this happen with base game beer, although this particular time it was a drink from another mod.

JobDriver threw exception in initAction. Pawn=Mai_Alpha, Job=Ingest(A=Espresso3145115, B=(-1000, -1000, -1000)), Exception: System.ArgumentException: SplitOff with count <= 0

Parameter name: count

  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComponents.SplitOff (Int32 count) [0x00000] in <filename unknown>:0

  at RimWorld.Meal.SplitOff (Int32 count) [0x00000] in <filename unknown>:0

  at Verse.Thing.Ingested (Verse.Pawn ingester, Single nutritionWanted) [0x00000] in <filename unknown>:0

  at RimWorld.Meal.Ingested (Verse.Pawn eater, Single nutritionWanted) [0x00000] in <filename unknown>:0

  at RimWorld.Toils_Ingest+<FinishChewing>c__AnonStorey15F.<>m__9B () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.BeginNextToil () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Latta on March 29, 2015, 09:32:45 PM
Yes, MAI is famous for her alcoholic love!
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 29, 2015, 10:53:54 PM
Quote from: Latta on March 29, 2015, 09:32:45 PM
Yes, MAI is famous for her alcoholic love!
And for a love of smoking and drinking coffee/espresso when mixing other mods with the NotOnlyBeer mod.


A robot that drinks beer and smokes cigars... I can't help but think this is building up to one big unintended Futurama reference...  The only thing missing is bending stuff and belching fire... (and there is a mod that adds a flamethrower...)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: hector212121 on March 30, 2015, 07:02:57 AM
I have no idea. One of my injured MAIs went to a recharge station, and then it said "Mai has been beaten to death."
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 30, 2015, 11:07:05 AM
Quote from: hector212121 on March 30, 2015, 07:02:57 AM
I have no idea. One of my injured MAIs went to a recharge station, and then it said "Mai has been beaten to death."

An injured MAI?
You should make sure they are allowed to be a Patient and can get to a medical bed ASAP.

An MAI will quickly 'bandage' their own wounds when in a medical bed, then go back to their usual tasks.
That way they don't wander around injured, 'bleed to death', and then blow up someplace (possibly important) in the colony...
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: hector212121 on March 30, 2015, 12:04:01 PM
They were IN the medical charge station. That's when they were 'beaten to death'...
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 30, 2015, 12:21:02 PM
Quote from: hector212121 on March 30, 2015, 12:04:01 PM
They were IN the medical charge station. That's when they were 'beaten to death'...
Oh, so the Recharge Station in question was set as a Medical Bed, and not personally assigned to the MAI in question?
Edit:
Also, did the Recharge Station have an adjacent Nanite Assembler with Plasteel in it?
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: hector212121 on March 30, 2015, 01:48:55 PM
Yes to all.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on March 30, 2015, 03:47:44 PM
The beaten to death MAI could be just that she died there. I use a special command to make Mai unconscious when the sleep level is too low. It may have been that what brought you the beaten to death message, but it should normally not happen inside the recharge station. Hmm, only when she received some kind of damage that killed her..
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: hector212121 on March 30, 2015, 04:39:38 PM
Perhaps add a AI Pawn Reactivating station? So if one of your MAIs die, you can salvage them into, well, another AI pawn, maybe for just gold or the plasteel?
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 30, 2015, 07:19:23 PM
Quote from: hector212121 on March 30, 2015, 04:39:38 PM
Perhaps add a AI Pawn Reactivating station? So if one of your MAIs die, you can salvage them into, well, another AI pawn, maybe for just gold or the plasteel?

That sounds like a nifty idea, except for one slight problem.
From the OP
QuoteCaution: Once her damage is too high or even when her batteries are empty, she will initiate her emergency self destruction program. Try not to be anywhere nearby when she does that..

Didn't your MAI self destruct/explode?

Quote from: Haplo on March 30, 2015, 03:47:44 PM
The beaten to death MAI could be just that she died there. I use a special command to make Mai unconscious when the sleep level is too low. It may have been that what brought you the beaten to death message, but it should normally not happen inside the recharge station. Hmm, only when she received some kind of damage that killed her..

Could it be due to the Recharge Station in question being set as a Medical Bed and not a Personal Bed?
Does the 'knock out' thing cause damage in any way?
Can MAI self repair in a Recharge Station/Medical Bed if 'knocked out'? Or would being knocked out disable self repair and cause a chance to die from a bleeding type injury?

Edit:
One question that popped into mind, due to trying to make a space efficient 'recharge room' for several MAIs.
Can a Nanite Assembler work with multiple adjacent Recharge Stations, or does each Recharge Station need its own Nanite Assembler?
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on March 31, 2015, 12:51:00 AM
You can use one assembler for multiple beds. That works just fine.

For Mai leaving a body: that does happen sometimes. I'm working on reducing the occurrence, but I'm unsure if I'll ever fix it for all possibilities.. :(
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: mrofa on March 31, 2015, 01:56:36 PM
I was just wondering can Mai Ai can have a hangover ?
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on March 31, 2015, 02:50:14 PM
To be honest, I'm not sure, maybe? Maybe not?
Don't know if it isn't disabled because of her being not made of flesh..
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on March 31, 2015, 04:14:37 PM
My MAI presently has a caffeine buzz, from coffee that is from one of the mods I use (I think Finer Things).
She has a thought of Sick, -5.
Under Health/injuries, "Whole Body            Caffeine (wired)"
Due to that, Consciousness is 115%, Movement is 120%.
It's kind of amusing, to say the least.

Edit:
Well then...
Of my two MAIs, I was checking them and saw that Mai_Beta has Caffeine (Jacked up), and the previous one, Mai_Alpha, now has Hangover (pounding)
So, yeah... they can get drunk and hungover...

Edit 2:
Bug report.
The 'knock out MAI if very low energy' thing can cause major damage to an MAI.

One of my MAI severely injured without warning. She was off in some 'dead end' corner of my colony (literally, game AI having bad pahtfinding involving building walls...), when I got a 'colonist needs rescue' alert. I found an MAI with major damage, nothing is around, on account of being 'walled in'. When I checked the health tab, I was a bit shocked.
Whole Body: Anesthetic. (understandable, considering the 'knock out' thing)
Right Arm: Crack
Left Leg: Gunshot

It would seem the 'knock out' thing is capable of crippling an MAI with severe damage.

If that other 'beaten to death' MAI reported before was in a recharge station set as a medical bed, during the day, she wouldn't recharge (sleep), and could run low on energy, and if already injured, taking multiple severe injuries to already badly damaged parts could explain the 'beaten to death' part.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: LustrousWolf on April 05, 2015, 02:10:31 PM
Whats Miscellaneous Animals? :o
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on April 06, 2015, 02:30:43 PM
The cobra and some other animals aren't as friendly if you get too close as they are in vanilla :)
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on April 13, 2015, 07:41:18 PM
Holy crud...
That 'knock out' effect is trigger happy as heck at times.

My latest MAI 'knock out' effect experience shocked me during a battle with mechanoids, while said MAI in question was with a small group providing sniper support for the main defensive line.
No shots were fired at the group, and there was no friendly fire, and no damage from the battle in general aside from already healed burns from a stray incendiary shot when trying to ambush a Centipede in rocky terrain early on.
Yet down the MAI went, and a quick check showed energy was about empty.

Counting her new injuries, there were 19 of them (which have no damage sources listed). 3 gunshot, and 16 cracks (mostly orange, with a few red and yellow), basically spread out everywhere.

After a sedate and rescue and getting her to her assigned recharge station, an undrafted doctor at the end of the battle ran off to tend to her with an estimated 10+ Glitterworld Medicine, since they are getting 100% heal chances due to the Glitterworld Medicine, it means 9 of the 'poorly set' injuries were likely from the MAI self repairing before the doctor was available.
The adjacent Nanite Assembler had 75 Plasteel, which was originally forbidden since my colonists sometimes prefer swiping plasteeel from there rather than the main stockpile for construction/crafting, and no plasteel was used at all during this time.
Even with being told to rest and heal in a Recharge Station set as a medical bed, with an adjacent Nanite Assembler with (unforbidden) plasteel (none of which was used), it took a number days for the MAI to just recover from the injuries sustained, but it took a night or two of bed rest in a medical recharge station before any sort of 'accelerated healing' was noticed, and only while actually sleeping.

Isn't plasteel from the Nanite Assembler supposed to be used to help with MAI repairs?

It seems the game's idea of 'knock out' is 'randomly apply severe injuries until pawn is incapacitated'...

On a side note, I've noticed the MAI wounds are a sort of solid 'pink' color (like I have seen used as the background color for sprite sheets). Don't they have any sort of 'custom' wounds to take place of the 'bloody' wounds normal pawns get? Or is that a bug?

Edit: Small update.

Edit 2:
On a side note, the MAI/group in question were protected by an ED2 Fortress Shield, which also ruled out any off those injuries being caused by the mechanoids.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: hector212121 on April 13, 2015, 08:43:24 PM
Nanite Assembler rebuilds stuff...

Why not use Anesthetic to KO a Mai?
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: Haplo on April 14, 2015, 01:13:10 AM
Quote from: hector212121 on April 13, 2015, 08:43:24 PM
Why not use Anesthetic to KO a Mai?
I can't use Anesthetic because that is used as the only way to rescue Mai without explosion. And other illnesses will be automatically healed. So for now the game variant to down must be used. Maybe I'll think of something better...

For the Assembler: it is as Hector said: it is only used to repair lost body parts. Healing itself is used by the internal heal function. But you're right. I think I've disabled the self heal when in station, because the recharge station heals also..
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: rditto48801 on April 14, 2015, 11:29:50 AM
Ah, so the Nanite Assembler doesn't address regular injuries, just missing limbs/organs?
That explains a lot.
Is it normal for doctors to run off to treat MAIs using medicine? Or just unavoidable due to how the game works?
Would it be possible for an MAI in a Recharge Station apply 'bandages' more quickly, and of good quality, so medicine is not wasted on them?

For disabling an MAI.
What about statuses related to tiredness? Or 'chemical' effects like Beer in the base game, and even stuff like Coffee from the Finer Things mod, which affect stats like movement?
Wouldn't that be an angle to work with?

Toss in inspiration from a bug where the game goofs and spawns a visiting pawn that has a peg leg and also has Frail and Bad Back, causing them to basically spawn and become incapacitated immediately due to having 0% movement., despite being otherwise uninjured

So how about spawning special status effects/debuffs on MAI that slap on a huge movement penalty to incapacitate MAI and alert to 'colonists needs rescue'?
For lack of better terms, going from the 'beat half to death until incapacitated' option the game has at present and go with a 'to drunk to stand' type option...

Or how about several levels of status effects just for MAI, based on how low energy is?
Basically MAI equivalents to Tired, Very Tired, and Exhausted (hopefully triggering an 'exhausted' type alert), with a secondary status to warn if MAI self destruct could be imminent (if exhausted and/or incapacitated).
Some with their own color change. Nothing for tired, the usual mild red tint when Very Tired, a brighter/deeper red when Exhausted, and when incapacitated, a dark gray color with solid blight red visor (with no 'eyes'), to give that extra 'this is not good' feel to things.
Title: Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.2b / 14.03.2015)
Post by: hector212121 on April 14, 2015, 03:09:01 PM
Might I suggest Boosted Limbs in the Mai mod? Possibly with +40%(to reflect the lack of limits because of being alive) to their respective things? Including things like Overclocked CPUs and so on.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.0 / 16.04.2015)
Post by: Haplo on April 16, 2015, 03:36:53 PM
Ok, here is the first update to alpha 10.

I have made a few small changes:
-Door Key Jobs are removed (Reason: No more Door Keys)
-Locked Door is also removed (For some reason a door with this code isn't a valid door anymore, so.. out with the old..)
-I have changed the Traders so, that you can designate an area for them via Metal Plate flooring.
Designate an outdoor area for them with some metal plates flooring and if theres enough room, they try to place their tent there.
-The draining pump isn't researchable anymore. Now you can buy it from a trader if you need one.
-The WeaponBase uses another way to hold the weapons. So now the normalize problem should (hopefully) be fixed :)

As always, Mai will take a bit longer :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.0 / 16.04.2015)
Post by: hector212121 on April 16, 2015, 03:44:26 PM
How about the ability to request trades? :) Maybe at a worse rate?
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.0 / 16.04.2015)
Post by: Haplo on April 16, 2015, 03:47:28 PM
Nope, I would place that under slight cheating, so that isn't anything I'll add anytime soon. Sorry.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.0 / 16.04.2015)
Post by: hector212121 on April 16, 2015, 04:21:50 PM
Maybe make it so good bartering worsens relations when trading and you can only trade with a faction over 50 relations, up to one time a year? :o
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.0 / 16.04.2015)
Post by: LanMc on April 17, 2015, 12:49:11 PM
Quote from: Haplo on April 16, 2015, 03:36:53 PM
Ok, here is the first update to alpha 10.

I have made a few small changes:
-Door Key Jobs are removed (Reason: No more Door Keys)
-Locked Door is also removed (For some reason a door with this code isn't a valid door anymore, so.. out with the old..)
-I have changed the Traders so, that you can designate an area for them via Metal Plate flooring.
Designate an outdoor area for them with some metal plates flooring and if theres enough room, they try to place their tent there.
-The draining pump isn't researchable anymore. Now you can buy it from a trader if you need one.
-The WeaponBase uses another way to hold the weapons. So now the normalize problem should (hopefully) be fixed :)

As always, Mai will take a bit longer :)

You are the Boss!  Thank you bunches!  I can't wait to try out the latest version!!!

Lan
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.0 / 16.04.2015)
Post by: skullywag on April 17, 2015, 05:32:16 PM
im getting an error about the job driver go trading when right clicking on a trader tent.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.0 / 16.04.2015)
Post by: Haplo on April 17, 2015, 06:21:32 PM
Can you give me the output_log, please?
I have tested it here, but I don't get an error...

Edit:
Ok, I got some out of bound errors.
I've updated the traders. And I've changed their search for Metal Tiles to Wooden Tiles. There just were too many metal tiles in old structures :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.1 / 18.04.2015)
Post by: hector212121 on April 18, 2015, 08:16:38 AM
Yeah. I kinda use wooden planks for making sure my windmills don't get trees. It's easy, cheap, and quick.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.1 / 18.04.2015)
Post by: ColdSkull1 on April 19, 2015, 07:20:52 PM
Hey got a bug where my colonist disappears when I interact with the visiting traders. Any help?
See attachment for screenshot.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.1 / 18.04.2015)
Post by: Haplo on April 20, 2015, 12:45:39 AM
Can you give me your output_log.txt file from your RimWorldxyz_data subfolder?
There the error should be shown in more detail.
Right now it looks like there is a problem with the jobdrivers report string..
I'll look into it.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Haplo on April 20, 2015, 01:34:48 PM
Update:
Hopefully this will fix the vanishing colonist bug.
They vanished when the trading post was placed on their position.
Hopefully it works better now. If there still are vanishing colonists, please let me know.
Thank you. :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: ColdSkull1 on April 21, 2015, 09:48:07 PM
@ Haplo

See attached for the file. Thanks for the help

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Haplo on April 22, 2015, 05:22:14 PM
@ColdSkull1:
Sorry, but you've started a new game after the error. The output_log.txt file will be newly created at every game start. I can only take a look into it, if you send me a file from shortly after the error without a restart of RimWorld. Just exit the game and make a copy of the output_log.txt file. Only then will the error still be in there. Sorry.

@Canute:
The first critical issue you have is this part:

NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingIDMaker.GiveIDTo (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.Thing.PostMake () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.ModController.OnLevelWasLoaded (Int32 level) [0x00000] in <filename unknown>:0


The part with the Trader:
Could not resolve reference to object with loadID TradingPost58874 of type Trader.Building_TradingPost. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?
is rather harmless. It's a loading error of the tent building. But nothing serious. It could result in an error when you interact with it. Or it could do nothing dangerous at all.

More interesting is this line:
Tried to get pawn head at path Things/Pawn/Humanoid/Heads/Male/Male_Narrow_Normal with color RGBA(1.000, 0.937, 0.835, 1.000) that was not found. Defaulting...
This shows that RimWorld couldn't load the head graphics of your pawns. But this is extremely unusual, as they are part of the vanilla resources. My guess is, that it has something to do with the error from EdBs Prepare Carefully.. But as that looks like a problem calculating something, I'm not too sure. But it definitely has nothing to do with the Traders, as there is nothing in ther, that changes anything of a pawn..

The head graphic missing happened for all your people. And this might be the problem you couldn't load because this might be the result:
Exception drawing Jogger: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PawnUtility.GetPosture (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0


Sorry, but I couldn't find anything that could be caused by Miscellaneous.
The trader tent id, I don't know, but it looks more like something was misconfigured at savetime. It may have been a problem from the early alpha 10 versions... I'm just not sure.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Chaplain on April 25, 2015, 12:13:59 AM
So is it wrong that every time I play around with MAI I start humming Mother Maiamai (https://www.youtube.com/watch?v=D4rocqojewM)?
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Kolljak on April 25, 2015, 02:28:55 PM
I cant seem to find the MAI is it not added yet? or updated?
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Kolljak on April 25, 2015, 04:29:01 PM
Well someone said something about the mai's and i was asking wether it had been updated read the post. im not asking if its part of this pack.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Haplo on April 26, 2015, 04:38:20 AM
Mai isn't updated as of now. Because of the arrival of something small, my free time to code is nonexistent right now.
But as soon as I find a minute I'll continue to update her.
Sorry about that. ;D
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: harpo99999 on April 26, 2015, 05:55:26 AM
Quote from: Haplo on April 26, 2015, 04:38:20 AM
Mai isn't updated as of now. Because of the arrival of something small, my free time to code is nonexistent right now.
But as soon as I find a minute I'll continue to update her.
Sorry about that. ;D
so you have managed to get  a variable SIZED mai, just how much work was it to get that?
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: skullywag on April 26, 2015, 07:12:29 AM
Haplo can I have permission to split out your faction traders for my OmniPack?
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Haplo on April 26, 2015, 11:05:32 AM
Sure, as long as you credit it, I don't have any problems with it.
Don't forget to add mrofa too, as he made the tents.
But you could also use the vanilla enhanced version?

Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: skullywag on April 26, 2015, 12:02:05 PM
Of course credits will be given, I hadnt even see the vanilla enhanced version....ill have a look.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: hector212121 on May 01, 2015, 05:52:32 AM
If I attack a trading post, I get 40 free steel!

...

Seems legit.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Ninefinger on May 01, 2015, 09:34:35 AM
what does a brain pal do exactly, and how do i get one, do i have to wait for a trader to sell it, or can it be crafted?
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Ninefinger on May 01, 2015, 11:14:48 AM
Quote from: Canute on May 01, 2015, 11:02:44 AM
Both brain pal enchance Sight and Manipulation.
But the only way to get them are to buy them from a trader or extract them from a Raider.
They are a bit better then the positronic brain from SC.

ok cool, thanks for the info!
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Ninefinger on May 05, 2015, 04:27:23 AM
Small issue, when i try to force pawn to go eat with eitehr the console or using Shift E when they pick the food up this eeror pops up: Tried to do PickupIngestible toil with job.maxNumToCarry = -1

any help would be appreciated.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Haplo on May 05, 2015, 05:55:35 AM
Hmm, that Looks like something from the new alpha that I have missed.
Sorry, I'll correct it in the next release, but it will take a bit, because of a few things I'm working on (except Mai, that is..)
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Ninefinger on May 05, 2015, 06:02:52 AM
Quote from: Haplo on May 05, 2015, 05:55:35 AM
Hmm, that Looks like something from the new alpha that I have missed.
Sorry, I'll correct it in the next release, but it will take a bit, because of a few things I'm working on (except Mai, that is..)

ok sounds good this also happens with colonist key bind groups as well Shift E just so your informed. Hope you can get it fixed soonish :D
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Hammurapie on May 05, 2015, 08:43:31 AM
Quote from: Haplo on May 05, 2015, 05:55:35 AM
Sorry, I'll correct it in the next release, but it will take a bit, because of a few things I'm working on (except Mai, that is..)
Can you give approximate date when MAI comes out? I didn't even bother playing alpha 10 'cause roleplaying desolate base with only robots around, so I'm checking this thread for updates everyday. Thx in advance.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Haplo on May 06, 2015, 03:05:15 PM
I'm sorry, but most likely it will take a while longer. So not this week.
But here is a teaser of what I'm adding for now... ;)

(https://ludeon.com/forums/index.php?action=dlattach;topic=3612.0;attach=8037)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: Hammurapie on May 07, 2015, 10:18:18 AM
 That's nice, but honestly I just want the MAI part, every other mod I use is updated to a10 so I'm just killing time playing Dwarf Fortress and checking this thread periodically.
Title: Re: [MOD] (Alpha 10) Miscellaneous w/o MAI (V 1.10.2 / 20.04.2015)
Post by: mrofa on May 07, 2015, 04:03:18 PM
Quote from: Canute on May 07, 2015, 12:54:06 PM
But don't tell us now, you will include the Stargate from the other Mod where you can send the Team to research the anomaly ! :-)


You spoiled all the mystery :P
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: Haplo on May 14, 2015, 07:56:45 AM
So, finally I present to you Update 1.10.3!

This update took a while, but it has some cool new features :)
So, here is a short description of what I've done all this time:

Updated MAI
Updating MAI was one of the hardest parts I've done here.
Not because of the code I've written, but more for the figuring out how the new hediffs work.

Added Cleaningbot/Haulingbot
This is another part why MAI took so long. I've started in alpha 9 on the robots, but there the minified objects didn't work so good. Now you can buy yourself a cleaning bot or a hauling bot. If you don't want to do it yourself, you can also buy an inactive MAI which just needs to be finished up.

Added Robot Trader
This was a needed part to get you a way to buy robots. So here it is, the robotics trader. This is also where you can get an inactive MAI if you don't want to build one yourself. But note that it's still needed to research the options you want MAI to have except hauling before doing that!

Tactical Computer + Computer Terminal are now JoyGivers and Minifiable
The tactical computer and the computer terminal also got a few overhauls. It is now minifiable and you can't build it anymore. But if you happen to get an exotic trader, it may have one or two available.
They are also bot JoyGivers, which means, that your colonists will use them to get their joy increased. (What they'll do is for you to find out.)

Added Incident Anomaly
And this is the other part, what took so long. I've build a new incident. This is actually an idea mrofa had, that I've just implemented, so big thanks there :)
This one is a bit different from the normal incidents, as you need to send a few of your colonists on a mission which lasts a few days. But with a bit of luck you'll get something good out of it :)
Note: This incident will only fire, if you have a tactical computer built and powered up and this is the main reason, why you need to start a new colony.

WeaponBase
The weapon base is also something I've changed. Now you can only build the manable weapon base by yourself.
If you want to have the automatic version, it must be bought from exotic traders.
Both versions are now minifiable

Various BugFixes
And there where a few bugs reported. I hope I've addressed them all now.
Please tell me, if there's one I've missed.


For now I've not updated the Vanilla Enhanced version. I'm unsure what it should get, as the tactical computer is now both a joygiver and a needed object for the incident. Also the WeaponBase is overhauled, to it would fit the vanilla style better..
We'll see, we'll see...


CAUTION:
You need to make a clean installation! So delete the old Miscellaneous folder beforehand!
Also to get the anomaly incident you'll need to start a new colony!



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: Ninefinger on May 14, 2015, 08:56:20 AM
Awesome! Bugs are fixed perfectly, and i love the minified tactical computer. :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: LanMc on May 14, 2015, 09:28:48 AM
Showing the love  --  Thank you, thank you, thank you!  I missed MAI terribly!!!  The cleaning bots sound awesome too!!!

Looking forward to the new incident anomaly too. 

Going to install this right freaking now!!!
Lan
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: Hammurapie on May 14, 2015, 10:49:19 AM
Quote from: LanMc on May 14, 2015, 09:28:48 AM
Showing the love  --  Thank you, thank you, thank you!  I missed MAI terribly!!!  The cleaning bots sound awesome too!!!

Looking forward to the new incident anomaly too. 

Going to install this right freaking now!!!
Lan
+
Big thanks to everyone involved on this mod, couldn't roleplay without it.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: Ninefinger on May 14, 2015, 10:51:35 AM
I was wondering about the MAI, can you build multiple MAI's or just the one, i was thinking about replacing the droids mod from MD2 with this mod however i am uncertain weather or not it will serve basically all the same purposes. Since it feels a little redundant to use both MD2 Droids and MAI together but maybe im wrong...?
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: LittleGreenStone on May 14, 2015, 10:56:36 AM
Quote from: Ninefinger on May 14, 2015, 10:51:35 AM
I was wondering about the MAI, can you build multiple MAI's or just the one, i was thinking about replacing the droids mod from MD2 with this mod however i am uncertain weather or not it will serve basically all the same purposes. Since it feels a little redundant to use both MD2 Droids and MAI together but maybe im wrong...?

MD2 gives relatively cheap, single purpose droids, different than the fully functional MAI. I think you could certainly make use of both, it's only the matter of balancing them out. ^^

E.: Dayum, I almost forgot. YEAH! MAI'S BACK! Awesome! Thank you!
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: Ninefinger on May 14, 2015, 11:38:59 AM
Quote from: LittleGreenStone on May 14, 2015, 10:56:36 AM
MD2 gives relatively cheap, single purpose droids, different than the fully functional MAI. I think you could certainly make use of both, it's only the matter of balancing them out. ^^

E.: Dayum, I almost forgot. YEAH! MAI'S BACK! Awesome! Thank you!

Quote from: Canute on May 14, 2015, 11:22:36 AM
You can build so many MAI's you want, but to activate an advanced MAI you need the expensive AI core's. The simple MAI's just need some plasteel and gold.

IMO the ED2 droids are a bit overpowered, they are specialized yes but they start with skill 14.


Ok thanks for the info guys, one last question, can someone elaborate a bit more on "Note: Once Mai (3) has been awoken, she won't allow further access to her programming, so denying you the abillity to upgrade her. Because of this, you should research everything, that you want for her to know, before hand."

what research needs to be finished for her to be fully programmed?
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: LanMc on May 14, 2015, 11:55:20 AM
Quote from: Ninefinger on May 14, 2015, 11:38:59 AM
what research needs to be finished for her to be fully programmed?

When researching MAI's you have to literally research every job you want MAI's to do.  So if I want mine to be able to craft and cook, then I have to research both of them before I build her.  If I want her to be able to do everything - short of caring/social then I have to research everything before I build her.

It's a lot of research - but IMO it is well worth the effort!  I can't live without my Pookie (Name I give my MAI.)

Hope this helps!
Lan
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: LittleGreenStone on May 14, 2015, 12:23:49 PM
Quote from: LanMc on May 14, 2015, 11:55:20 AM
Quote from: Ninefinger on May 14, 2015, 11:38:59 AM
what research needs to be finished for her to be fully programmed?

When researching MAI's you have to literally research every job you want MAI's to do.  So if I want mine to be able to craft and cook, then I have to research both of them before I build her.  If I want her to be able to do everything - short of caring/social then I have to research everything before I build her.

It's a lot of research - but IMO it is well worth the effort!  I can't live without my Pookie (Name I give my MAI.)

Hope this helps!
Lan

Pretty much that. As I said, it's an expensive, full-fledged (superior, even) colonist which takes quite some time and effort to build. One by one, each and every skill (i.e. growing) must be researched if you want a "super-colonist", because once you build it, further research will not magically bestow pawns the newly researched skills.
It's your choice Nine, will you?
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: Nimrod on May 14, 2015, 12:31:05 PM
Quote from: LittleGreenStone on May 14, 2015, 12:23:49 PM
Quote from: LanMc on May 14, 2015, 11:55:20 AM
Quote from: Ninefinger on May 14, 2015, 11:38:59 AM
what research needs to be finished for her to be fully programmed?

When researching MAI's you have to literally research every job you want MAI's to do.  So if I want mine to be able to craft and cook, then I have to research both of them before I build her.  If I want her to be able to do everything - short of caring/social then I have to research everything before I build her.

It's a lot of research - but IMO it is well worth the effort!  I can't live without my Pookie (Name I give my MAI.)

Hope this helps!
Lan

Pretty much that. As I said, it's an expensive, full-fledged (superior, even) colonist which takes quite some time and effort to build. One by one, each and every skill (i.e. growing) must be researched if you want a "super-colonist", because once you build it, further research will not magically bestow pawns the newly researched skills.
It's your choice Nine, will you?

Thats said (MAI sounds nice) are there still "stupid" droids available? Personally I only use haulers and miners ... I kinda like them going at it 24/7 and going home to recharge :)

cheers
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: Ninefinger on May 14, 2015, 01:26:33 PM
Found a bug with the minified turret base it shows up in the security tab but i can not place it down to have it constructed, i had to make a recipe to craft one at one of my work benches then install it.

Also uninstalling the turret base after installing a weapon throws an error stating the weapon was destroyed, i dont care if the weapon gets destroyed however it would be nice if it didnt throw an error.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: Haplo on May 14, 2015, 04:51:04 PM
Hmm I'll look into it tomorrow. I have tested it for the drop out of the weapon. Don't know what happened there :(
Hmm I hope the menu problem isn't a new minified problem..
But if it is, then the manable weapon base won't be minifiable for much longer..
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)
Post by: Ninefinger on May 14, 2015, 05:52:09 PM
Quote from: Haplo on May 14, 2015, 04:51:04 PM
Hmm I'll look into it tomorrow. I have tested it for the drop out of the weapon. Don't know what happened there :(
Hmm I hope the menu problem isn't a new minified problem..
But if it is, then the manable weapon base won't be minifiable for much longer..

Yeah i believe it has to do with it being minified, i think it would be better to have it back the way it was. One less thing to have to worry about for the trader to have to sell as well.

Also i was wondering if it would be possible to make it slightly more modular so that we can remove, Draining pump, Nano Printer, nano storage, and the turret base as long as all corresponding files are removed without it throwing harmless errors.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4 / 15.05.2015)
Post by: Haplo on May 15, 2015, 07:16:41 AM
So, hotfixed to 1.10.4.
I've addressed the following problems:
-WeaponBase  - The manual one is no longer a minified object, the buyable one still is a minfied one. Thanks to Ninefinger for the bug reports.
-Robots - Various bugfixes and some optimizations. Thanks to Canute for the bug report and tips.
-RechargeStation for MAI is no longer a minifiable object. I've seen that there is the same problem as with the WeaponBase.

Hopefully now I've fixed most problems. :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4 / 15.05.2015)
Post by: Ninefinger on May 15, 2015, 08:16:04 AM
Quote from: Haplo on May 15, 2015, 07:16:41 AM
So, hotfixed to 1.10.4.
I've addressed the following problems:
-WeaponBase  - The manual one is no longer a minified object, the buyable one still is a minfied one. Thanks to Ninefinger for the bug reports.
-Robots - Various bugfixes and some optimizations. Thanks to Canute for the bug report and tips.
-RechargeStation for MAI is no longer a minifiable object. I've seen that there is the same problem as with the WeaponBase.

Hopefully now I've fixed most problems. :)

Awesome, great work. If your not to busy at some point would you be able to make some stuff modular I would like to be able to remove, Draining pump, Nano Printer, nano storage, and the turret base. without seeing Def-Linked Translation error: Found no Verse.Thing Def named... even though i know these are harmless i just would like to see a clean log so its not a huge deal but would be greatly appreciated.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: Haplo on May 15, 2015, 03:58:16 PM
I've updated the Vanilla Enhanced version. It is like your request, only with the weapon base active.
To remove that, just remove everything inside, that has WeaponBase or Turret in it's name.
(Don't forget the Language folder, as there are the files that are throwing your Translation errors :) )
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: Ninefinger on May 15, 2015, 04:01:15 PM
Quote from: Haplo on May 15, 2015, 03:58:16 PM
I've updated the Vanilla Enhanced version. It is like your request, only with the weapon base active.
To remove that, just remove everything inside, that has WeaponBase or Turret in it's name.
(Don't forget the Language folder, as there are the files that are throwing your Translation errors :) )

Awesome thanks man! thats perfect, not that it wasn't already working perfect, im just picky when it comes to the log file lol. :D

EDIT: Oh yeah the language files loool, i knew i must have been missign something. Im such a derp.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: skyarkhangel on May 16, 2015, 01:30:34 PM
Quote from: Haplo on May 15, 2015, 03:58:16 PM

Hi, Haplo. How about the opportunity to make defs lines from mod code for translation?
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: Haplo on May 16, 2015, 02:47:33 PM
Hi skyarkhangel,
Are you asking to provide translations? Or are you asking for a translation? Or are you asking how to translate?
The first, I'm always happy to integrate translations to a language I don't speak,
and the second, personally I can only speak german and english. So any other translation can't come from my side. Sorry :)
If it's the third, Normally I have everything you need in the language sub-folder. Make a copy of the english (or german) language and translate the text inside the xml-tags. Lastly just change the foldername to your language. That should be enough for it to work.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: skyarkhangel on May 16, 2015, 07:08:36 PM
Quote from: Haplo on May 16, 2015, 02:47:33 PM
Hi skyarkhangel,
Are you asking to provide translations? Or are you asking for a translation? Or are you asking how to translate?
The first, I'm always happy to integrate translations to a language I don't speak,
and the second, personally I can only speak german and english. So any other translation can't come from my side. Sorry :)
If it's the third, Normally I have everything you need in the language sub-folder. Make a copy of the english (or german) language and translate the text inside the xml-tags. Lastly just change the foldername to your language. That should be enough for it to work.

Ok. I translate and send you the translation. I was worried about that maybe not all of the text to be translated.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: Haplo on May 17, 2015, 06:22:25 AM
Good idea. I'll do that in the next update :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: hector212121 on May 19, 2015, 03:07:38 PM
Miiiinor thing.

You can repeatedly murder cleaningbots for steel.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: Haplo on May 19, 2015, 03:10:22 PM
How do you do that? I thought I made them that if they are downed they explode and their base with them?
Don't they do that? :(
I'll look into them and try to fix this hard to kill bug...
Thank you :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: hector212121 on May 19, 2015, 05:03:52 PM
If they're downed.

I used Pila. Enough damage to kill them outright.

Also, they make good 'torpedoes' ;) just toss them at enemy mortars a few dozen times and they'll destroy them eventually(either by blowing them up by being downed or by idiotic enemies using grenades)

Another note:I can't place recharge stations for Mai...
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.4b / 15.05.2015)
Post by: hector212121 on May 19, 2015, 06:29:29 PM
Actually, MAI and 'bots fall under humanoids.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on May 20, 2015, 04:18:58 PM
So, I've updated MAI and the Robots.
Please tell me, if you still manage to use the robots as unlimited walking bombs ;)

I've also changed the tactical computers, so that they are also found on robot traders (if the mod MAI is active)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: WHiZ on May 20, 2015, 05:08:55 PM
I've hit some problems with the vanilla version of the mod.. first off however i want to say thanks for the traders with the tents.. i love them..

the keybindings aren't working at all for me no matter what i do it wont remember the groups for recall. i've tried left/right shifts you name it.. i could find no control bindings that conflict. any suggestions are appreciated..
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on May 20, 2015, 05:19:39 PM
If you press 6-9 or 0, do you get a message? (No pawns selected or something like that?)

If not, then maybe you didn't have Miscellaneous active, when you started the colony?
That function and the anomaly incident use a MapComponent. This is a part that is added to a colony, when it's created.
It is not easy to add it later on. (Manual changing of the savegame is required to do this).
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: WHiZ on May 20, 2015, 06:22:05 PM
Quote from: Haplo on May 20, 2015, 05:19:39 PM
If you press 6-9 or 0, do you get a message? (No pawns selected or something like that?)

If not, then maybe you didn't have Miscellaneous active, when you started the colony?
That function and the anomaly incident use a MapComponent. This is a part that is added to a colony, when it's created.
It is not easy to add it later on. (Manual changing of the savegame is required to do this).

thanks for the speedy response!

That would explain it.. no it was a pre-existing colony... i suppose the instructions are similar to where i had to edit the save file to add the cavern mushroom mod.. are there instructions on what line to add somewhere?

For example i had to add for it a line to the components section.
Quote
   <components>
      <li Class="CaveworldFlora.MapComponent_CavePlant" />
   </components>
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: WHiZ on May 20, 2015, 07:54:58 PM
FYI incase anyone else wants to add it to an existing game.. the part to add is
Quote
      <li Class="ColonistSelections.MapComponent_ColonistSelections">
         <CellsGroup1 />
         <PawnsGroup1 />
         <CellsGroup2 />
         <PawnsGroup2 />
         <CellsGroup3 />
         <PawnsGroup3 />
         <CellsGroup4 />
         <PawnsGroup4 />
      </li>
      <li Class="TacticalComputer.MapComponent_ColonistsOutsideMap_Anomaly">
         <PawnsAtAnomaly>
            <maxStacks>99999</maxStacks>
            <contents />
         </PawnsAtAnomaly>
         <returnTicksAnomaly>124466</returnTicksAnomaly>
      </li>
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: nmid on May 21, 2015, 02:41:27 AM
one of my favorite mods from alpha4 days. Trying it out again.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on May 21, 2015, 02:41:47 PM
One thing I can't prevent is stuff from other mods. Today it is this, but tomorrow there is another conflict with another mod. Because of that I most likely won't do anything about it as long as it isn't a game crashing conflict.
I don't have the mod right now, but I think I know the result. A much to overpowered Rocket stream thrower? :)
I had one of those once with a vanilla thrower :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: mrofa on May 21, 2015, 05:14:26 PM
You can lock it to vanilia weapons only
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on May 21, 2015, 05:37:03 PM
Not without defining the allowed weapons. That would be against the basic of the weapon base, namely the acceptance of every weapon, even mod weapons.
I think I'll have to take a look why the Orion weapon launcher isn't seen as an invalid gun. Is it a one shot, self destroy weapon? Those shouldn't be accepted.. But most likely the self destruct part is missing or an modded part..
Will see, what I'll do..
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: WHiZ on May 23, 2015, 01:57:08 PM
for the terminal would it be possible to get a call "all hunters" as all hunters is different than all armed and is probably what most people would find more useful in regards to attacks.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on May 23, 2015, 03:04:14 PM
What do you need the hunters for in an attack?
If you want to call specific groups may I suggest the group keys? 6-9 is preset, but you can reconfigure them in the key configuration :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: WHiZ on May 23, 2015, 06:01:51 PM
Quote from: Haplo on May 23, 2015, 03:04:14 PM
What do you need the hunters for in an attack?
If you want to call specific groups may I suggest the group keys? 6-9 is preset, but you can reconfigure them in the key configuration :)

I meant more so people armed with long distance weapons as opposed to armed with any weapon at all.. I mentioned the hunter class as they all have ranged weapons so its an existing class.. Currently i do use the group keys, but i didn't think it would hurt to ask seeing it could be useful in some circumstances. =)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Timmiej93 on May 24, 2015, 10:06:33 AM
I've got some questions about this mod, and about editing it slightly for personal use, hope somebody can help here.

First off:
Is it possible to disable parts of the mod by editing/removing files, without breaking it? I don't really like the turrets from this pack in example, since I already got some extra turrets installed, and don't feel the need for more.

Secondly, how does the nano storage actually work? Does it multiply stack limit for it's storage by 10? Or can it hold like 10 stone chunks?

Finally: what does the animal pack contain? I'm not sure if I'm stupid or just blind, but I don't really see a description for it anywhere.

All help is appreciated!
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: sanya02 on May 27, 2015, 01:53:32 AM
Hi! Fixed a bug in Miscellaneous V1.10.5! The game does not have: 1) TacticalComputer, 2) TurretWeaponBaseAutomatic, 3) Terminal.
  I play Miscellaneous_1102b_HiRes all good!
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on May 27, 2015, 06:10:33 AM
That's not a bug. You can not build these anymore, but have to buy them from a trader (exotic trader or if available robots trader might carry them).
I've removed them from the normal build options. 8)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: sanya02 on May 27, 2015, 06:36:15 AM
Sorry) But I prefer the old version))
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Ninefinger on May 27, 2015, 08:45:19 AM
New system is much better ;)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: dokidoki on May 29, 2015, 04:41:17 PM
this is a great mod, but for some reason i using the Vanilla Enhanced. i cant find the Tactical Computer, and the WeaponBase only find the base turret. its no research for me to get the tactical computer. and i only see the Turret cooling.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on May 30, 2015, 06:19:24 AM
Please look at my last reply  ;)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Katorone on May 30, 2015, 07:04:21 AM
Edit: Sorry, wrong mod!
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: dokidoki on May 30, 2015, 11:15:55 AM
oh i see it ,sorry about that, but...what is Robots Trader? how to available?
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on May 30, 2015, 12:57:30 PM
The robots trader is a new trader you'll get if you have MAI active. Else you need to wait for an Exotic trader.
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: dokidoki on May 30, 2015, 01:42:49 PM
i see, so if i dont using the MAI mod, than i have to wait for an Exotic trader(just the Vanilla Enhanced?)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: pajok on June 09, 2015, 10:48:19 AM
Hi!

Can you make somehow, the hauler and the cleaner bot ,dont be counted as colonist?
They are usefull in work , but not in combat.

Anyway thanks for your work , I like your mod!
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on June 09, 2015, 12:32:22 PM
I'm sorry, but that unfortunately isn't possible, as I use the normal pawn as a base and just deactivate some of the not needed stuff for them. But as they are effectively colonist pawns, they can be found in all the menues.
At least I don't know of a way how I could do that without doing some really drastic changes..
But the storyteller at least shouldn't recognise them as pawns for his enemy calculations :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: pajok on June 10, 2015, 12:37:08 AM
OK!

Thanks the info. Than i will buy a lot of hauler!  :)
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: Haplo on June 10, 2015, 08:33:35 AM
That shouldn't be the case anymore. When they explode, their station explodes too. So you need to buy a new one afterwards ;P
Title: Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
Post by: nmid on June 11, 2015, 12:19:25 AM
Quote from: Canute on June 10, 2015, 04:09:21 PM
Hey you should add this to the description ! :-)
But i think this is to hard for this fragile bot, special the hauler you can't call them back that fast on a Raid or mad animals.
What do you think to add a spawn mechanism like the one for the MAI ?
50 steel, 10 plasteel to create a new cleaner/hauler ?
Yea, removes the pain in building a new station!
I am fine with paying more to create a new cleaner/hauler.. just minimize the mm :)
Title: Re: [MOD] (Alpha 11) Miscellaneous w/o MAI (V 1.11.0 / 11.06.2015)
Post by: Haplo on June 11, 2015, 04:18:15 PM
Update to Alpha 11.
Additionally there is a new incident: The Rumor of Ruins incident awaits you to be discovered.
Title: Re: [MOD] (Alpha 11) Miscellaneous w/o MAI (V 1.11.0 / 11.06.2015)
Post by: MightyN0ob on June 12, 2015, 10:38:34 PM
I cannot for the life of me figure out how to make the MAI - I researched everything, but nothing. Went into Dev mode, cant spawn it, or the thing the creates it.

Have a completely missed something, or am I just dumb?
Title: Re: [MOD] (Alpha 11) Miscellaneous w/o MAI (V 1.11.0 / 11.06.2015)
Post by: falcongrey on June 13, 2015, 12:35:37 AM
Quote from: MightyN0ob on June 12, 2015, 10:38:34 PM
I cannot for the life of me figure out how to make the MAI - I researched everything, but nothing. Went into Dev mode, cant spawn it, or the thing the creates it.

Have a completely missed something, or am I just dumb?

If you are playing Alpha 11, MAI doesn't work in it yet because it isn't updated.  If you are playing Alpha 10, make sure you downloaded the Alpha 10 files and then make sure you also installed MAI (it is seperte from the rest).
Title: Re: [MOD] (Alpha 11) Miscellaneous w/o MAI (V 1.11.0 / 11.06.2015)
Post by: MightyN0ob on June 13, 2015, 02:14:10 AM
Quote from: falcongrey on June 13, 2015, 12:35:37 AM
If you are playing Alpha 11, MAI doesn't work in it yet because it isn't updated.  If you are playing Alpha 10, make sure you downloaded the Alpha 10 files and then make sure you also installed MAI (it is seperte from the rest).

Ooooh. So I'm just dumb. :P

Now that I look at the title, I see that it says "w/o" not "with"

And apon seeing MAI Standalone crossed out on the front page... Yea - Got mixed up. Haha, Thanks.


Mai will be getting an update at some point, riiight? :)
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 13, 2015, 01:09:58 PM
And here is your next update:
This is the Alpha 11 release of MAI.
Hopefully I got all her bugs out :)
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: HBKRKO619 on June 13, 2015, 03:47:08 PM
I think you forgot the link for MAI in the OP ^^
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: RickyMartini on June 13, 2015, 05:05:10 PM
Is there any way to only obtain the keybinding from this mod?
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: dismar on June 13, 2015, 07:50:48 PM
Quote from: Haplo on June 13, 2015, 01:09:58 PM
And here is your next update:
This is the Alpha 11 release of MAI.
Hopefully I got all her bugs out :)
i missed my mai's thank Haplo!
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 14, 2015, 04:36:40 AM
Quote from: Skissor on June 13, 2015, 05:05:10 PM
Is there any way to only obtain the keybinding from this mod?
I'm not 100 percent sure, but I think you only need the colonist groups dll and the KeyXXXDefs. I'm not at my computer right now, but I think these are the only needed components.
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Kubouch on June 14, 2015, 07:02:12 AM
Hi, I really like ideas in the mod. Although this mod has been around forever I've never tried it so I decided to give it a go in A11  :). However, I find some of the information in OP a bit unclear.

1. Are Robots included in "Vanilla Enhanced"?

2. What are the new animals (and how do they look like)?

3. What exactly do BrainPals do?

4. There are two descriptions of "Vanilla Enhanced" in the OP. The lower one doesn't include "WeaponBase" and "Rumor of Ruins" (it's just outdated I guess).

I find the OP quite confusing. The features are not always described and contents of each mod variant are presented in different order so it is hard to compare them. Also there are two different descriptions of "Vanilla Enhanced".

As this is a collection of independent mods, I would suggest splitting the mod into individual mods. Each mod with a headline, description, screenshot and separate download. It would help both understanding what Miscellaneous does and allowing people to pick exactly what they want. Now if I want, for example, play only with Trader and Incidents, I need to download the whole mod, delete unneeded Defs and hope I didn't break something  :D.

I don't want to be offensive or something. I just feel these things could use some improvement. Consider it as a feedback - either use it or screw it. Either way you're doing awesome job. From the descriptions the mods are well thought over and balanced so I'm looking forward to try them after my final exam :-).
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Emottaja on June 14, 2015, 10:32:38 AM
Hey,
Tried out this mod today and got the new "rumors of ruins" event trigger, but it bugged out somehow. After I selected the colonist to sent out to explore and pressed the "ok" button, nothing happened. It was as if the event never happened. =/

I had a "toxic fallout" event present in my colony at the same time, wonder if that had something to do with that?

Just to let you know.
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: RickyMartini on June 14, 2015, 11:53:26 AM
Quote from: Haplo on June 14, 2015, 04:36:40 AM
Quote from: Skissor on June 13, 2015, 05:05:10 PM
Is there any way to only obtain the keybinding from this mod?
I'm not 100 percent sure, but I think you only need the colonist groups dll and the KeyXXXDefs. I'm not at my computer right now, but I think these are the only needed components.

Thanks, I'll try it out and will report back!
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 14, 2015, 01:50:21 PM
Quote from: Emottaja on June 14, 2015, 10:32:38 AM
Hey,
Tried out this mod today and got the new "rumors of ruins" event trigger, but it bugged out somehow. After I selected the colonist to sent out to explore and pressed the "ok" button, nothing happened. It was as if the event never happened. =/

I had a "toxic fallout" event present in my colony at the same time, wonder if that had something to do with that?

Just to let you know.

Hmm.. Could it be, that you had the outside area forbidden for the colonists you wanted to send? I think that may prevent the sending job to take root..
I'll take a look into it. Thanks for reporting :)
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 14, 2015, 01:51:30 PM
Quote from: Skissor on June 14, 2015, 11:53:26 AM
Quote from: Haplo on June 14, 2015, 04:36:40 AM
Quote from: Skissor on June 13, 2015, 05:05:10 PM
Is there any way to only obtain the keybinding from this mod?
I'm not 100 percent sure, but I think you only need the colonist groups dll and the KeyXXXDefs. I'm not at my computer right now, but I think these are the only needed components.

Thanks, I'll try it out and will report back!

Don't forget the language files. You need at least the english versions..
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: RickyMartini on June 14, 2015, 03:09:45 PM
Ok, I managed to shorten the mod and it works on new maps, but it doesn't on already existing maps (Pressing SHIFT-K and every other combo doesn't respond when loading an existing save)

Any idea why this is happening?
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: nuschler22 on June 14, 2015, 09:58:52 PM
I downloaded the Misc standalone.

Starting off in EdB prepare carefully, I've been able to add robots in the past.  I can't do that anymore.  Is it because it's now disallowed, or did I download the wrong one for robots?
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 15, 2015, 12:39:52 AM
I really need to update the descriptions...
Robots are a part of the MAI download. So if you only downloaded Miscellaneous and not MAI... :)

@Skissor:
Thats because of the MapComponent that handles the input. MapComponents are only added to a savegame when a new colony is started. If you want to add it to an older savegame you need to manipulate the savegame.
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: RickyMartini on June 15, 2015, 03:35:18 AM
Ok, thanks for the help Haplo!
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: nmid on June 15, 2015, 04:09:40 AM
in A10, I added this while I still had the overhaul mod pack.
Now I know that could be the problem here, so while I couldn't build an AI pawn on my own, I was able to purchase the AI pawns + hauler/cleaner bots from traders.
I was able to activate them all and can recharge the h/cleaner bots...but even after building the droid charging stations, my MAI don't use it. They go to 0 rest and then explode.
Any idea? I'm reasonably sure it's because I'm using this with the overhaul mod pack, but thought I'll ask.
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 15, 2015, 06:16:44 AM
MAI doesn't use the recharge stations of the bots. After you researched the base MAI research, you can build a recharge station for her. This station can be found under 'Furniture' and looks a bit like a hightech bed. There is also a nanite assembler which is needed to repair your MAI while recharging if she looses a limb.
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: nmid on June 15, 2015, 07:01:58 AM
D'oh!
recharge station  under 'Furniture' !!!

I was about to move to A11, because my colony with 3 MAI was 'unusable'.
Now that I know how to fix it, my 14 colonists will be both happy that I came back and insulted that I valued 3 MAI more than them.
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: nuschler22 on June 15, 2015, 08:34:18 PM
Quote from: Haplo on June 15, 2015, 12:39:52 AM
I really need to update the descriptions...
Robots are a part of the MAI download. So if you only downloaded Miscellaneous and not MAI... :)

@Skissor:
Thats because of the MapComponent that handles the input. MapComponents are only added to a savegame when a new colony is started. If you want to add it to an older savegame you need to manipulate the savegame.

I remember having robots and no MAI.  I think you might have walked me through removing MAI from it.  I'm sure it's somewhere (and easy enough to do considering I already did it).  Thanks. :)
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Simulacrum0 on June 16, 2015, 02:25:04 AM
can you make grouping work with Mechanical Defense 2 his droids don't count as colonists?
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: nmid on June 16, 2015, 02:33:12 AM
Quote from: Simulacrum0 on June 16, 2015, 02:25:04 AM
can you make grouping work with Mechanical Defense 2 his droids don't count as colonists?

Does MD2 and MAI work well together?
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 16, 2015, 03:11:05 AM
Honestly I haven't tried it, but I can't think of a reason why they shouldn't work together..

@Simulacrum0: I'm also not sure. I think MD2 also uses pawns, but can you draft them? If you can draft them it should theoretically work for them too.. But I didn't test it, so I'm not 100% sure about it.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Simulacrum0 on June 16, 2015, 05:36:26 AM
yes you can draft MD2 droids but trying to set as a group gives "no drafted colonists found"
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 16, 2015, 06:13:53 AM
Hmm, yes, that may be a Problem. When the droids aren't found in the Find.FreeColonists then the positioning has no way to find them as valid pawns. Hmm...
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: BMS on June 16, 2015, 07:06:26 AM
Quote from: Haplo on June 16, 2015, 06:13:53 AM
Hmm, yes, that may be a Problem. When the droids aren't found in the Find.FreeColonists then the positioning has no way to find them as valid pawns. Hmm...
pretty sure md2 turned the droids into a race last update - maybe your find friendly on the tac computer would work on find droids?
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: JerryBi on June 16, 2015, 11:38:05 AM
I constructed MAI with all upgrades.
I noticed that MAI Icon (EDB interface mod) become red so i clicked on computer terminal and i see there "go sleep".  And she used bed to "recharge"  (i dont built recharge stations at that moment)  - Is it supposed to be so?
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 16, 2015, 12:50:46 PM
No, normally she would go to her recharge station. But the go to sleep function is made for pawns and dont care of the kind of bed available.
It's a bit of an exploit right now, that can be used in that case. Maybe I'll do something about it, maybe not.. we'll see, but thanks for the report :)
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: nmid on June 17, 2015, 04:47:03 PM
Works great...
Ran the MAI + Misc-High Res + Core.. and it loaded fine.

Just curious, I'm seeing this yellow error in the debug log with a number of mods..


Config error in Bullet_RailgunMK1: Bullet_RailgunMK1 ends with a numerical digit, which is not allowed on ThingDefs.
Config error in Gun_RailgunMK1: Gun_RailgunMK1 ends with a numerical digit, which is not allowed on ThingDefs.


However it seems to work fine...
What does this error actually mean?
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Haplo on June 18, 2015, 03:22:04 AM
Yes, I'm sorry that's a small something I've missed. My def for the Railgun has a 1 at the end. RimWorld doesn't like that and complains, but still runs without problems.
I have a fixed version ready and will probably update this today or tomorrow.
Unfortunately then, if you already have a railgun, it may result in an savegame crash..
But as it's hard to get a railgun, I'm hopefull, that ist not too problematic.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: nmid on June 18, 2015, 04:13:06 AM
Nah, no worries.

I have a lot of other mods that have the same thing.
Just wanted to make sure it won't lead to my computer melting down a few days hence...
Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: Haplo on June 18, 2015, 04:37:18 PM
Update:
-The messages for the railgun are fixed
-The graphics for the WeaponBases are updated
-The treasures of the Anomaly / Ruins incidents are updated

Caution: Because of the Railgun update this update is NOT savegame compatible!

You can make the old savegame compatible like this:
Open your savegame-file:
RimWorld->Options->Open save data folder->Open the file ..\Saves\YourSavegameName.rws with Notepad++ or something similiar
->Search for: Gun_RailgunMK1
->Replace everything with: Gun_RailgunMKI

->Search for: Bullet_RailgunMK1
->Replace everything with: Bullet_RailgunMKI

->Save changes
->Play
Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: Simulacrum0 on June 18, 2015, 06:38:08 PM
"A trader was harmed he blames you" so its my fault he comes to the coolest place on the planet in a awful cloth parka and his min comfortable tep is -3f, its -90f out.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: Wivex on June 20, 2015, 08:16:16 PM
I can't figure out how to recharge cleaning/hauling bots in alpha 11 version. Bots just keep dying from non resting even if i have recharge stations and power. MAI droids recharge normally.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: Simulacrum0 on June 20, 2015, 09:42:38 PM
Incident: Rumor of Ruins
can you make this work the same way Incident: Anomaly detected does i had a man-hunter pack show up and right after i got a Rumor, having the mission pop up over and over mid battle and during the aftermath was no help. have it work from a event note and the tac computer.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: falcongrey on June 21, 2015, 01:03:29 AM
Quote from: Simulacrum0 on June 18, 2015, 06:38:08 PM
"A trader was harmed he blames you" so its my fault he comes to the coolest place on the planet in a awful cloth parka and his min comfortable tep is -3f, its -90f out.

Some people simply refuse to accept responsibility for their own actions.  ::)
Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: Haplo on June 21, 2015, 01:46:44 AM
Quote from: wivex on June 20, 2015, 08:16:16 PM
I can't figure out how to recharge cleaning/hauling bots in alpha 11 version. Bots just keep dying from non resting even if i have recharge stations and power. MAI droids recharge normally.
The robots should automatically return to their bases to recharge. The base is their starting object. I know the graphics need some work. They are only placeholders, but the functionality should work, doesn't it?

Quote from: Simulacrum0 on June 20, 2015, 09:42:38 PM
Incident: Rumor of Ruins
can you make this work the same way Incident: Anomaly detected does i had a man-hunter pack show up and right after i got a Rumor, having the mission pop up over and over mid battle and during the aftermath was no help. have it work from a event note and the tac computer.
This is something I unfortunately can't and won't do.
Can't do: It is right now not possible to attach actions to the letters. Because of that I can't attach that to the letter, even If I also wanted to.
Won't do: I won't attach the Ruins to an object. This incident especially I wanted to make it independend from any object. It is a result of a visiting visitor, and not, as in the anomaly, something your scanners found.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: Simulacrum0 on June 21, 2015, 09:38:48 PM
i just asking for a better way to control when i go on the mission, the way it is set up now has 2 flaws. first the first game i played with this mod a rumor came up as i was clicking to build and hit reject with no way to get it back. 2ed if i have to stop the team on there way off the map like i raid spawns in there path there's no way to restart it.
Title: Re: [MOD] (Alpha 11) Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: Ink. on June 21, 2015, 11:32:15 PM
Quote from: Haplo on June 15, 2015, 12:39:52 AM@Skissor:
Thats because of the MapComponent that handles the input. MapComponents are only added to a savegame when a new colony is started. If you want to add it to an older savegame you need to manipulate the savegame.

Howdy Haplo. I was wondering if you could give a quick tut or such on how to go about doing this. I'd like to get  my existing colony compatible with the key configs as it's been something I could definitely use.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: n4ted4wg on June 24, 2015, 11:47:11 PM
Had a bit of a problem, a trader was coming toward my base with one lagging behind when a squirrel went mad and attacked the slowpoke.  They came back and killed it, but when they set up shop, I was unable to trade with them.  My pawn would stand in front of the tent for a few minutes, then go back to its regular duties.  This affected all subsequent traders and even ships contacted with the comms console.  The issue has persisted through reloading to a previous save, restarting the program, and reinstalling the mod.  The bug doesn't affect other save files.

Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: Haplo on June 25, 2015, 06:38:47 AM
Quote from: n4ted4wg on June 24, 2015, 11:47:11 PM
Had a bit of a problem, a trader was coming toward my base with one lagging behind when a squirrel went mad and attacked the slowpoke.  They came back and killed it, but when they set up shop, I was unable to trade with them.  My pawn would stand in front of the tent for a few minutes, then go back to its regular duties.  This affected all subsequent traders and even ships contacted with the comms console.  The issue has persisted through reloading to a previous save, restarting the program, and reinstalling the mod.  The bug doesn't affect other save files.

Can you give me your output_log.txt file (Can be found in ../RimworldXYZ_data) from after the error appeared, please? I'm not sure, what could have happened to make this kind of game crash...  :-\

Quote from: Ink. on June 21, 2015, 11:32:15 PM
Howdy Haplo. I was wondering if you could give a quick tut or such on how to go about doing this. I'd like to get  my existing colony compatible with the key configs as it's been something I could definitely use.

Ah, sorry, I've forgotten to do that.. I'll add the description the next time I'm back at my computer. :-[ 

Edit: So here is the description:
-Open your Savegame with an text editor (like Notepad++)
-Search for <components
-Replace the components part with this:

<components>
<li Class="ColonistSelections.MapComponent_ColonistSelections">
<CellsGroup1 />
<PawnsGroup1 />
<CellsGroup2 />
<PawnsGroup2 />
<CellsGroup3 />
<PawnsGroup3 />
<CellsGroup4 />
<PawnsGroup4 />
</li>
<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOfRuins">
<ExitMapCell>(0, 0, 0)</ExitMapCell>
<PawnsOutOfMap>
<maxStacks>99999</maxStacks>
<contents />
</PawnsOutOfMap>
</li>
<li Class="TacticalComputer.MapComponent_ColonistsOutsideMap_Anomaly">
<PawnsAtAnomaly>
<maxStacks>99999</maxStacks>
<contents />
</PawnsAtAnomaly>
<returnTicksAnomaly>12345</returnTicksAnomaly>
</li>
</components>
Title: Re: [A11] Miscellaneous w MAI (V 1.11.2 / 18.06.2015)
Post by: LanMc on June 25, 2015, 11:49:55 AM
So happy to have MIA back!!!  Thanks Haplo!!! 
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: Haplo on June 25, 2015, 03:06:44 PM
And here is a small update:
- The trader doesn't spawn a trade beacon anymore
- The trader shouldn't have anymore slowpokes in their team
  (At least no snails anymore :) )
-The robots can now recalled to their station, where they remain until you restart them
-Various small bugfixes
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: hector212121 on June 28, 2015, 12:43:01 PM
What bonuses precisely do the manual turrets have? Are they more accurate or something?
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: Haplo on June 28, 2015, 03:21:03 PM
They can be built by colonists, they have twice the health points and can also be built by stuff.
They do have some better stats than the automatic ones. But I don't know them right now.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: hector212121 on June 29, 2015, 08:52:11 AM
I mean over just carrying the weapon xD
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: Haplo on June 29, 2015, 11:13:41 AM
They aren't targeted and can use the turret to shoot out of relative safety. The Turret doesn't explode, so they also aren't in danger of the explosion.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: Uglyr on June 29, 2015, 03:35:36 PM
Hi! Rumors of ruins is a great feature but it's a bit unclear what does colonist selection affects. I think I had it twice and it was worth it to send colonist, but having him missing for several days was troublesome. So does it worth it to send more than one colonist and do his attributes/gear affects the result?
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: Haplo on June 29, 2015, 03:56:02 PM
The count of colonists and the weapons they carry can result in a different outcome, yes.
But I won't tell you what influence they have.. 8)
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: Kyos on July 01, 2015, 03:25:31 PM
Hi, I love your new rumor events. It adds a bit more mystery to the rimworlds, as well as risks and rewards. - Though I wondered if you were planning on adding more rumour events in this line? Like, haunted valleys, old tribal burial sites, space ship crash sites, with their own dangers and loot tables? ... Sorry I am a huge fan of King of Dragon Pass.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: nmid on July 01, 2015, 05:18:08 PM
I think the rumor event is pretty cool.
However, I got it on Day 4 and sending out a team for 6 days is too much.
I keep clicking prepare 1st.. wonder how long I can stretch that out :p

Perhaps the duration of the trip should be a fixed number (rand 1-6) & 10% of the colony days... and then select the lower of the two.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.3 / 25.06.2015)
Post by: Haplo on July 02, 2015, 06:39:10 AM
Thanks for giving me a review of the rumors and that you like it ;D
Most likely I'll add more incidents, but when I will find the time for it, that I don't know.. unfortunately.
And that the rumor appears on your day four is unfortunate. But you can always just ignore it. If you aren't too unlucky you'll get a second chance later in the game :)

Has anyone ever gotten the Railgun treasure?
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: Haplo on July 04, 2015, 05:56:03 AM
Because of the need for a recompilation, here is the alpha 11b version of Miscellaneous.
I've also reduced te away time for the incidents a bit.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: nmid on July 04, 2015, 10:15:14 AM
MAI - trigger stacking.. can more than 2 events trigger at the same time?

Explaining further, I mean if I have a rumor incident and I keep postponing it, will other events trigger?
I think yes, as we can get a eclipse + raid at the same time, but I wanted to check.

Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: Haplo on July 04, 2015, 11:08:46 AM
Quote from: nmid on July 04, 2015, 10:15:14 AM
MAI - trigger stacking.. can more than 2 events trigger at the same time?
...

Yes, this can stack, as the event itself is fired at the first appearance. If you postpone it, for the storyteller the event was successfully fired and continues onward..
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: uruz on July 05, 2015, 07:55:40 AM
Bug: Traders arrive, but don't drop a tent and don't leave; they end up exhausted/starving and go berserk and kill each other. (I downloaded the latest evening of July 4th).

List of mods: EdbInterface, EdbModOrder, EdbPrepareCarefully, Miscellaneous_VanillaEnhanced, SCA11Core

Also: When wargs showed up, the bugged traders could not be attacked by the wargs. The dogs followed them around but could not actually hit them. When I ran a colonist through the ball of pawns, the dogs attacked my colonist.

edit: Disregard. Must've been a versioning mismatch. I reinstalled everything and it's fine now.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: rdz1122 on July 07, 2015, 05:57:10 PM
Is anyone else having a problem with Hauling/Cleaning bots disappearing when they return to recharge?  Mine do it just about everytime they come back.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: AN7AG0NIS7 on July 07, 2015, 09:26:42 PM
Quote from: rdz1122 on July 07, 2015, 05:57:10 PM
Is anyone else having a problem with Hauling/Cleaning bots disappearing when they return to recharge?  Mine do it just about everytime they come back.

Yeah they do that for me too.. Seems like they get removed when they go home for a recharge. On the bright side, you can just spawn another one instantly instead of having to wait for them to wake up.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: Kyos on July 07, 2015, 10:48:23 PM
I have a different problem, my colonists sleep in the hauler-bots recharge unit.

To wit... (https://www.dropbox.com/s/1jkgpks5cj6uq17/Sk%C3%A4rmklipp%202015-07-08%2004.46.34.png?dl=0)

Nevermind, it just up and deleted itself: Leaving my one hauler-drone unable to recharge.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: Haplo on July 08, 2015, 12:59:24 AM
Yes the sleeping colonists is a problem. They shouldn't do that, because the bed already has an owner, the bot, but still they do that..
I think I have to change how they recharge at all.. :(
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: Litcube on July 08, 2015, 02:37:29 PM
Would I be correct in assuming that I need to start a new game in order to get the keys to work?  Seems like an awesome feature that I wanted for my current game, but it only seems to work on a new colony.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: Haplo on July 08, 2015, 04:02:24 PM
Yes, normally you need to do that.
But you can also add it with a bit of savegame tinkering.
Take a look here (https://ludeon.com/forums/index.php?topic=3612.msg144616#msg144616)
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: Litcube on July 08, 2015, 08:30:54 PM
That worked, thanks!
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: Vascar on July 08, 2015, 09:37:26 PM
In regrades to the recharge check out Mechanical Defense 2.

Also I have an idea for a feature, The ability to send raids out on other groups to get resources and/or people. Here is how it would go:
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: rdz1122 on July 10, 2015, 11:57:28 AM
Hi all, still looking for some reasonable thoughts on why this is occurring; it is pretty obnoxious, and it just started a week ago.  The haulingbot/cleaningbot is borderline OP, but it is fun.

Quote from: AN7AG0NIS7 on July 07, 2015, 09:26:42 PM
Quote from: rdz1122 on July 07, 2015, 05:57:10 PM
Is anyone else having a problem with Hauling/Cleaning bots disappearing when they return to recharge?  Mine do it just about everytime they come back.

Yeah they do that for me too.. Seems like they get removed when they go home for a recharge. On the bright side, you can just spawn another one instantly instead of having to wait for them to wake up.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.4 / 04.07.2015)
Post by: Haplo on July 10, 2015, 04:28:59 PM
right now I'm reworking the recharge station itself. So hopefully that won't be an issue when I'm finished anymore :)
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: Haplo on July 11, 2015, 01:58:55 PM
Update:
I've refactored the code of the robots and most importendly of the robots base station.
They recharge a bit earlier, the graphics are updated and it even got a loading battery mote :)

Unfortunately I'm not sure, if it is savegame compatible. It is, when you have no robots, but maybe not, when you already have robots in your base..

Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: rdz1122 on July 11, 2015, 05:23:04 PM
I will try it right away; thank you so much for lending your efforts for our enjoyment.  Hopefully it doesn't feel thankless, 'cause some  of us love the modders in this community.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: Haplo on July 12, 2015, 01:40:07 AM
Thank you. It is always good to hear that your work is appreciated by someone.
So thank you for the kind and supporting words :)
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: Patrykbono20 on July 12, 2015, 09:50:11 AM
I have such a problem that the trader comes in, spin around and kind of goes away and it is still in the colony until his death. In general, there is growing tent.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: Litcube on July 12, 2015, 01:21:23 PM
Whenever I try to trade, I get this:

http://www.mediafire.com/view/yeeovpq7j1veoz7/Capture.PNG

Ideas?
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: Haplo on July 12, 2015, 04:11:29 PM
Do you have a trade beacon? It may be something simple like that.
This could also be a problem from a mod that adds something to trade which is missing a needed xml part for the trade menu.
The output_log.txt can most often tell more about the problem..
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: AN7AG0NIS7 on July 12, 2015, 09:07:58 PM
Quote from: Haplo on July 11, 2015, 01:58:55 PM
Update:
I've refactored the code of the robots and most importendly of the robots base station.
They recharge a bit earlier, the graphics are updated and it even got a loading battery mote :)

Unfortunately I'm not sure, if it is savegame compatible. It is, when you have no robots, but maybe not, when you already have robots in your base..

Hi Haplo! It is savegame compatible (i think). I got the new version running on a savegame that had 12 MAIs, 1 cleaner bot and 1 hauler bot and it seems to work fine.

The robot base station and charging are working as intended now. The robots don't despawn like they did previously when they returned to recharge. However, there is the small issue of the "need colonist bed" warning coming up every time the robot leaves its station. Not that big a deal.. Just thought you should know.

Thank you for your hard work! I love MAI!
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: Litcube on July 13, 2015, 03:43:51 PM
Is there any way to get the group hotkeys to work with M2D droids?
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: Haplo on July 14, 2015, 03:23:56 AM
Quote from: AN7AG0NIS7 on July 12, 2015, 09:07:58 PM
The robot base station and charging are working as intended now. The robots don't despawn like they did previously when they returned to recharge. However, there is the small issue of the "need colonist bed" warning coming up every time the robot leaves its station. Not that big a deal.. Just thought you should know.
Thanks for the bug. I'll try to find a solution for that problem. :)

Quote from: Litcube on July 13, 2015, 03:43:51 PM
Is there any way to get the group hotkeys to work with M2D droids?
Right now, I don't think so. If it doesn't work with the MD2 robots, then it's most likely that they aren't regular pawns or at least not colonist pawns. It is on my todo list, but not anywhere near the top of it, sorry.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: theapolaustic1 on July 14, 2015, 10:13:25 AM
Well that's upsetting.

If you click the "overview" tab while you're on the window for who to send to the "rumor of ruins" event, it opens the overview tab. Closing the overview tab then removes the prompt for who to send to the ruins.

I would advise against looking at the overview tab to see who you can afford to lose for a few days.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: Thorbane on July 14, 2015, 02:55:20 PM
I can't find the tactical computer.  What are the tech prerequisites?
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.5 / 11.07.2015)
Post by: Haplo on July 14, 2015, 03:14:49 PM
Nothing. Search for an exotic trader who sells it :)
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: Haplo on July 15, 2015, 04:14:27 PM
This is just a small bugfix-update:
The robots no longer are registered as colonists and shouldn't need a bed anymore.
I've also updated the provided SourceCodes.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: Mechanoid Hivemind on July 19, 2015, 12:46:51 PM
Is there a way i can just get the bases for the turrets
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: michal3588 on July 19, 2015, 01:13:36 PM
Could you please put a link to older versions somewhere? Especially 1.11.3 - Alpha 11. I'm not updating my rimworld to 11b until all my "must have" mods are up to date and I can't find .rar with your mod on my hard drive.
To be honest I don't really like MAI but Tactical Computer, traders, keybinding and nano storage are on my "must have" list :P.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: Haplo on July 20, 2015, 12:34:58 AM
You can find all my old versions on nexus.
There I just mark them as old and don't delete them.
But I can't understand why you don't like MAI. She is so adorable.. ;D

Quote from: Zerg HiveMind on July 19, 2015, 12:46:51 PM
Is there a way i can just get the bases for the turrets
If you delete everything that's not somehow named WeaponBase, or Common, this way you can extract them.
But don't forget the language files..
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: michal3588 on July 20, 2015, 08:41:49 AM
Quote from: Haplo on July 20, 2015, 12:34:58 AM
But I can't understand why you don't like MAI. She is so adorable.. ;D
If you ask me WALL-E was more adorable than EVE ;)
But that's not my point. MAI makes trained colonists less valuable. Without MAI loss of skilled doctor or even cook hurts a lot but now with some plasteel and AI core I can build cyborg with every skill on 7 (also burning passion so she learns like, well... robot :P). What's more she moves and works faster than humans so why should I look for suitable replacment (*beating up innocent raider to unconsciousness, capturing him and hoping that he won't remember how he ended in my prison and will agree to join me) for lost colonist when I can just build one :)?
I know that this is EXACTLY how it will look in near future with real androids but right now I like my game little more challenging ;)
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: Mechanoid Hivemind on July 20, 2015, 03:09:21 PM
Why is there a fertilizer pump texture in here? And all the non files with like brain pals and things can be deleted right?
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: Dragoon on July 20, 2015, 03:49:25 PM
Quote from: michal3588 on July 20, 2015, 08:41:49 AM
MAI makes trained colonists less valuable. Without MAI loss of skilled doctor or even cook hurts a lot but now with some plasteel and AI core I can build cyborg with every skill on 7 (also burning passion so she learns like, well... robot :P). What's more she moves and works faster than humans so why should I look for suitable replacment for lost colonist when I can just build one :)?

Well there is the fact that she may blow up when downed and a colonist may just be wounded and can be healed.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: michal3588 on July 20, 2015, 09:35:04 PM
When MAI blows up all you have to do is find another AI core and build new MAI. When colonist with set of traits that I'm always looking for dies then I have to butcher horde of raiders to find and hopefully capture another one. I'm rather picky about my recruits. Except for suicidal bombs mod... But that's a whole different story :D.
Everything has it's pros and cons. You may like it for good reasons and I may not for equally good ones. It's freedom of speech or some other cliche. I don't really remember :D.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: nugarin on July 26, 2015, 04:16:33 AM
First of all, thank you for your wonderful mods.
However, I find the concept of Nano-storage  a bit daft. Since we have a 2d world, how about renaming it to the "underground storage"? So it would be representing a cellar with some kind of dead-waiter system.
Title: Re: [A11b] Miscellaneous w MAI (V 1.11.6 / 15.07.2015)
Post by: Dragoon on July 26, 2015, 11:27:32 PM
Quote from: michal3588 on July 20, 2015, 09:35:04 PM
When MAI blows up all you have to do is find another AI core and build new MAI.

yes because those are just all over I also never stated I liked M.A.I btw (used it only once though for me nothing is worth it blowing up ) cool but I just don't like the risk.
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.7 / 30.07.2015)
Post by: Haplo on July 30, 2015, 05:38:08 PM
It is UPDATE time ;D

But first a bit of a warning: This Update will most likely crash your old savegame, except you make a small manipulation of your savegame. But more of this later..

Another thing: Please delete your previous version before extracting the new one, as there are various files changed, moved, deleted.

First to the changes:
The biggest change is a refactoring of the old Rumor of Ruins incident code. Now it can hold multiple stories, without the need of a second incident. This incident just holds the story plot from the various defs (which will be randomly selected)
Unfortunately this also results in various renamings, which is the reason, that old savegames most likely will crash.

The next thing is rather small:
I've added the F1 key to the key bindings. If you press F1, the camera will jump to a random position inside your homezone. So it is something like a 'Random Home'-button. :)

And last but not least my new building: The Archery Target.
This is a Joy object like the horseshoe pin. It can only be used by one person at the same time, it needs a shortbow to build, and it comes with my own bad graphics. BUT it increases your shooting skill, comes with it's own arrow mote thrower, is rotatable and has an impact sound (My first try at an sound :) )

So that is it from my side. Hopefully you have as much fun playing with it, as I had writing it. (My first bit of free time in a long while, yeah!)

Cheers,
Haplo


PS: And now for those of you who want to try to make it work with an old savegame:
-Open your savegame with a texteditor like Notepad++
-Search for Rumor
-You should find an XML-Tag like this:
<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOfRuins">
->Change this to
<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOf">
-Save and try it out.

That should be all.
Unfortunately I can't REALLY promise that it will work.
If it doesn't, you most likely need to start a new colony.
Sorry about that..

[attachment deleted due to age]
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.7 / 30.07.2015)
Post by: Haplo on July 31, 2015, 01:43:26 AM
Quote from: Canute on July 30, 2015, 06:24:27 PM
Rumor change, great.
F1 key, ok.

But why add a new shooting training object, even when you just pratice it with a bow. But sorry, don't we got allready good mods with pratice objects ? That don't realy fit in this current mod.

Shouldn't you work at some method's to modify MAI with new Bionic legs ? And the hauler crawler with faster servo's, highend colonist outrun them. Maybe some research the Cleaner can even extinquish fire with some enhancement ?

I've done the archery target because I like archery and thought it was missing from the joy objects. If you don't wanna use it, that's fine by me. You can deactivate it if you want to: Just delete everything that has Archery in it's name.

For the MAI and Robots suggestions: Nope, I don't think I'll do that. MAI is a robot and I don't think she should profit from an bionic leg for example. To be honest, I didn't think about it until now. we'll see..
The robots are robots that you can buy. Why should they be upgradable? Most firms would like to sell you an higher tier version instead of let you tinker with the base variant.
Maybe someday, but for now I'm happy with how they are.
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.7b / 31.07.2015)
Post by: Vas on July 31, 2015, 08:15:41 AM
What is it with people and thinking that in order to balance something, it needs to explode when power runs out?  Why does everything have to explode to balance the game?  Conduits randomly nukeplode, scraps of metal (turret) explode, robots explode, what's next, prosthetic exploding like an antimatter bomb if they get shot?  :/

Just a note; your red text is hard to read, consider lightening it or using pink instead.  :P  It really hurts my eyes trying to focus on it.

I like the idea of the trade arrival, but I'd like it more if instead of a tent, they parked their ship instead.  You should define a large area that works as a landing zone for their ship with a minimum spacing.  You must keep them and their ship safe if you want them to come back, and they won't land if there are hostiles nearby.  I had this idea before too, as I wanted trade changes to stop the game from dropping things from orbit all the time as I tend to live inside a mountain.  I also want the orbital beacons changed or removed and replaced with some other method of deciding what's sellable and what's not.  If you're up for it, we can always discuss my more advanced ideas.  Can add me on steam or skype, or do it through private messages if you want but I'd really like to find a way to balance my idea and get it working in game.  My steam (http://steamcommunity.com/id/VasVadum/), and ask in private message if you want skype.

Also, I made a script that can fix game saves, if you want to modify it and provide it for updates to your mods.  All it does is replace names of things right now but depending on what you need, you can modify it.  https://ludeon.com/forums/index.php?topic=14708.0
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.7c / 31.07.2015)
Post by: artik15 on August 03, 2015, 08:20:12 AM
I like this mod but I prefer trade ships instead of traders and I haven't seen any trade ships since I've installed the MISC mod. Can I somehow disable traders and enable trade ships? PLEASE help!
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.7c / 31.07.2015)
Post by: Haplo on August 03, 2015, 11:52:08 AM
The traders are just another incident for the storyteller to use. They don't disable the normal traders or otherwise influence them. You can disable them by setting the trader incident Chance to 0,but it shouldn't have much influence on the behavior.
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.7c / 31.07.2015)
Post by: HalfmoonSmile on August 04, 2015, 04:04:57 PM
Thank you for creating your mods and tutorials, and especially for offering a vanilla-friendly variant.

The extra events are great, but I noticed that some of the pop-ups seem incomplete (I'm using misc vanilla+MAI). For example, I just got one with "RumorofSlaverCamp_VisitorTellingRumorInitial" as the flavor text, with RumorofSlaverCamp_VisitorTellingRumorInitial accept/decline as the options; is this a placeholder? Another example happens every time I load a new colony with these mods: there is mostly-blank pop-up that says something about colonist group instructions (which I notice is a feature in the full version, but not the vanillaish pack).

I have already tried redownloading and reinstalling the mod to see if I was missing some files with no luck.
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.8 / 04.08.2015)
Post by: Haplo on August 04, 2015, 05:22:10 PM
Yes, you are right. I messed it up a bit.
You can redownload it now. The new version should have fixed all the texts.. hopefully ;D
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.8 / 04.08.2015)
Post by: HalfmoonSmile on August 05, 2015, 12:21:18 AM
Thank you!
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: Haplo on August 10, 2015, 11:56:23 AM
It looks like I missed a few problems with my last try.
So here is a new update with my next attempt to fix the bugs
(persistent little devils)

Hopefully I didn't add a new bunch with my changes. I've done a quick test run, but...
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: WobMinerJames on August 11, 2015, 07:56:11 PM
Wow!
This is just brilliant, absolutely loving these gorgeous little additions to the game - balanced and fair!

I have recently made two MAI's and they're just ace, the first one I even used one of those AI cores to produce it - love that!
I had some trouble however:
- Awkward trying to make my colonists haul steel/silver to the MAI Assembler.
- No option to "work" on the MAI Assembler (as in to make a MAI).
- Recharge station cannot be placed??? Don't know if this is a bug or not, but it appears "green" and able to be placed, says the steel required is available yet just doesn't place?
I ended up debug'ing in a packaged version of the station and then installing it into position.

Draining pump is something I love deeply! The slow process is GOOD as it makes you think "Which areas need doing first" instead of just throwing them down in any odd place.

Tactical computer was a great little addition to my "central" room!

The extra missions are amazing - even with the dialog that comes with it after a successful mission (no failed ones yet!!!)
The fact you can send you colonists out the map for these missions is just awesome.

The Trader Tents are fantastic, I had the devilish idea of trapping in some traders from the Orion Corp (Another mod). Luckilly no bad will was attained from their deaths :L
The tents are always a welcome sight, they come near my farms very often and kinda make the whole system seem less empty!

The brainpals are an interesting little twist too - can they heal braindamage? I have not yet tried, one colonist is currently incapacitated from a headshot :L

I have not yet used the weapon base addition.


I hope this little bit of feedback can be usefull to you Haplo.
These mods have just made things so much more entertaining without the thing most other mods seem to enjoy doing - "OP stuff".
Balanced, Simple, Elegant and Awesome.
Love the Haulers and Cleaners, Love the MAI's.

Thanks a bunch!
~ James
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: Haplo on August 12, 2015, 12:43:04 AM
Quote from: WobMinerJames on August 11, 2015, 07:56:11 PM
Snipp

Hello James,

Thank you for your kind opinion of my stuff. I really appreciate it to hear what you think about it.

My main concern is the recharge station. You say you can't place it? That is a problem I have with the minifying of it. But I thought I have removed it after the tests. In the next alpha you can buy these from traders also, but in 11 it does create the problem you described.

The assembler does work with a critical storage field. So yes, it can be problematic if you have other Storages that are critical also. I have to rework it sometimes to use a real job for it..
And the work issue.. It is a kind of automatic assembler. You just need to provide the sources and it does the Assembly automatically. (you can watch the progress in the description field)
But I'm also not to sure, if I let it remain in the mod, as I want to let everything be buyable by traders..

I think the BrainPals actually do repair a brain. I'm not 100 percent sure, as I didn't test it, but as it is a brain replacement right now.. It is a bit cheaty, but for now that is OK. Maybe in the future l ll change it.. We'll see..

My main focus normally is the near vanilla compatibility, so I'm happy you like it like it is  ;D

Thank you for your opinion and have fun :)


Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: Dave-In-Texas on August 13, 2015, 04:44:35 PM
I can confirm that with the current version (1.17c) the recharge station cannot be placed.  its green, more than enough steel.  its a shame really, my new mai unit will self destruct in a day :/
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: dismar on August 13, 2015, 06:47:49 PM
i also have this issue. i just pop into god mode whenever i make a new mai... lol
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: Dave-In-Texas on August 13, 2015, 07:58:45 PM
Quote from: dismar on August 13, 2015, 06:47:49 PM
i also have this issue. i just pop into god mode whenever i make a new mai... lol

doh!  for some reason this did not occur to me.. lol thanks
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: caesius on August 14, 2015, 03:40:43 AM
a bug report.

when pawns come back from the expedition, their area setting is initialized.
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: Dave-In-Texas on August 14, 2015, 05:39:22 AM
This may be a deliberate change but when i activated Mai it consumed the Assembler!?
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: Haplo on August 14, 2015, 10:43:57 AM
Quote from: Dave-In-Texas on August 14, 2015, 05:39:22 AM
This may be a deliberate change but when i activated Mai it consumed the Assembler!?

How did you accomplish this? I've never heard of that problem before..
I guess she was hungry, but that's not something I did.. :D
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: Haplo on August 14, 2015, 12:24:09 PM
Just a small update for all you MAI users.
I've fixed the building problem of the Recharge Station.
Now it should be buildable again.
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: RiftandRend on August 14, 2015, 03:38:43 PM
The Rumors don't work for me. When I load the game, I get the following error; Could not find a type named Incidents.IncidentWorker_RumorOf
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: caesius on August 15, 2015, 03:20:03 AM
a bug report
if a nano printer's active area (where a pawn stands when using nano printer) is covered with store area (see attached picture) and pawn uses the nano printer, heavy error occurs and the pawn freezes. (might be a game system self's error?)

[attachment deleted due to age]
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: Dave-In-Texas on August 15, 2015, 06:50:13 PM
Quote from: Haplo on August 14, 2015, 10:43:57 AM
Quote from: Dave-In-Texas on August 14, 2015, 05:39:22 AM
This may be a deliberate change but when i activated Mai it consumed the Assembler!?

How did you accomplish this? I've never heard of that problem before..
I guess she was hungry, but that's not something I did.. :D

it happened 3 times.. the first time I thought i did it and loaded an autosave.

the 2nd time i paid attention and it vanished.  then i couldn't place the charging station so i quit and came here to see if i had the newest version.

3rd time i enabled god mode, activated her and placed both the charging station and the assembler :)

I use a lot of mods so it may be some weird interaction.
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: stranger080 on August 15, 2015, 09:56:55 PM
I have an issue with the traders, not the ship traders, keep getting this error, made sure to download the latest version and test

[attachment deleted due to age]
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: stranger080 on August 15, 2015, 09:57:47 PM
Quote from: stranger080 on August 15, 2015, 09:56:55 PM
I have an issue with the traders, not the ship traders, keep getting this error, made sure to download the latest version and test
figured it out, its the roofing on the trade stockpile, the one thing I didn't try lol
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: Haplo on August 16, 2015, 08:41:20 AM
Quote from: caesius on August 15, 2015, 03:20:03 AM
a bug report
if a nano printer's active area (where a pawn stands when using nano printer) is covered with store area (see attached picture) and pawn uses the nano printer, heavy error occurs and the pawn freezes. (might be a game system self's error?)
Thanks for the info. I'm not sure yet, what I can do about it..
Maybe I need to switch to a real workgiver..

Quote from: Dave-In-Texas on August 15, 2015, 06:50:13 PM
*Snip*
I'm sorry, the only idea I have would be, that MAI spawns not on the spawn point but on the assembler somehow.
But that should only be possible, when there is something blocking the spawn point.. strange..
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: killer117 on August 18, 2015, 05:31:16 PM
Can somone pls tell me what u mean in the computer terminal description where u say "play alone or with friends". U never explained and i want to know what it is
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: DigitalProeliator on August 18, 2015, 06:19:56 PM
As a question just how rare is the Tac computer suppose to be? Im on my 4th year in on a map and I have yet to see a single one being sold by a trader... I the only other mod that I have installed that could potentially effect traders that I know of is Superior Crafting and even that is before it on the load order.
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: Haplo on August 19, 2015, 12:14:05 AM
For it to stay compatible with vanilla, I had to use one of the tags of the exotic trader. Unfortunately now the Tactical Computer is one of a dozen possibilities for the trader to select from. This results in it being rather rare. Some mod packs have modified the exotic trader itself so that it isn't that rare.
If you have MAI active, there I have the robotic trader. This trader has a much higher chance of holding a TC..
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: skyarkhangel on August 19, 2015, 12:29:33 PM
Haplo, can you make a special orbital trade beacon (trade tent) for trading only with merchants in the start of the game?
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: Haplo on August 19, 2015, 12:54:03 PM
Not easily, because I use the standard trader interface code, but it is doable, yes.
But not in alpha 11.  ;)
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.10 / 14.08.2015)
Post by: zenfur on August 22, 2015, 05:37:25 PM
Hey, cool stuff!

I miss one thing: "Continuous work" mode for nano printers!
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: Haplo on August 23, 2015, 07:43:27 AM
Here is the first update to alpha 12.

Unfortunately I had to remove the Turret Base. For now it is not repairable, so I needed to remove it.
MAI is not yet ready, so it is (as always) Miscellaneous w/o MAI for now :)

Everything else should work normally.
If you find some problems, please let me know.
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: shiroe on August 26, 2015, 01:02:14 PM
I just have to say great work! I love the mod!

How is the MAI mod going? I never even used MAI before but I love the little robots :)
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: bazalisk on August 26, 2015, 02:17:26 PM
but i have a question about what i hope is something in your mod, not sure.

Did you add an Event which takes colony members off to save someones sister from slavers at all?

i've been trying to narrow down which mod its from.

if so, when do i get my colonists back, its been like 3 months in game and still no sign of them returning, their beds still have names on them but the work list no longer shows their names at all. Have they been removed from the game ?:s

anyways, love your mod, hope this is one of your features.
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: Haplo on August 26, 2015, 02:24:34 PM
They should return after 3 to 9 days. If they didn't something went wrong.
Can you post your savegame, so that I can take a look, please?
Zip or 7z it and hopefully it is small enough for an attachment. Else you can use something like puu.sh..
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: bazalisk on August 26, 2015, 05:17:27 PM
i would but i scrapped it :(

just got another one about a rumoured treasure hunt,

will press wait 6hrs then save it and then head out.

it says about 7 days at the mission screen so i will tell you how it goes.


---------

so i followed the quest off screen.   this time it did indeed return my colony folk back to me :D

guess something goes screwy if you save and load the game whilst chaps are off questing.   will have to remember not to reload any game whilst they are away.  :D   

love the missions btw
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: Ithildae on August 29, 2015, 10:46:06 AM
I don't understand nano storage...

It has three modes, none, dispense and receive.

If I have it in "none" mode, will it then both receive and dispense? Can colonists receive items that are not on the top? Do items degrade normally? (like food in a hot room).
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: PickleSurprise on August 29, 2015, 01:10:46 PM
Quote from: Ithildae on August 29, 2015, 10:46:06 AM
I don't understand nano storage...

It has three modes, none, dispense and receive.

If I have it in "none" mode, will it then both receive and dispense? Can colonists receive items that are not on the top? Do items degrade normally? (like food in a hot room).

If set to the non interactive one, nothing will happen. At least the item won't be pulled in nor will it dispense an item. It will just be a small stockpile zone and the item should degrade like normal while it's on top. Colonists should use any item on top of the storage unit.
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: WHiZ on August 30, 2015, 02:52:47 PM
Groups no longer work in the vanilla as of this version... Any plans to re-implement it?
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: Loki88 on August 30, 2015, 03:59:07 PM
Is it possible to get a bots only stand alone from MAI? Or is their code intertwined pretty heavily with the MAI code? I do like MAI but she's very expensive ( I get that it's a balance thing ) The little hauler / cleaner bots have become almost indispensable to me though! I miss them so with the A12 update!

Cheers Haplo, and keep up the amazing work!
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: Xubrim on August 30, 2015, 04:54:43 PM
I want to second Loki88. I feel a little guilty admitting it, but I've installed MAI before just to make sure I get those little bots.

Also, would you consider making recipes for their construction? If the colony can construct an enhanced AI, a roomba can't be too impossible.
Title: Re: [A12] Miscellaneous w/o MAI (V 1.12.0 / 23.08.2015)
Post by: Loki88 on August 30, 2015, 05:29:16 PM
Quote from: Xubrim on August 30, 2015, 04:54:43 PM
Also, would you consider making recipes for their construction? If the colony can construct an enhanced AI, a roomba can't be too impossible.

Second for buildable bots!

Next thing that came to mind is could they be put into the tamed animals some how or something like it so they don't show up in the colonist bar?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: Haplo on August 31, 2015, 09:43:39 AM
Update time!
I've finally found some time to update Miscellaneous and MAI to Alpha 12d.
Now you can also use the weapon base again and I've fixed a serious bug with the traders.

For your requests for buildable bots:
I'm sorry, but I most likely won't do that.
I think that robots are specialized helpers that you can only buy from some producers but not build (at least not in a usable quality) by your own. (Ok, maybe it is possible if you research it and have the production requirements, but not for now..) Because of that (for now) I'll stay with my decision to make them buyable only. 8)

Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: Loki88 on August 31, 2015, 10:13:34 AM
Quote from: Haplo on August 31, 2015, 09:43:39 AM
For your requests for buildable bots:
I'm sorry, but I most likely won't do that.

Buildable or not, THANK YOU FOR THE UPDATE!!!  ;D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: LanMc on August 31, 2015, 10:50:50 AM
Thank you for the MAI update!  I miss her when she's gone!!!   ;D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: Loki88 on August 31, 2015, 10:54:55 AM
While I find it quite funny, I don't imagine the bots being able to tame animals is intended. So far though, they're better at it than my colonists  :P

Edit: The cleaning bot also wont clean, and its recharge station throws an error. I'm not sure if it's a bug or mod incompatibility though. I will attach a picture of the debug log and hope it is sufficient, if not let me know please.

[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: Loki88 on August 31, 2015, 12:30:55 PM
Also upon reload the cleaning bots vanish. Hauling bots seem to work as intended minus the critter taming.

Edit: Nvm, it seems he's just dying because he can't make it back to the recharge pad fast enough at 0.91 c/s. The haulers move at over 6 c/s
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: Haplo on August 31, 2015, 03:09:38 PM
Ok, I've made a small bugfix to address your problem, even if I can't really repro it..
I have an idea what it could have been, but not 100% sure about it. I just can't repro it on my side..

For the robo problem:
The cleaner bot will now recharge earlier, so that he should have enough battery left to reach the station :)

I've updated the download-link of MAI to 1.12.1b
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: Boston on August 31, 2015, 07:21:45 PM
Hello,

If I may ask a question: how do the trader camps work? I would like to trade with them, but don't have an orbital beacon.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: NihilRex on August 31, 2015, 07:32:58 PM
Quote from: Boston on August 31, 2015, 07:21:45 PM
Hello,

If I may ask a question: how do the trader camps work? I would like to trade with them, but don't have an orbital beacon.

They work just like the comms console, you still need the beacon to trade with them.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: Loki88 on August 31, 2015, 11:28:09 PM
Quote from: Haplo on August 31, 2015, 03:09:38 PM
I have an idea what it could have been, but not 100% sure about it. I just can't repro it on my side..

I'm gonna go out on a limb and guess whatever happened was probably my fault... Thank you for the fix Haplo!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: DestroyX on September 01, 2015, 07:05:11 AM
heyho^^
got a problem with the hauler and cleaner bots too.
after i place them i always get this:
(http://puu.sh/jW7nC/b6bc0febc0.jpg)

i cant activate it aswell, because then i get this:

(http://puu.sh/jW7nQ/46e21fa12a.jpg)

i'm using the ultimate overhaul modpack, if that matters.
since it has an own version of the miscellaneous mod, without the MAI+robots one, so maybe there is some change in there that stops it from working.
at least thats my best bet.

would be awesome if you got any idea, if you can give me a hint where the problem could be i can fix it myself.
i can change stuff in mods, but bugfixing and doing stuff from scratch is still beyond me :D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: Vascar on September 01, 2015, 07:20:58 AM
Quote from: DestroyX on September 01, 2015, 07:05:11 AM
heyho^^
got a problem with the hauler and cleaner bots too.
after i place them i always get this:
(http://puu.sh/jW7nC/b6bc0febc0.jpg)

i cant activate it aswell, because then i get this:

(http://puu.sh/jW7nQ/46e21fa12a.jpg)

i'm using the ultimate overhaul modpack, if that matters.
since it has an own version of the miscellaneous mod, without the MAI+robots one, so maybe there is some change in there that stops it from working.
at least thats my best bet.

would be awesome if you got any idea, if you can give me a hint where the problem could be i can fix it myself.
i can change stuff in mods, but bugfixing and doing stuff from scratch is still beyond me :D
The mod-pack isn't the problem. I got the mod straight from the source and I still am getting the same bug.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: Haplo on September 01, 2015, 09:15:10 AM
It looks like I did a conversion mix up. Sorry about that.
I'll look into it as soon as I can.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
Post by: DestroyX on September 01, 2015, 09:33:58 AM
which means there is at least a fix in sight and its not an incompatibility issue^^

you dont have to be sorry, i just want to have my hauling minions back one day :'D
animals are too fragile for my rough enviroment to haul stuff^^
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2 / 01.09.2015)
Post by: Haplo on September 01, 2015, 02:12:23 PM
Thanks for the trust in me :D

This was a sample case of (https://ludeon.com/forums/index.php?action=dlattach;topic=3612.0;attach=9718;image)

I've updated it, BUT... it now isn't really compatible with old savegames where there is a robot recharge station placed.
You need to deinstall it before the upgrade to 1.12.2 or it will throw errors..

I had a really big problem with the ThingContainer so I threw it out of the window and replaced it with a simple list ;D
(But even there, nothing is really simple ;))

On another note: I've readded the robots to the colonist list.
There are just two ways:
-Add it to the colonists and it works without errors
-Remove it from the colonists and it may throw an error from time to time (something like: "too many path found, resetting..")

[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2 / 01.09.2015)
Post by: DestroyX on September 01, 2015, 02:24:30 PM
well, that was faster than expected :D

just in time, because my colony is drowning in skeletons and stuff everywhere >.>

i have nothing in the mod placed, because the stations threw errors and i wasnt that far in to build a MAI yet, so it should work i guess, lets try^^

with robots, do you mean the cleaners and haulers too, or just the MAI's?



edit:

you did it, thank you, debug senpai :'D

edit edit:

alright, the haulers and cleaners are in the list too.
since i'm using the colonist icons, is there a way to get the bots out of the list again?
because it gets kinda much :D
(it also spams the "colonist idle" list alot :/ )

the other way would be that it throws an error from time to time... will it actually affect anything or just spam the debug log?

edit edit edit (damn :'D) :

would it help, by any chance, to turn them into animal pawns?
sorry, that stuff is still beyond, me, so i just throw ideas around^^"
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2 / 01.09.2015)
Post by: Haplo on September 01, 2015, 04:11:48 PM
It would only throw a red error from time to time.
It wouldn't really do anything but open the debug console (except when debug is off, I think..)
But as it is an error, I'm a bit hesitant to accept that..

It isn't really usable to have them as animals. If I try to change that, I'll start nearly from zero again.

I've attached a test dll where the robots are again no colonists.
You can test it out and tell me how often the message appears..
Just extract the attached file into your MAI/Assemblies/ folder and overwrite the existing AIRobots.dll



[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2 / 01.09.2015)
Post by: DestroyX on September 01, 2015, 04:37:42 PM
i appreciate the perfectionism :D

but thats neat, i gotta try it out^^
thanks alot for the effort btw :D

i'm in a huge session anyways, so i might aswell go bughunting in the process.
game started without errors at least, so it starts off good.

well, was just an idea anyways, as i said, anything beyond xml editing is still beyond me.

so yeah, thanks again for the effort, i reply again if i got something new^^

edit: 20 minutes in, no error message so far^^

edit edit: well that confuses me. no error message at all. so.. no idea whats wrong with your game or mod setup, but it just works totally fine for me
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Haplo on September 02, 2015, 09:35:28 AM
Ok, I've removed the robots from the list of colonists again.
If the error appears this seldom,..
But it is even when it appears only an informational error, so..

Thanks for your testing it :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: DestroyX on September 02, 2015, 11:14:01 AM
well, i actually never had the error showing up at all, and i was playng all day yesterday so.. kinda wierd^^

still, thanks for the time :D

Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Demonlord091 on September 05, 2015, 03:12:49 AM
Good evening, Haplo.

I seem to have run into a pretty nasty error after placing down the...stands? for your Hauling and Cleaning robots.

By "pretty nasty" I mean "completely destroyed save file". I've never seen this sort of error happen in Rimworld before.

I'll leave 2 posts with screenshots of the two errors it was showing me. I'm hoping you can at least tell me what they mean.

[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Demonlord091 on September 05, 2015, 03:14:38 AM
Second post, as promised.

I've always loved Miscellaneous and MAI, it's just the little robot things that (I think) seem to be the problem.

[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: bazalisk on September 05, 2015, 12:44:04 PM
ok so i get this whenever i try to load a save game:-

"System.NullReferanceException:Object Referance not set to an instance of an object
  at Rimworld.SquadAI.Brain.SquadBrainTick ()[0x00000] in <filename Unknown>:0

System.ArgumentNullException: Argument cannpt be Null
Parameter Name: source
Object Referance not set to an instance of an object"

i thought it was another mod but since the above post(s) are so similar to my own issue i guess it could be this mod.

i am gutted really cos i like the idea of little cleaner and hauler drones :(
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Haplo on September 05, 2015, 04:40:32 PM
Quote from: Demonlord091 on September 05, 2015, 03:12:49 AM
Good evening, Haplo.

I seem to have run into a pretty nasty error after placing down the...stands? for your Hauling and Cleaning robots.

By "pretty nasty" I mean "completely destroyed save file". I've never seen this sort of error happen in Rimworld before.

I'll leave 2 posts with screenshots of the two errors it was showing me. I'm hoping you can at least tell me what they mean.

I'm not so sure that is a problem with Miscellaneous. The stacktrace shows that the problem source is in the MapComponent from Clutter. I can't check anything over the next two to three days for private reasons, so I can't really help this time, sorry :(

Quote from: bazalisk on September 05, 2015, 12:44:04 PM
ok so i get this whenever i try to load a save game:-

"System.NullReferanceException:Object Referance not set to an instance of an object
  at Rimworld.SquadAI.Brain.SquadBrainTick ()[0x00000] in <filename Unknown>:0

System.ArgumentNullException: Argument cannpt be Null
Parameter Name: source
Object Referance not set to an instance of an object"

i thought it was another mod but since the above post(s) are so similar to my own issue i guess it could be this mod.

i am gutted really cos i like the idea of little cleaner and hauler drones :(

Can you post the output_log.txt file after that error occurs? It would allow me to find the real source of the problem. I do use a squad brain with the traders, but it isn't really that different from the vanilla code.. So I really could use the file to find the problem.. (earliest in two to three days, sorry)

Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: bazalisk on September 06, 2015, 02:56:00 AM
hey

thanks for the reply :D

hope this helps narrow down the problem.

and sorry for lumping this on you if it turns out to be something else :s

as requested, a log file.

[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Ectoplasm on September 09, 2015, 12:24:45 AM
Hello, great mod :)

I wanted to ask if it would be possible to make the cleaning and hauling robots not select able? In panic mode when I drag a big box across my colony to grab all pawns quickly, the little bots also get selected, not ideal as they die easily and run out of power quickly :( I'm thinking along the lines of pets, you can click them individually for information, but box selections are ignored.

Perhaps they could be linked in to the tactical computer, so when pawns are summoned for a raid, the bots could automatically go to sleep? Research to do this auto if enemies are detected maybe?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Geokinesis on September 09, 2015, 02:20:26 PM
Is it possible to get a separate dl for just the turret base please?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: rdz1122 on September 09, 2015, 04:34:02 PM
Used this mod in various releases for quite some time.  I have a couple of challenges using it with A12d:
- I can buy Robots from Robot Trader (Hauling bot and Cleaning bot), I can "install" them to a location, but I can't start them (B or Play button); not sure if there is an additional requirement that wasn't present previously, but any help I would appreciate.
- I can build MAI, and she runs for a bit, but ultimately self destructs, every time.  I build the Assembly, bed and add-on for her recharge station/bed, but she doesn't use it (even when I "assign" it to her), and she destructs.

Any help would be greatly appreciated; this is one of the more creative and useful mods.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Ectoplasm on September 09, 2015, 04:49:39 PM
Quote from: rdz1122 on September 09, 2015, 04:34:02 PM
Used this mod in various releases for quite some time.  I have a couple of challenges using it with A12d:
- I can buy Robots from Robot Trader (Hauling bot and Cleaning bot), I can "install" them to a location, but I can't start them (B or Play button); not sure if there is an additional requirement that wasn't present previously, but any help I would appreciate.
- I can build MAI, and she runs for a bit, but ultimately self destructs, every time.  I build the Assembly, bed and add-on for her recharge station/bed, but she doesn't use it (even when I "assign" it to her), and she destructs.

Any help would be greatly appreciated; this is one of the more creative and useful mods.

Your first question I can't help you with, they run fine for me on latest build. The second one though, you have to also build recharge stations for MAI before you turn it on. I forget the exact name of the units, have a dig about in one of the menus. You can also build repair units which attach to the recharge units and use plasteel iirc to repair mai.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Haplo on September 10, 2015, 10:22:40 AM
Quote from: rdz1122 on September 09, 2015, 04:34:02 PM
Used this mod in various releases for quite some time.  I have a couple of challenges using it with A12d:
- I can buy Robots from Robot Trader (Hauling bot and Cleaning bot), I can "install" them to a location, but I can't start them (B or Play button); not sure if there is an additional requirement that wasn't present previously, but any help I would appreciate.
- I can build MAI, and she runs for a bit, but ultimately self destructs, every time.  I build the Assembly, bed and add-on for her recharge station/bed, but she doesn't use it (even when I "assign" it to her), and she destructs.

Any help would be greatly appreciated; this is one of the more creative and useful mods.

For your first problem: Do you use the latest build? I had a build where there was a start problem, I think, but the latest one shouldn't have these problems anymore.
The second problem: MAI needs a recharge station. For how it looks, take a look on the first page. The recharge station is in the first picture on the left side (plus the nanite assembler that Ectoplasm mentioned, but that is only needed if you want MAI to repair lost/destroyed limbs)

Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Temeez on September 10, 2015, 11:18:29 AM
It would be really awesome if there was a custom zone or a building (which the player can place) for visiting traders. If non exists, then do as now.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: forsaken1111 on September 10, 2015, 01:01:40 PM
Quote from: Temeez on September 10, 2015, 11:18:29 AM
It would be really awesome if there was a custom zone or a building (which the player can place) for visiting traders. If non exists, then do as now.
I was just thinking the other day how it would be nice to be able to flag a zone as intended for guests, so I could build a nice roadhouse for guests with a little food/beer supply for them to use
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: rdz1122 on September 10, 2015, 04:12:46 PM
Quote from: Haplo on September 10, 2015, 10:22:40 AM
Quote from: rdz1122 on September 09, 2015, 04:34:02 PM
Used this mod in various releases for quite some time.  I have a couple of challenges using it with A12d:
- I can buy Robots from Robot Trader (Hauling bot and Cleaning bot), I can "install" them to a location, but I can't start them (B or Play button); not sure if there is an additional requirement that wasn't present previously, but any help I would appreciate.
- I can build MAI, and she runs for a bit, but ultimately self destructs, every time.  I build the Assembly, bed and add-on for her recharge station/bed, but she doesn't use it (even when I "assign" it to her), and she destructs.

Any help would be greatly appreciated; this is one of the more creative and useful mods.

For your first problem: Do you use the latest build? I had a build where there was a start problem, I think, but the latest one shouldn't have these problems anymore.
The second problem: MAI needs a recharge station. For how it looks, take a look on the first page. The recharge station is in the first picture on the left side (plus the nanite assembler that Ectoplasm mentioned, but that is only needed if you want MAI to repair lost/destroyed limbs)
I try to remember to check to see what your latest releases are, and if I use one, create a new world just in case.  The one I have been using is MAI 1.12.1B; I'll try the latest one and see what happens. 

I do have a recharge station for sure; I have to watch it to make sure a colonist doesn't claim it as a bed though.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Ectoplasm on September 11, 2015, 09:06:04 PM
Regarding the hauling and cleaning bots you buy from traders; there's some odd behavior going on with the activate / deactivate button. If the bot is in the charger the button will show as activate (even though it already is / I activated it before - it's just recharging) Then once it charges and leaves the station the button changes to deactivate automatically. This seems to be causing trouble when raids happen as I am turning off or on bots unintentionally, thinking that I have recalled them when in fact I've not, could this be related to the game state being paused when I try to recall them? Raid starts - hit pause to recall the bots as step 1.. Because the bots most definitely are wondering about even though I've hit deactivate.

Could a third state be added 'recharging' to more clearly specify its state? Would love to have MAI and the mini bots tied in to the tactical computer so they could be forced to recharge or sleep should I choose when a raid starts or if I recall any pawns through the computer!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Ectoplasm on September 12, 2015, 06:22:22 AM
Think I've figured out the odd behavior of the bots, if you hit deactivate whilst the bots are recharging, they wont stay deactivated and will head off to work once full charged. They only seem to stay turned off if they are actually out working at the time you hit deactivate.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: macrosblackd on September 12, 2015, 08:07:54 PM
Not sure if this has been reported yet, but the Android trait doesn't give the permanent +100 mood.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: Minnigin on September 12, 2015, 08:10:52 PM
Quote from: macrosblackd on September 12, 2015, 08:07:54 PM
Not sure if this has been reported yet, but the Android trait doesn't give the permanent +100 mood.

ya it does, just doesnt kick in right away or might have some other way its activated but it works eventually
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: macrosblackd on September 12, 2015, 08:12:10 PM
Quote from: Minnigin on September 12, 2015, 08:10:52 PM
Quote from: macrosblackd on September 12, 2015, 08:07:54 PM
Not sure if this has been reported yet, but the Android trait doesn't give the permanent +100 mood.

ya it does, just doesnt kick in right away or might have some other way its activated but it works eventually

It doesn't. I just tested a theory I had and it seems the root element name needs to be changed from ThoughDefs to just Defs. Once I did that the Thought showed up in game.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.2b / 01.09.2015)
Post by: TheGentlmen on September 13, 2015, 10:29:56 PM
Quote from: TheGentlmen on September 13, 2015, 09:46:26 PM
Using: Ultimate Overhaul Modpack V1.0131
Patches: GlitterTech
             Rimsenal
             Tools for hual.
Extra Mods:TuffLuck (Increases raid size and adds new storyteller, shouldn't affect this bug)

Bug:
The android trait does not give +100 moodboost

Images:
https://drive.google.com/uc?export=download&id=0B20MnOEi81xJZVhYQ3dCbm04dnM
https://drive.google.com/uc?export=download&id=0B20MnOEi81xJdnNrQ0MzWDNfTXM


I'm not sure but I believe its cuased by your mod, not the the modpack... if it is, hopefully you fix the bug... its annoying me... 
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Haplo on September 14, 2015, 07:57:21 AM
Ok, I've updated it:
- The robots and Mai now gets the android thought
- Now the deactivate button is always visible once a robot is launched from the recharge station
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ectoplasm on September 15, 2015, 05:40:54 AM
Sadly a bug's been introduced in the last build, when you activate a MAI (not build one, but add a bill to turn it on) The automatic AI assembly table itself vanishes, pops out of existence, happened on the last 2 MAI's!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ptolisgoodguy on September 15, 2015, 06:03:12 AM
I seem to be having trouble with the bots. They do not seem to be activating when I try and activate them. If someone could either explain the problem or direct me to a post that does I would be very grateful. ;D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ectoplasm on September 15, 2015, 06:48:31 AM
Quote from: Ptolisgoodguy on September 15, 2015, 06:03:12 AM
I seem to be having trouble with the bots. They do not seem to be activating when I try and activate them. If someone could either explain the problem or direct me to a post that does I would be very grateful. ;D

The 2 bot types you by from vendors just need to be installed then you hit the activate button. The MAI robot needs to be crafted first of all at the AI assembly table, then you select the robot (by the table once it's been built) And add a bill to activate it. Make sure you have a recharge station installed before you activate a MAI robot or it will self destruct when out of power.

I've had a table disappearing bug since last release, be interesting to hear if your AI assembly table disappears when you activate a MAI.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ectoplasm on September 15, 2015, 09:40:54 AM

I just started a new colony, with latest build, and this vanishing AI assembly table hasn't reared its head again. Odd.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Haplo on September 15, 2015, 12:03:01 PM
Could you tell me please how the assembler was rotated when it vanished?
Or do you mean the inactive Mai?
If you mean the inactive Mai: that is wanted that it vanishes. It is the robot itself, where you just add some missing components and the program. :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ptolisgoodguy on September 15, 2015, 02:43:47 PM
Quote from: Ectoplasm on September 15, 2015, 06:48:31 AM
Quote from: Ptolisgoodguy on September 15, 2015, 06:03:12 AM
I seem to be having trouble with the bots. They do not seem to be activating when I try and activate them. If someone could either explain the problem or direct me to a post that does I would be very grateful. ;D

The 2 bot types you by from vendors just need to be installed then you hit the activate button. The MAI robot needs to be crafted first of all at the AI assembly table, then you select the robot (by the table once it's been built) And add a bill to activate it. Make sure you have a recharge station installed before you activate a MAI robot or it will self destruct when out of power.

I've had a table disappearing bug since last release, be interesting to hear if your AI assembly table disappears when you activate a MAI.

The problem is with the Hauling and Cleaning bots are not activating when I press the button.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ectoplasm on September 15, 2015, 02:55:24 PM
Quote from: Haplo on September 15, 2015, 12:03:01 PM
Could you tell me please how the assembler was rotated when it vanished?
Or do you mean the inactive Mai?
If you mean the inactive Mai: that is wanted that it vanishes. It is the robot itself, where you just add some missing components and the program. :)

It was the AI assembly table itself that was vanishing - I built a MAI, then added the bill to activate it, and as soon as MAI came to life the table vamooshed, I think however the problem may of arisen after I updated to your latest build - I just deleted the old MAI + MISC folders, and unpacked the latest version, perhaps something therein caused the issue (is it a good idea to do that by the way? Update to newer mod versions on a active colony? Perhaps it's safer / wiser to wait until a new colony is started, so everything is fresh? I think I've answered my own question!). As for the rotation of the table, it was vertical, with the output circle where MAI appears once constructed on the western side of the AI table, hope that makes sense.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ectoplasm on September 15, 2015, 02:58:49 PM
Quote from: Ptolisgoodguy on September 15, 2015, 02:43:47 PM
The problem is with the Hauling and Cleaning bots are not activating when I press the button.

I had a little compatibility issue with MAI+Robots and one of the bionic mods, changing the order the mods loaded in resolved it. Perhaps you could try the same. I have Core > Community Core Library > MAI > Miscellaneous_HiRes > Other mods.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Wonder Dog on September 16, 2015, 03:29:57 AM
There seems to be an issue with ccl mode ESM - Mine Vein order button disapearing if MAI+Robots is in the load order.

There are no warnings or errors in the log.

Changing MAI to load before or after makes no diffrence.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Haplo on September 16, 2015, 12:46:27 PM
That's strange, because as far as I know MAI doesn't change anything that's needed for the Mine Vein button.
Are you sure it's MAI that's causing the problem?

I'll try to reproduce it...
Edit: I can't reproduce it. As long as you add the CCL before the ESM mods, the button always appears.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Haplo on September 16, 2015, 01:26:50 PM
Quote from: Ectoplasm on September 15, 2015, 02:55:24 PM
...
It was the AI assembly table itself that was vanishing - I built a MAI, then added the bill to activate it, and as soon as MAI came to life the table vamooshed, I think however the problem may of arisen after I updated to your latest build - I just deleted the old MAI + MISC folders, and unpacked the latest version, perhaps something therein caused the issue (is it a good idea to do that by the way? Update to newer mod versions on a active colony? Perhaps it's safer / wiser to wait until a new colony is started, so everything is fresh? I think I've answered my own question!). As for the rotation of the table, it was vertical, with the output circle where MAI appears once constructed on the western side of the AI table, hope that makes sense.

I've tried it out, but am unable to reproduce it unfortunately.
My test assembler remains standing when Mai is activated..

The update shouldn't be a problem normally, but you are right, it is always better to start a new colony after you've updated. Who knows..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: NihilRex on September 16, 2015, 01:52:53 PM
Quote from: Haplo on September 16, 2015, 01:26:50 PM
Quote from: Ectoplasm on September 15, 2015, 02:55:24 PM
...
It was the AI assembly table itself that was vanishing - I built a MAI, then added the bill to activate it, and as soon as MAI came to life the table vamooshed, I think however the problem may of arisen after I updated to your latest build - I just deleted the old MAI + MISC folders, and unpacked the latest version, perhaps something therein caused the issue (is it a good idea to do that by the way? Update to newer mod versions on a active colony? Perhaps it's safer / wiser to wait until a new colony is started, so everything is fresh? I think I've answered my own question!). As for the rotation of the table, it was vertical, with the output circle where MAI appears once constructed on the western side of the AI table, hope that makes sense.

I've tried it out, but am unable to reproduce it unfortunately.
My test assembler remains standing when Mai is activated..

The update shouldn't be a problem normally, but you are right, it is always better to start a new colony after you've updated. Who knows..

When the Assembler is rotated so that the interaction spot is on the right, the disappearance happens.  Never seen it happen when the interaction spot is on the bottom.  Never tried it rotated any other way.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Wonder Dog on September 17, 2015, 04:09:10 AM
Quote from: Haplo on September 16, 2015, 12:46:27 PM
That's strange, because as far as I know MAI doesn't change anything that's needed for the Mine Vein button.
Are you sure it's MAI that's causing the problem?

I'll try to reproduce it...
Edit: I can't reproduce it. As long as you add the CCL before the ESM mods, the button always appears.
I could not reproduce either at first.

Ok further testing when generating a new colony shows its not your mod at all.

The designators disappear if I add, remove or move (change order) any mod in the list without exiting and restarting the game.

I tried with and without EdBModOrder active.

Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ectoplasm on September 17, 2015, 04:37:57 AM
Quote from: Wonder Dog on September 17, 2015, 04:09:10 AM
Quote from: Haplo on September 16, 2015, 12:46:27 PM
That's strange, because as far as I know MAI doesn't change anything that's needed for the Mine Vein button.
Are you sure it's MAI that's causing the problem?

I'll try to reproduce it...
Edit: I can't reproduce it. As long as you add the CCL before the ESM mods, the button always appears.
I could not reproduce either at first.

Ok further testing when generating a new colony shows its not your mod at all.

The designators disappear if I add, remove or move (change order) any mod in the list without exiting and restarting the game.

I tried with and without EdBModOrder active.

Was just about to post that the vanishing AI assembly table issue was back. I did just try and add a new mod into the running colony (auto hunt beacon, and the beta power switch). Is there any log mode I could enable that could be passed up the chain to help get this resolved - would that be of use to anyone? Or I could pack the whole mod folder and %APPDATA% and upload somewhere.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Haplo on September 17, 2015, 06:05:02 AM
You can post the output_log.txt file. It's in the RimWorldxyz_data folder and will be overwritten whenever you restart the game..

Hmm, if I can't reproduce the bug, maybe I'll just change the inactive Mai to the minified version. That way you'll have to move it to somewhere else first.. Hmm..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ectoplasm on September 17, 2015, 06:59:30 AM
Here you go. If it helps narrow it down I asked pawn Duke to prioritise the bill to activate a MAI.

http://pastebin.com/iFde8WTu
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Haplo on September 17, 2015, 06:26:06 PM
Hmm, there isn't anything Mai related to be found in there..
The only problem I've seen is this, but I don't know which mod responsible is:
NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_TickManager () [0x00000] in <filename unknown>:0
  at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.4 / 18.09.2015)
Post by: Haplo on September 18, 2015, 05:09:40 AM
Update:
It looks like the rotation doesn't always work. Because of that I've changed the output of the assembler so that the minified version is produced. This way it should (hopefully) not delete the assembler.
If the assembler still vanishes, please let me know. Maybe I need to make a second adjustment..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.3 / 14.09.2015)
Post by: Ninefinger on September 18, 2015, 11:20:03 AM
Quote from: Haplo on September 17, 2015, 06:26:06 PM
Hmm, there isn't anything Mai related to be found in there..
The only problem I've seen is this, but I don't know which mod responsible is:
NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_TickManager () [0x00000] in <filename unknown>:0
  at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0


This bug appears to be from Pawn State Icons... if that is what you are wondering, if not, well at least I tried lol :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.4 / 18.09.2015)
Post by: LustrousWolf on September 18, 2015, 11:31:06 AM
Is there a way of only having the 'Incidents' from this mod?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.4 / 18.09.2015)
Post by: Haplo on September 18, 2015, 07:08:57 PM
Yes it is: Just delete everything that is not named Incident or RunorOf.
But I don't give a guaranty for this to be all (I'm too lazy right now :P)

Oh and if you want the Anomaly stuff, then you also need Anomaly and everything TacticalComputer for it to work..

Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on September 19, 2015, 11:07:08 AM
So here is a bigger update: (at least for me)
I've created a MapGenerator that creates a few village buildings out of blueprints.
These blueprints can be expanded upon by everyone. How? I've added a small Tutorial that can be found in the Help folder.

Note:
The MapGenerator does NOT overwrite the vanilla MapGenerator in the base setting. This means that the game randomly selects which MapGenerator it takes to create the map. So it may take a few new colonies until this generator is choosen to create the blueprints.
If you want I have an alternate version in the help folder that overwrites the vanilla generator and makes this the only valid one.

I've just changed the Scatter Ruins part of the vanilla MapGenerator with the following. Everything else is still vanilla in there:
      <!-- Empty ruins village -->
      <li Class="MapGenerator.Genstep_CreateBlueprintVillage">
        <countPer10kCellsRange><min>0.15</min><max>0.35</max></countPer10kCellsRange>
<ruinCountRange><min>3</min><max>6</max></ruinCountRange>
<ruinDistanceRange><min>2</min><max>6</max></ruinDistanceRange>
<ruinOffsetHorizontalRange><min>4</min><max>15</max></ruinOffsetHorizontalRange>
<ruinOffsetVerticalRange><min>4</min><max>15</max></ruinOffsetVerticalRange>
      </li>


Attached are a few impressions of the ruins.

[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Latta on September 19, 2015, 11:22:24 AM
What I wanted to do... :D

Did you try to spawn doors, or it already does so? Because in my case it always ends with bunches of region errors.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on September 19, 2015, 11:30:26 AM
I did try to spawn doors, but there I had another problem:
If your pawn walks through the door the fog remains and your pawn hides under the fog :)
Theoretically you can use the doors, but only for ruins, where there are other holes in the room, so that the fog doesn't appear. Practically I've just not used doors :)

PS: If you want to take a look, I've updated the source code link on the first page to my latest monster 8)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Latta on September 19, 2015, 11:37:00 AM
Really? My pawns... ah, I spawned the doors as mechanoid faction, so my pawns had to break doors, revealing all fog. ;)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on September 19, 2015, 11:47:44 AM
Yep, most likely. I don't set a faction to it, so it is most likely a colonist building.
Also I can't really set it to a faction or it may have problems with the blueprints. When I have Mechanoids inside and a Mechanoid door I think it doesn't take long for them to realize that they can leave.
And the newly landed colonists do look rather delicious ;)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: vega666 on September 19, 2015, 02:52:42 PM
Quote-WeaponBase is removed for now

Dang. This was my reason for downloading this mod, and it's no longer part of it...
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on September 19, 2015, 07:01:12 PM
Quote from: vega666 on September 19, 2015, 02:52:42 PM
Quote-WeaponBase is removed for now

Dang. This was my reason for downloading this mod, and it's no longer part of it...

It was only removed for alpha 12a. Tynan did change his code a bit in 12b, so that the WeaponBase is functional again :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Ectoplasm on September 20, 2015, 07:19:26 AM
Haven't had the vanishing AI table bug so far, though I did think it was bugged when looking to activate MAI! Didn't take note when you previously said 'miniturised version of MAI', then it dawned on me...

The new buildings getting added on map creation, kinda neat, I like. I landed right by 2 on my first colony. Opened one up and it had 2 mega-slugs and some mini mechs too :( Reloaded, and the other one only had 1 mini mech. Made it my home, came with statues and everything, quite homey.  How is the generation done though? As in the small small area of the map there were actually 4 of these buildings (plus numerous semi-wrecked structures. Is it just and RNG thing? 

http://imgur.com/y6ydtjZ

4 all within spitting distance. Not complaining, at least 2 had a small stash of gold and steel too, might of been all 4 don't recall!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on September 20, 2015, 11:04:57 AM
It is a weighted random yes. Right now I have something like 20 to 25 variations. Only about 5 are bigger.
There are 3 to 7 random rooms near one another.. Looks like you got 4 or 5 :)
And iI should have warned you: most closed rooms have the possibility to hold some surprises.
But most also have a reward or two, so... ;)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: LustrousWolf on September 20, 2015, 04:27:58 PM
So I got the Vanilla Enhanced Version, and since it has the map generator bit in, it isnt compatible with the Rikiki's outpost generator mod, so I took out everything to do with the map generator, and it worked and loaded up a world fine with no errors, but for some reason all the other parts of the vanilla enhanced mod do not appear in the game now. Is there a version of vanilla enhanced without the map generator part that I can have that I know is not broken because of me? I cant find it in the mass of old and new downloads on the nexus download page if there is one :/
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on September 21, 2015, 10:20:30 AM
Here is a compatible MapGenerator for the outpost generator from Rikki.
Just overwrite it with the file in the folder Miscellaneous_XYZ/Defs/MapGeneratorDefs/

Note: With this change the outpost generator MUST be loaded and must be loaded BEFORE Miscellaneous!


[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: LustrousWolf on September 21, 2015, 11:14:33 AM
I'll try this out when I make a new colony :) Thank you for the quick response!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Rikiki on September 21, 2015, 03:14:29 PM
About the fog of war, you can use a RectTrigger. Have a look into my outpost generator source code. It is quite easy to use (and already implemented by myself ;D ).
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on September 22, 2015, 06:31:23 AM
Thanks for the info, I'll take a look. :)
Now I just need to find a bit of time... again..  :-\
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: TLHeart on September 24, 2015, 08:41:38 AM
Does your map generator fill the labyrinth with mechs? And should it be spawning 3 or 4 labyrinths per map? 
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Ectoplasm on September 24, 2015, 09:09:31 AM
Quote from: TLHeart on September 24, 2015, 08:41:38 AM
Does your map generator fill the labyrinth with mechs? And should it be spawning 3 or 4 labyrinths per map? 

There's a chance to have baddies in them, Haplo commented on this on the previous page, along with ruin generation.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: LanMc on September 24, 2015, 12:53:51 PM
I am personally loving the labyrinth generations.  I have had up to three large complexes, (large for my standards in Rimworld anyway... meaning the size of which would take me a few months with my three colonists to build... with several nice statues, and a joy object table in each.)  In one of the smaller ruins I found two, (count them people TWO), hospital beds!  They are minifiable now so I could grab them up and start using them pretty darn early in the game.  That was a bountiful find!   

Yes, in two of them there were mechs.  The one that was buried in the mountain had quite a decent number of them but by the time I excavated it we were ready to take them on.

The number of labyrinths are randomly generated - from the xml it looks like we can get as many as 6 ruins, (variations on layouts, size and potential content.)  I am not sure about the mechs though?   They could be added by the Core as the Core tends to add ruins with mechs and cryo caskets during map generation.  Still... Curious to know!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Loki88 on September 24, 2015, 06:21:10 PM
Are the local traders that come basically all bulk goods traders. Or should there be different types and I've broken something? I've had 20+ of the little buggers show up by now (often at the same time  ??? ) and they're all more or less bulk goods traders.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: NihilRex on September 25, 2015, 03:32:07 AM
If i wanted to lower the number or disable just the ruins generation, what would I edit?  BlueprintVillage?  Does the Countper10k going up increase or decrease the # of ruins?

I just had a sweet landing spot, terrain wise, turn out to be covered in mechanoids.  3 ruins on the default loading inscreen, 2 of the larger labyrinths and one of the wide rectangles.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Lupin III on September 25, 2015, 10:27:15 AM
Why has the turret automatic mode been removed? It says it should be possible to set turrets to automatic mode in the first post, but it looks like the research project for it isn't there anymore.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on September 25, 2015, 02:22:48 PM
Quote from: NihilRex on September 25, 2015, 03:32:07 AM
If i wanted to lower the number or disable just the ruins generation, what would I edit?  BlueprintVillage?  Does the Countper10k going up increase or decrease the # of ruins?

I just had a sweet landing spot, terrain wise, turn out to be covered in mechanoids.  3 ruins on the default loading inscreen, 2 of the larger labyrinths and one of the wide rectangles.

If you want to reduce the count, edit the MapGenerator_Blueprint_Village.xml. In there is a count of ruins range. This is from 3 to 7 or so, this means one generation generates 3 to 7 ruins. Then there is the count per 10k with influences the generation count. Set it lower will reduce the base chance. Right now it is set to roundabout 1 to 2 base generations at medium maps.
To disable it fully just delete this one file. ;P

Quote from: Lupin III on September 25, 2015, 10:27:15 AM
Why has the turret automatic mode been removed? It says it should be possible to set turrets to automatic mode in the first post, but it looks like the research project for it isn't there anymore.
Automatic weapon base isn't removed, you just can't build them anymore, you need to buy them ;P


Quote from: Loki88 on September 24, 2015, 06:21:10 PM
Are the local traders that come basically all bulk goods traders. Or should there be different types and I've broken something? I've had 20+ of the little buggers show up by now (often at the same time  ??? ) and they're all more or less bulk goods traders.
No,  the traders can be every available traders except pirate traders.

Quote from: LanMc on September 24, 2015, 12:53:51 PM
I am personally loving the labyrinth generations.  I have had up to three large complexes, (large for my standards in Rimworld anyway... meaning the size of which would take me a few months with my three colonists to build... with several nice statues, and a joy object table in each.)  In one of the smaller ruins I found two, (count them people TWO), hospital beds!  They are minifiable now so I could grab them up and start using them pretty darn early in the game.  That was a bountiful find!   

Yes, in two of them there were mechs.  The one that was buried in the mountain had quite a decent number of them but by the time I excavated it we were ready to take them on.

The number of labyrinths are randomly generated - from the xml it looks like we can get as many as 6 ruins, (variations on layouts, size and potential content.)  I am not sure about the mechs though?   They could be added by the Core as the Core tends to add ruins with mechs and cryo caskets during map generation.  Still... Curious to know!
The mechs are also set via the blueprints. It just is random if they are really Spawned at their positions :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Ectoplasm on September 26, 2015, 06:47:14 AM
Found an amusing little bug when your mod interacts with Fish Industry https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445

The cleaning robots haul the little fish to the aqua culture basins rather than the hauling bots (I guess technically though it should only be a pawn as the mod adds the fish skill to the worker tab?).  You add single fishes to to aqua basins, and then they produce more.

(edit, I havent as yet seen a cleaning bot pick up the produce from the basin to take to storage)

edit 2! Just saw a cleaner bot hauling food from a field too. Seems it's not specific to the fish industry.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Lupin III on September 27, 2015, 11:45:30 AM
Quote from: Haplo on September 25, 2015, 02:22:48 PM
Automatic weapon base isn't removed, you just can't build them anymore, you need to buy them ;P
Maybe you should update the first post then. Had me worried I had some incompatibility with another mod until I saw in the XML the research was disabled on purpose.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Kerogui on September 27, 2015, 12:05:00 PM
Is there any chance you could release a version with only the cleaning bot? Pretty please?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on September 27, 2015, 02:06:07 PM
Quote from: Lupin III on September 27, 2015, 11:45:30 AM
Quote from: Haplo on September 25, 2015, 02:22:48 PM
Automatic weapon base isn't removed, you just can't build them anymore, you need to buy them ;P
Maybe you should update the first post then. Had me worried I had some incompatibility with another mod until I saw in the XML the research was disabled on purpose.

Thanks, I've forgotten about that :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Encrtia on September 28, 2015, 08:10:57 PM
Haplo, just writing to tell you two things.

Firstly, your modification is stupendous - thank you so much for putting together such a wonderful mod. One of my core experiences for RimWorld :)

Secondly, just a thought whilst I'm doing to the rounds on thanking people for their wonderful mods - might I suggest adding a "Thermal Viewing" element to the Tactical Computer? I.e. when pressed, a light overlay of the map shows us the red(hot) to blue(cold) areas of the map without needing to mouse hover everywhere. <- Even without the suggestion, great mod that'll forever be used ;)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Lupin III on September 29, 2015, 06:40:42 PM
Do you know of any incompatibility of the turrets with other mods? If I try to mount a weapon on an automatic turret base, I can only mount EMP grenades and all other options of guns I have lying around are grayed out. The only mod I use that changes anything gun related is the combat realism mod.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: ratboys on October 01, 2015, 03:21:30 AM
How would i remove every other modification except for the tactical module? Just remove every other file not related to it? I would appreciate it if you separated all these mods into a modpack instead of having them all bunched into one.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: TLHeart on October 01, 2015, 01:35:44 PM
With your additional abandoned structures on the map, the traders now prioritize setting up in those structures, over setting up by my colony. I took over one to start my colony, but in the opposite corner of the map is another one with wood floors, and that is where the traders go every time. Nothing I have built has changed the traders behavior, to stop by the outside trade beacon with a wooden floor.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: macrosblackd on October 01, 2015, 02:03:14 PM
Quote from: TLHeart on October 01, 2015, 01:35:44 PM
With your additional abandoned structures on the map, the traders now prioritize setting up in those structures, over setting up by my colony. I took over one to start my colony, but in the opposite corner of the map is another one with wood floors, and that is where the traders go every time. Nothing I have built has changed the traders behavior, to stop by the outside trade beacon with a wooden floor.

That has to do with the Hospitality mod's hidden feature of prioritizing wood floors as the setup location for traders.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on October 01, 2015, 02:32:46 PM
Quote from: Lupin III on September 29, 2015, 06:40:42 PM
Do you know of any incompatibility of the turrets with other mods? If I try to mount a weapon on an automatic turret base, I can only mount EMP grenades and all other options of guns I have lying around are grayed out. The only mod I use that changes anything gun related is the combat realism mod.
Nope, iI know of no incompatibility with any mods yet.. I need to look, when the turret provides inactive weapon floatmenues..

Quote from: ratboys on October 01, 2015, 03:21:30 AM
How would i remove every other modification except for the tactical module? Just remove every other file not related to it? I would appreciate it if you separated all these mods into a modpack instead of having them all bunched into one.
It isn't really easy to extract it. Most likely you can remove everything except everything named Tactical, Computer or Anomaly. And the common dll.
And no, I won't make my Miscellaneous like a mod pack. I tried it and started this a while back, but it needs too much independent maintenance work. So no, the mod remains as one big mod.

Quote from: TLHeart on October 01, 2015, 01:35:44 PM
With your additional abandoned structures on the map, the traders now prioritize setting up in those structures, over setting up by my colony. I took over one to start my colony, but in the opposite corner of the map is another one with wood floors, and that is where the traders go every time. Nothing I have built has changed the traders behavior, to stop by the outside trade beacon with a wooden floor.
Yes, that is really a problem. The traders do search for wooden areas outside to place their tents. That's their normal behavior. I think I'll have to change the wooden flooring to something else..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Iwillbenicetou on October 02, 2015, 12:40:06 PM
Hey, Haplo. I created a colony, and I'm wondering what the brainpal's are. I put one into my colonist, and I'm not quite sure
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.5 / 19.09.2015)
Post by: Haplo on October 02, 2015, 01:38:48 PM
BrainPals are small computers inside your head.
You can talk to them inside your head and they can provide information and or live feedback for you.
Originally they are from John Scalzi and his old man's war series. They'll enhance some of your stats..
I always wanted to have one myself since I read about them, so here they are: The original ones (electronic) and the newer versions (bionical). 8)

Hopefully this answers your questions? ;)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.6 / 01.10.2015)
Post by: Haplo on October 02, 2015, 07:30:21 PM
It is update time, again ;D

This time I've made the following changes to Miscellaneous (no changes to MAI+Robots):

-Added Blueprint HaciendaA, LabyrinthC
I made two new rooms for the MapGenerator to use: a new labyrinth (caution, as always, only enter if you are equipped really good!) and an hacienda.
If you get the hacienda, you can recognise it easily: it is built a bit like an L and comes with a well :)

-Reduced chance for MainRoom
The MainRoom had a too high chance. reduced it to a normal value.

-MapGenerator can now use a clear fog trigger, this allows the usage of doors
Now it is possible to walk through a door and the fog will clear. This was a problem until now. But it needs a special tag in the blueprint..

-MapGenerator will now add the Ancient Shrine warning if there is danger
If there is a danger inside the ruin, your colonists will get the same feeling as with the normal ancient danger.

-BugFix Traders
The trader will now only search for wooden floors to place their tents, if it is inside your home area. wooden floorings outside the home area will be ignored.

-Small changes at the WeaponBase code
I've refactored the WeaponBase code a bit to hopefully fix a bug I couldn't reproduce.


Special thanks to Rikki, TLHeart, Lupin III and skyarkhangel.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.6 / 01.10.2015)
Post by: Lupin III on October 04, 2015, 04:01:44 PM
Unfortunately I still have the same issue and it may be related to what you said about "inactive weapon floatmenues". See the screenshots below. That's the menu I get when I rightclick on the turret. See that only one entry is active? I have now seen that it always the second to last before the "..." and does not depend on the weapon. I sold/destroyed all EMP-grenades, so it was the incendiary launcher, got rid of all launchers, it become the shotgun. I can mount the selectable weapon. Clicking anywhere else on the menu (not just the "...") makes the sound for an "invalid selection" and the menu closes. After that I get the menu shown in the second screenshot. If I click on any of the grayed options, again I get the invalid sound and the first menu again after that. I then destroyed most of the weapons I have in debug mode and just spawned in a few (assault, sniper and charge rifle and railgun). The menu was "normal" then and i could mount all of the weapons. So the bug seems to occur when there are multiple pages to the menu. My guess as a programmer: menu somehow initialized for ten entries/actions, but forgot that the "..." takes up an entry, too, when there's more than 10 weapons. ;)

Btw. any chance to make the weapon removeable without destroying the base? I can only deconstruct but not unmount.

[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.6 / 01.10.2015)
Post by: TheGentlmen on October 04, 2015, 07:59:29 PM
Hello, I have found a bug/problem,

In MapGeneratorBlueprints_Labyrinth:
<MapGeneratorBlueprintDef Name="Labyrinth2Base">
<defName>LabyrinthB</defName>

<MapGeneratorBlueprintDef Name="Labyrinth2Base"> <!--But it says B here-->
<defName>LabyrinthC</defName> <!--This is C-->

Changing the second one to:
<MapGeneratorBlueprintDef Name="LabyrinthCBase">
<defName>LabyrinthC</defName>

Fixes the warning.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on October 05, 2015, 03:54:54 PM
Ok, here is the hotfix update:
-The LabyrinthC is fixed
  Thank you TheGentlemen ;D
-The WeaponBase is fixed
  Thank you Lupin III, the hint of the multiple weapons brought me to finally reproduce it. I have always tested it with only a few weapons. The problem was my usage of a HashList. Now I've refactored the selection code quite a bit. You can now select all your weapons independently and switch through them easily. Also the marked weapon will be marked (if visible).  ;D



[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: rexx1888 on October 05, 2015, 11:02:18 PM
hope thats save compatible, because im happy to sac a whole colony for that fix :P
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on October 06, 2015, 01:07:32 AM
It is save compatible. One change is a change in an xml that's used in the map generation only, the other change is just some internal code change in a dll. No name changes or anything destructive :P
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Loki88 on October 06, 2015, 08:03:30 PM
MediaFire spams so many pop ups lately that it crashes my browser with malicious content warnings  ???

Nexus works fine but if you're looking to keep two download options available you may want to try something else until MediaFire gets itself worked out.

That being said, thank you for all your hard work and the new content!  ;D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Demonlord091 on October 08, 2015, 09:00:19 PM
Quote from: Loki88 on October 06, 2015, 08:03:30 PM
MediaFire spams so many pop ups lately that it crashes my browser with malicious content warnings  ???

Nexus works fine but if you're looking to keep two download options available you may want to try something else until MediaFire gets itself worked out.

That being said, thank you for all your hard work and the new content!  ;D

I'm no fan of Mediafire, but it sounds like you need a good adblocker.  Try Adblock Plus if you haven't already, it helps with that sort of nonsense.

I haven't gotten any ads on it lately.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: harpo99999 on October 09, 2015, 05:18:14 AM
Quote from: Loki88 on October 06, 2015, 08:03:30 PM
MediaFire spams so many pop ups lately that it crashes my browser with malicious content warnings  ???

Nexus works fine but if you're looking to keep two download options available you may want to try something else until MediaFire gets itself worked out.

That being said, thank you for all your hard work and the new content!  ;D
another thought is to remove JUNKWARE, especially 'toolbars' and 'search tools', and doing this might even have the sideeffect of speeding up the computer by removing the junk processes that start with the computer and report back to the supplier WHAT you do in your computer and WHERE you co on the web
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: TheGentlmen on October 09, 2015, 12:22:27 PM
Quote from: Loki88 on October 06, 2015, 08:03:30 PM
MediaFire spams so many pop ups lately that it crashes my browser with malicious content warnings  ???

Nexus works fine but if you're looking to keep two download options available you may want to try something else until MediaFire gets itself worked out.

That being said, thank you for all your hard work and the new content!  ;D

Quote from: TheGentlmen (GENT) on September 18, 2015, 08:12:19 PM
Run JRT:
http://www.bleepingcomputer.com/download/junkware-removal-tool/

Then run AdwCleaner:
https://toolslib.net/downloads/viewdownload/1-adwcleaner/

Don't remember where I got my copy of it but if you get this:
http://www.howtogeek.com/209654/scammers-are-using-a-fake-version-of-adwcleaner-to-trick-people/
Then its a fake so do some searching for the real version.

Then run Malewarebytes:
https://www.malwarebytes.org/antimalware/

Even if you don't think you have a virus its a good Idea to run em' once in a while.

Also if you don't have a AV already get one. I recomend Avast:
https://www.avast.com/en-ca/index

I recommend you keep DeepScreen DISABLED.
Its just a pain to have running.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Loki88 on October 09, 2015, 12:37:59 PM
The only thing I don't really have is ad blocker, I don't really know why I never got it. I have an AV program, MalwareBytes, and SpyBot among other things. I removed junkware when I got this thing but maybe having an actual tool to do it would be good.

Thank you guys for your advise  ;D

Cheers!

Ps: MediaFire is still annoying regardless
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: TLHeart on October 09, 2015, 02:29:15 PM
Had the tactical computer give me an anomaly adventure. Sent 3 colonists, and 2 days later they returned, and the returned message says they found a dusty room with.....


and they speak of pursuers.

No loot was listed, yet they brought back 2 stacks of gold and a rail gun, and of course the following raid...

Just a heads up the loot text did not work.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: TheGentlmen on October 09, 2015, 02:54:10 PM
Hello,

Under Miscellaneous_Buildings_TacticalComputer.xml I found this:
<!-- <designationCategory>Misc</designationCategory>
<researchPrerequisite>ResearchTacticalComputer</researchPrerequisite> -->


Is teh computer sopoused to be disabled?

Edit: The research is also missing.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on October 09, 2015, 02:56:51 PM
Yes, that isn't a bug. The terminal isn't researchable anymore. Only buyable from a trader :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: LustrousWolf on October 09, 2015, 05:37:19 PM
Not sure if this is your mods fault, but when I went to this trader in the tent, they are selling thrumbos for under $1?
https://gyazo.com/e188b3e815b7ca90f6d846f69f27de14
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on October 10, 2015, 05:41:52 AM
Nope, not my fault. I just use the existing traders, I don't do any calculations on my own :)
It looks like something changes the thrumbos so that the base price is really low. But it's definitely not a fault of my trader code :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: LustrousWolf on October 10, 2015, 07:47:41 AM
Quote from: Haplo on October 10, 2015, 05:41:52 AM
Nope, not my fault. I just use the existing traders, I don't do any calculations on my own :)
It looks like something changes the thrumbos so that the base price is really low. But it's definitely not a fault of my trader code :)

Ok, just checking cos it was from a trader in a tent xD I will have to see if a trader from the comms console is also selling the thrumbos for a very low price as well. Other than that I have no idea whats causing the error >_<
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: 530698 on October 15, 2015, 01:53:02 PM
The Weapon Bases don't work with Combat Realism, right? Or is it just my game?
After (what I think it was, at least) the weapon ammo got empty, which in my case was an LMG, the weapon base just wouldn't shoot anymore. Oh, and can you make the base to be able to switch the weapon without having to deconstruct it? Thanks in advance, and awesome mod! Keep up the good work!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: RadaRadaRada on October 15, 2015, 04:12:31 PM
Quote from: 530698 on October 15, 2015, 01:53:02 PM
The Weapon Bases don't work with Combat Realism, right? Or is it just my game?
After (what I think it was, at least) the weapon ammo got empty, which in my case was an LMG, the weapon base just wouldn't shoot anymore. Oh, and can you make the base to be able to switch the weapon without having to deconstruct it? Thanks in advance, and awesome mod! Keep up the good work!

To make the turrets work, you will have to disable CombatRealim's weapon reloading by editing XML files within the mod.

Quote from: NoImageAvailable on September 26, 2015, 08:21:40 AM

Quote from: Goldenpotatoes on September 25, 2015, 08:25:58 AM
Is there a way to disable reloading? I'm not really fond of the feature to begin with and it seems to break for some guns, leaving the colonist stuck in a daze about the concept of reloading, which makes it impossible for me to move them at all afterwards.

You'd have to change the XML entries for all the guns to use Verb_ShootCR/Verb_ShootCRShotgun instead of Verb_ShootCRReload/Verb_ShootCRShotgunReload

Weapon definition entries can be found within CR's mod folder. Go to Defs/ThingDefs directory and open the Weapons_Guns.xml with notepad or similar program. Then replace all instances of:

Verb_ShootCRReload with Verb_ShootCR and
Verb_ShootCRShotgunReload with Verb_ShootCRShotgun.

To do so quickly and without much work, I used my Notepad++ to do that automatically for me. Just be careful not to accidentally edit .dll files, like I did the first time: it will break the mod. So, then selecting where to search for the definitions, make sure that the program will only search within files in Defs directory.

If you use other CombatRealism compatible weapon mods (for example, I use Rimsenal and Rimfire), you will need to do the same with their respective weapon definition files too.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: 530698 on October 15, 2015, 11:17:15 PM
Thanks for that! Even though I did really like the reload, I really wanted to use those turrets. One other thing, I am running GlimmerTech, and whenever I try to put the Inferno Cannon on the turret base, it just disappears. Is there any way to fix that?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: RadaRadaRada on October 16, 2015, 04:52:54 AM
QuoteEven though I did really like the reload

CR developer said that, among other things, he is planning to make the turrets reload too. So, in future, it might be possible to make turret bases work with weapons using reload mechanics.

QuoteOne other thing, I am running GlimmerTech, and whenever I try to put the Inferno Cannon on the turret base, it just disappears. Is there any way to fix that?

No idea, realy.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on October 16, 2015, 12:57:36 PM
QuoteOne other thing, I am running GlimmerTech, and whenever I try to put the Inferno Cannon on the turret base, it just disappears. Is there any way to fix that?

I've looked into GlitterTech (I think you mean that?) and there is a specific line in the inferno cannon:
<destroyOnDrop>True</destroyOnDrop>
This means, that you normally shouldn't be able to obtain one, as it will be destroyed on drop.
The problem with the turret base is, that the colonists carry the weapon to the turret and drop it on it. A few ticks later the turret checks if there is something on it, but at that time the weapon is already destroyed.
Sorry, but there isn't anything that I can do about it for now. I'll change the haul job most likely sometimes, but until then I can only advice you against using that..

On second thought:
I've changed it so, that the selfdestroying weapons aren't even selectable anymore.
Just exchange the ./Assemblies/WeaponBase.dll with the one attached (and ziped) to this post and you'll never be able to select it again :)

[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: 530698 on October 17, 2015, 06:45:52 AM
Quote from: Haplo on October 16, 2015, 12:57:36 PM
I've looked into GlitterTech (I think you mean that?) and there is a specific line in the inferno cannon:
<destroyOnDrop>True</destroyOnDrop>
This means, that you normally shouldn't be able to obtain one, as it will be destroyed on drop.
The problem with the turret base is, that the colonists carry the weapon to the turret and drop it on it. A few ticks later the turret checks if there is something on it, but at that time the weapon is already destroyed.
Sorry, but there isn't anything that I can do about it for now. I'll change the haul job most likely sometimes, but until then I can only advice you against using that..

On second thought:
I've changed it so, that the selfdestroying weapons aren't even selectable anymore.
Just exchange the ./Assemblies/WeaponBase.dll with the one attached (and ziped) to this post and you'll never be able to select it again :)

Ahh, alright. That's sad though, really did want to use that inferno cannon on the turret base. Thanks anyway!
Also, yeah, it's glittertech, my bad  :P
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: redgoatee on October 19, 2015, 02:47:50 PM
what am I missing here? I downloaded it brand new from the front page which I assume is the most updated version? and this is the error screen that I get..
http://imgur.com/MyyHBcs (http://imgur.com/MyyHBcs)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: redgoatee on October 19, 2015, 08:47:33 PM
Quote from: redgoatee on October 19, 2015, 02:47:50 PM
what am I missing here? I downloaded it brand new from the front page which I assume is the most updated version? and this is the error screen that I get..
http://imgur.com/MyyHBcs (http://imgur.com/MyyHBcs)

Addendum to this.. when I downloaded it, and extracted it all, my anti-virus said that one of the .dll files was infected.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: TLHeart on October 19, 2015, 10:34:02 PM
Quote from: redgoatee on October 19, 2015, 08:47:33 PM
Quote from: redgoatee on October 19, 2015, 02:47:50 PM
what am I missing here? I downloaded it brand new from the front page which I assume is the most updated version? and this is the error screen that I get..
http://imgur.com/MyyHBcs (http://imgur.com/MyyHBcs)

Addendum to this.. when I downloaded it, and extracted it all, my anti-virus said that one of the .dll files was infected.

and that critical dll was never installed, and that is your problem... disable your anti virus, download the mod again, install the mod, and exclude the mods folder from your anti virus software. Then you can turn on the anti virus software again.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: TheGentlmen on October 20, 2015, 12:50:45 AM

Quote from: redgoatee on October 19, 2015, 02:47:50 PM
what am I missing here? I downloaded it brand new from the front page which I assume is the most updated version? and this is the error screen that I get..
http://imgur.com/MyyHBcs (http://imgur.com/MyyHBcs)
Try loading MAI after Misc.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on October 20, 2015, 03:24:27 AM
It really looks like you're missing the .dll for MAI.
This is the first time that an anti-virus program set a dll of mine under quarantaine.
From where did you download it? MediaFire or Nexus?
Try to download it from the other source, does the program set the dll also under quarantaine?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: redgoatee on October 20, 2015, 10:06:58 AM
Quote from: Haplo on October 20, 2015, 03:24:27 AM
It really looks like you're missing the .dll for MAI.
This is the first time that an anti-virus program set a dll of mine under quarantaine.
From where did you download it? MediaFire or Nexus?
Try to download it from the other source, does the program set the dll also under quarantaine?


I downloaded them from what ever the link was on the first page of this topic.. I went into my anti-virus and said restore that file, and it was all fine..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Loki88 on October 20, 2015, 01:22:03 PM
My AV program flags probably about 70% of mod .DLL files saying they have no history and are thus "untrusted" so it could just be the age of the file vs the number of users with that file on that particular av network. Its annoying either way.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: tigg on October 27, 2015, 06:39:18 PM
I've only just started playing with a12d (used MAI+ robots in 11 previously) but this time around the bots aren't coming up as colonists in any of the lists or even draft them which means I can't restrict where they do/don't go. As per usual, I'm running a boat load of mods but I'm wondering if anyone else has had this problem and pinned down the cause because it sucks to have my bots out cleaning the edge of the map and get gunned down by raiders.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: BinaryBlackhole on October 28, 2015, 01:27:07 AM
I can find the automated turret base there's the manned on but not the automated one I did check my research.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: cucumpear on October 28, 2015, 05:03:20 AM
Quote from: BinaryBlackhole on October 28, 2015, 01:27:07 AM
I can find the automated turret base there's the manned on but not the automated one I did check my research.
The automated base can be purchased from traders.  :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on October 28, 2015, 07:07:45 AM
Quote from: tigg on October 27, 2015, 06:39:18 PM
I've only just started playing with a12d (used MAI+ robots in 11 previously) but this time around the bots aren't coming up as colonists in any of the lists or even draft them which means I can't restrict where they do/don't go. As per usual, I'm running a boat load of mods but I'm wondering if anyone else has had this problem and pinned down the cause because it sucks to have my bots out cleaning the edge of the map and get gunned down by raiders.

You can manually set them a zone to work in (directly on the info panel of the bot) or do what should normally be done: Select all bases and call your bots back to recharge until it is save to work again. :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: bloodaxis on November 02, 2015, 03:16:35 PM
Would it be at all possible to get the draining pump as its own mod, since I am not incredibly interested in the rest of them, but would really like a way to get rid of those bloody swamps. :D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: tigg on November 03, 2015, 07:20:39 AM
Quote from: Haplo on October 28, 2015, 07:07:45 AM
Quote from: tigg on October 27, 2015, 06:39:18 PM
I've only just started playing with a12d (used MAI+ robots in 11 previously) but this time around the bots aren't coming up as colonists in any of the lists or even draft them which means I can't restrict where they do/don't go. As per usual, I'm running a boat load of mods but I'm wondering if anyone else has had this problem and pinned down the cause because it sucks to have my bots out cleaning the edge of the map and get gunned down by raiders.

You can manually set them a zone to work in (directly on the info panel of the bot) or do what should normally be done: Select all bases and call your bots back to recharge until it is save to work again. :)

Ah, ok, thanks.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on November 03, 2015, 03:08:03 PM
Quote from: bloodaxis on November 02, 2015, 03:16:35 PM
Would it be at all possible to get the draining pump as its own mod, since I am not incredibly interested in the rest of them, but would really like a way to get rid of those bloody swamps. :D

I'm sorry, but I don't do seperate mods.
But I can tell you which parts you need for the pump, so you can delete everything else:

../Defs/ThingDefs/Miscellaneous_Buildings_DrainingPump.xml
../Assemblies/Miscellaneous.dll
and maybe
../Languages/English/DefInjected/ThingDef/Miscellaneous_DrainingPump.xml
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Nathul on November 04, 2015, 12:42:20 PM
Does the current update of the mod work with A12d savegames?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: TLHeart on November 04, 2015, 01:20:39 PM
Quote from: Nathul on November 04, 2015, 12:42:20 PM
Does the current update of the mod work with A12d savegames?

It says A12d right in the title. So yes.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Nathul on November 04, 2015, 01:36:41 PM
Thank u for the answer! Yet, my question was a bit bad. What i mean, i havent played this mod with A12d yet. Do I have to start a new colony or do all features work the moment i turn the mod on?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on November 04, 2015, 02:34:33 PM
For the Keybinding, the MapGenerator and the Incidents (Anomaly and Rumors) you need to start a new colony.
Everything else should work with an old savegame.
There is a way to add the Keybinding and the incidents to an old savegame also, but I'm too lazy to search for it here in the posts right now. :P
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Nathul on November 04, 2015, 02:38:08 PM
Thank u for the answer! I will test these things after im done with my current save game. Cool stuff so far!:)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Kraehe on November 06, 2015, 08:59:02 AM
The download links doesn't work. :S
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on November 06, 2015, 03:03:53 PM
Hmm, I've tried them and can download from both MediaFire and Nexus without problems...
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: harpo99999 on November 06, 2015, 06:08:00 PM
I will back haplo as I have just re-downloaded both the misc highres and the mai again. the problems might be caused by your isp or antivirus
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: tigg on November 06, 2015, 10:39:17 PM
For me, MAI is not being made. The assembly bench/machine has all of the resources but no MAI appears after many weeks.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: TLHeart on November 07, 2015, 12:16:06 AM
Quote from: tigg on November 06, 2015, 10:39:17 PM
For me, MAI is not being made. The assembly bench/machine has all of the resources but no MAI appears after many weeks.

It does take a couple of days of continuous power to create MAI, and then she looks like this.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/11222638_1046177578746935_1829175116941466129_n.jpg?oh=f50d6b4c232e77a905cacaa575a81722&oe=56B78A10)

She still needs to be installed and activated.

And that is a sword laying in front of her minified self.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: tigg on November 07, 2015, 04:08:10 PM
Quote from: TLHeart on November 07, 2015, 12:16:06 AM
Quote from: tigg on November 06, 2015, 10:39:17 PM
For me, MAI is not being made. The assembly bench/machine has all of the resources but no MAI appears after many weeks.

It does take a couple of days of continuous power to create MAI, and then she looks like this.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/11222638_1046177578746935_1829175116941466129_n.jpg?oh=f50d6b4c232e77a905cacaa575a81722&oe=56B78A10)

She still needs to be installed and activated.

And that is a sword laying in front of her minified self.
Yep, I've made MAI before but for some reason, this time it's not happening ... maybe it's another one of my mods messing it up.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on November 08, 2015, 02:54:12 AM
Normally that shouldn't be an issue. Did you check the counter in the description? Is it running?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: redgoatee on November 08, 2015, 04:50:29 PM
I noticed that in the beginning of the thread, there was mention of a draining pump to dry out muddy area.... where is it? I believe I have the most recent download of Mai + Robots.. Do I need the other one as well? and if so, where do I load it in the list? 

Ok, so I added the second mod, with no problem, but still no draining pump. what am I missing here?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: tigg on November 08, 2015, 06:26:27 PM
Quote from: Haplo on November 08, 2015, 02:54:12 AM
Normally that shouldn't be an issue. Did you check the counter in the description? Is it running?

The counter isn't running. It has all of the steel and silver but no MAI after many months of game time. I deleted the assembler and made a new one - it worked this time.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on November 09, 2015, 03:40:12 AM
Quote from: redgoatee on November 08, 2015, 04:50:29 PM
I noticed that in the beginning of the thread, there was mention of a draining pump to dry out muddy area.... where is it? I believe I have the most recent download of Mai + Robots.. Do I need the other one as well? and if so, where do I load it in the list? 

Ok, so I added the second mod, with no problem, but still no draining pump. what am I missing here?
The draining pump can not be build, but you can buy it from an exotic trader. :)

Quote from: tigg on November 08, 2015, 06:26:27 PM
Quote from: Haplo on November 08, 2015, 02:54:12 AM
Normally that shouldn't be an issue. Did you check the counter in the description? Is it running?

The counter isn't running. It has all of the steel and silver but no MAI after many months of game time. I deleted the assembler and made a new one - it worked this time.
That's strange. Did you try to restart it?
I don't know what could have happend other than that it has lost it's start signal.. strange..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Ramsis on November 24, 2015, 12:06:47 PM
Mr.Haplo, I have asked via PM's but I dare say asking in public may have better results!

We are in need of more drones! The cleaning drone, life saver, the hauling drone, the game changer..... but what else could we have in terms of tiny drones that have one job and eat my energy? Don't get me wrong, MAI is cool but honestly I don't like the idea of building a new colonist....

Please give it some thought Haplo, we most certainly could use more silly drones to either build or buy.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: NemesisN on November 24, 2015, 07:28:55 PM
I am having a problem with the storage where it keeps recourses fresh.....wherever I place the storage either next to wall or where are there no walls around it my colony can't use it....when I try manually getting something from that storage it displays the option gray and message (no path)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.8 / 25.11.2015)
Post by: Haplo on November 25, 2015, 05:11:17 PM
Quote from: Ramsis on November 24, 2015, 12:06:47 PM
Mr.Haplo, I have asked via PM's but I dare say asking in public may have better results!

We are in need of more drones! The cleaning drone, life saver, the hauling drone, the game changer..... but what else could we have in terms of tiny drones that have one job and eat my energy? Don't get me wrong, MAI is cool but honestly I don't like the idea of building a new colonist....

Please give it some thought Haplo, we most certainly could use more silly drones to either build or buy.

Ok, ok, I've done an update for your request:
I still won't integrate more robots in the base mod, but I've added an extension.
This extension can be used to build your own robots. Right now I've just used the roomba graphics to add a gardening robot. Not optimal, but I was too lazy to make a new graphic for it right now :P
You need to load the extension AFTER the main MAI+Robots as it is dependent on the assembly in there.

It is also minimalized to be a template for you to build your own robot. (Note: The robots can only support ONE WorkType right now!)
So please take it, build your own robot and show us what you can do with it ;D


So and now back to Fallout 4. See you next year. ;P
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: Haplo on November 25, 2015, 05:15:56 PM
Quote from: NemesisN on November 24, 2015, 07:28:55 PM
I am having a problem with the storage where it keeps recourses fresh.....wherever I place the storage either next to wall or where are there no walls around it my colony can't use it....when I try manually getting something from that storage it displays the option gray and message (no path)

Hmm, I'm not sure if you mean the NanoStorage.. How did you place it to no longer work? Do you have a screenshot maybe?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
Post by: NemesisN on November 26, 2015, 05:59:24 AM
Quote from: Haplo on November 25, 2015, 05:15:56 PM
Quote from: NemesisN on November 24, 2015, 07:28:55 PM
I am having a problem with the storage where it keeps recourses fresh.....wherever I place the storage either next to wall or where are there no walls around it my colony can't use it....when I try manually getting something from that storage it displays the option gray and message (no path)

Hmm, I'm not sure if you mean the NanoStorage.. How did you place it to no longer work? Do you have a screenshot maybe?

(http://i.imgur.com/ev8MQu1.png)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.8 / 25.11.2015)
Post by: viktoria.s on November 26, 2015, 10:41:09 AM
Hi,

I got the following error message:
System.NullReferenceException: Object reference not set to an instance of an object
  at MapGenerator.Genstep_CreateBlueprintVillage.TryGetRotationFromBuildingData (MapGenerator.MapGeneratorBlueprintDef blueprint, Int32 itemPos) [0x00000] in <filename unknown>:0
  at MapGenerator.Genstep_CreateBlueprintVillage.MakeBlueprintRoom (CellRect mapRect, MapGenerator.MapGeneratorBlueprintDef blueprint, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at MapGenerator.Genstep_CreateBlueprintVillage.ScatterBlueprintAt (IntVec3 loc, MapGenerator.MapGeneratorBlueprintDef blueprint, Verse.ThingDef& wallStuff) [0x00000] in <filename unknown>:0
  at MapGenerator.Genstep_CreateBlueprintVillage.ScatterAt (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.Genstep_Scatterer.Generate () [0x00000] in <filename unknown>:0
  at Verse.MapGenerator.GenerateContentsIntoCurrentMap (Verse.MapGeneratorDef def) [0x00000] in <filename unknown>:0

I am using the Miscellaneous VanillaEnhanced version of the mod. And I have noticed the rotationLegend in the tutorial xml file, but not in the actual supplied blueprints xml file. (The tutorial mentions that that data is optional though...)
Thank you for any help in advance.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.8 / 25.11.2015)
Post by: Haplo on November 27, 2015, 12:54:16 AM
That looks like I have made an error with the rotation code..  :-[
I'm sorry, but it needs to wait until iI get back from work..

@NemesisN: which mod pack are you using? The normal NanoStorage doesn't look like that. That's why I am unsure if it actually is a NanoStorage or one of the other storages around here.. I've never had this problem with the normal NanoStorage...
Hmm, could it maybe something with the entry? Try to make the entry gap 3 wide instead of 1.
Or it could be something about the code from the storage. But I'm rather sure it isn't a NanoStorage you have there but one of the others.
Like this: Brunayla's Security Co (https://ludeon.com/forums/index.php?topic=7179.0)
or maybe this: Containers For Stuff (https://ludeon.com/forums/index.php?topic=14947.0)
What does the status window of it say, what is it's name? And from which ModPack is it? Maybe with this info we can find out, which one it really is..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.8 / 25.11.2015)
Post by: Austintrollinski on November 27, 2015, 01:56:57 AM
cool mod  8)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Haplo on November 27, 2015, 02:02:40 PM
BugFix update:
Due to a small copy/paste error the blueprints of the MapGenerator could throw a NullRefException.
This should now be fixed, thanks to viktoria.s ;D


Quote from: Austintrollinski on November 27, 2015, 01:56:57 AM
cool mod  8)
Thank you :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: devilyn on November 28, 2015, 01:44:37 PM
i dunno if it has been mentioned, but once i built a few nanostorages, the game became a slideshow so i had to restrain myself from using it. it may be due to fact that my PC is an old piece of crap tho.

anyway i've got a suggestion that fresh built nanostorages had all resourses disabled, so that pawns didnt drag all kind of crap in it, if u overlook it.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: PickleSurprise on December 02, 2015, 07:02:24 PM
What are the chances of researching an upgraded Nanoprinter(s) to create things above normal quality? For an appropriate price of course.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Grimandevil on December 03, 2015, 12:47:03 PM
Quote from: PickleSurprise on December 02, 2015, 07:02:24 PM
What are the chances of researching an upgraded Nanoprinter(s) to create things above normal quality? For an appropriate price of course.
maybe to include some rare metals in production.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Techgenius on December 04, 2015, 06:36:19 PM
I miss MD2droids as well :/
All these little robots/drones are very well welcome since this mod is the only one now we can get them, but I feel combat is being left out somewhat, MAI's are expensive, if you fancy synths, because I don't think MAI's are colonists, more like androids, without the human-like features. I think the Xpansion requires combat droids and medic droids, specially if you like playing a "Loner" type of game where you get only one colonist and he survives on his own with technology. I'd like as well that it allowed me to craft them myself, instead of just buying them from robot dealers, miner droids are also welcome, humanoid-like, but smaller and with flash-light hardhats, oh man, I wish I had better graphic design skills, I'd love to create prototypes :D

To play as a loner you must use a mod known as "Prepare carefully", it allows you to change a lot of features, add/remove start items, add more colonists or remove them, you can even edit the colonists, craft them to fit your playstyles.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Haplo on December 05, 2015, 04:45:43 AM
The Expansion is meant as a template for how to add a new robot.
If you want to add it to a crafting table,  you can do this by adding the recharge station to the recipe. At least iI think this will work.
As I don't have time to make any graphics for the robots and their recharge station, I made this template so others can make them if they want.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Grogfeld on December 06, 2015, 12:09:13 PM
Hey Haplo. I was thinking about few things related with your Miscellaneous mod and just got an idea for traders. It shouldn't be to hard to do because everything is actually provided in your mod. I was thinking about creating opportunity to call for traders. Here how it could be done:

1. Creating "Diplomat Pack" It's an item created maybe in sculpture, or other kind of workshop, with food (something that will give you Nutrition for 4 days), wood (for campfire), cotton or any textile (for sleeping bag) and/or silver (for paying for the visit).

2. After creating you can build it like an statue or other movable building.

3. Activating it (like in your Artifact) will pop up Rumor window to select pawn for expedition. Pawn will leave map for 4 days and after he returns he will bring a trader caravan.

The same thing could be used in communications console but there is no need to send pawn, and of course trader would come after few days.

What do you think? Is it worth to implement? Could you or anyone else do it?

I'm playing on ModVarietyPack and here like in other modpacks researching communication console have lower priority that's why i thought about "Diplomat Pack". I was thinking that this could be a good addition for land traders. This could also give opportunity to send Pawns as an actually diplomat to raise relations but one after another ;)







Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: MrWashingToad on December 06, 2015, 03:46:17 PM
Haplo - is there an easy way to increase the land trader 'time on station' time, or the time they stay once they plop their hut down? On the larger maps, I've seen them walk a day across the map, place hut, and 1 hour later they're packing up and leaving. Be nice if there was a way in options or config file we could edit the time they stay for.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Haplo on December 07, 2015, 02:53:10 PM
Quote from: Grogfeld on December 06, 2015, 12:09:13 PM
...

Thanks for the suggestion. It certainly has potential, but I won't do anything with the trader code in the near future until I've seen what Tynan and Ison are implementing for A13 about this (even if it's still a few month away).
Until then I see it as work that potentially is for the archive.

Quote from: MrWashingToad on December 06, 2015, 03:46:17 PM
Haplo - is there an easy way to increase the land trader 'time on station' time, or the time they stay once they plop their hut down? On the larger maps, I've seen them walk a day across the map, place hut, and 1 hour later they're packing up and leaving. Be nice if there was a way in options or config file we could edit the time they stay for.
No, sorry. The time is hardcoded: When they are at their defense position (Trading Post) until they leave they stay a random time between 7000 and 18000 ticks. BUT the time should only start when they reached their defense position.. Before that they have a 'travel to' state..
Maybe I'll expand the 7k to something like 9k or 10k.. In the next release :)

Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: giannikampa on December 08, 2015, 04:36:06 AM
So, as always this mod is outstanding..

Have a question: why i see a Turret base A (excellent) value =700, HP = 160 BUT a Turret base A (normal) value 850, HP = 350 ? should be kinda the opposite.

Just noticed, did not do further checks, alt tabbed and opened the forum right now

Must say that i'm playing the mod installed on an preexisting vanilla save, could be that messing things around, in this case i apologize for the reporting.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Haplo on December 08, 2015, 04:59:58 AM
No you are indeed correct, there Are two automatic turrets with different health points. One is built of steel, while the other is built of plasteel. Maybe I should have changed the name, but.. For now it's by design :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Grimandevil on December 10, 2015, 11:52:38 AM
Quote from: Techgenius on December 04, 2015, 06:36:19 PM
I think the Xpansion requires combat droids and medic droids, specially if you like playing a "Loner" type of game where you get only one colonist and he survives on his own with technology. I'd like as well that it allowed me to craft them myself, instead of just buying them from robot dealers, miner droids are also welcome
pretty much everything (xept combat droids) u can achieve by reprogramming mechanoids (from More Mechanoids) while Mai is sort of more advanced companion-like robot.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Dude1925 on December 10, 2015, 08:06:58 PM
Can anyone tell me what im forgetting? Im trying to make it so i can craft the automated turret base, but it still doesn't seem to be work. I re-enabled the research and added the category to the def, but nothing happened.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: OSMC on December 13, 2015, 04:08:03 AM
Hey, I'm trying to make a MAI, and I can't figure out how to get the iron and the silver into the machine, I have tried hoppers, stockpiles, moving the machine all around...
What do I do!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Grogfeld on December 13, 2015, 07:24:05 AM
Quote from: OSMC on December 13, 2015, 04:08:03 AM
Hey, I'm trying to make a MAI, and I can't figure out how to get the iron and the silver into the machine, I have tried hoppers, stockpiles, moving the machine all around...
What do I do!
If you have stockpile where you have iron and silver that has critical priority that's probably the case. Try to downgrade priority of any stockpile you have to important.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: OSMC on December 13, 2015, 05:15:02 PM
Thanks, I just wasnt used to something taking the stuff just whenever, because it took awhile for it to pick everything up
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: LittleGreenStone on December 14, 2015, 05:40:08 AM
Haplo,
would you consider making the droids (the small ones) available in the form of a stand-alone mod?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: RickyMartini on December 14, 2015, 03:57:39 PM
Hi I have a question. How exactly can I repair my MAI? The nanite thingy doesn't do anything and she still lacks her smelling sensor. How exactly does the nanite assembler work?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Melaquidez on December 14, 2015, 07:43:05 PM
when your MAI this wound automatically goes to a medical bed
If the station of your MAI have a nanite assembler send her to that station to rest, the assembler repair the damaged parts of your MAI over time.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: RickyMartini on December 14, 2015, 08:25:20 PM
Do I need more than 75 plasteel for this? My MAI lacks her smelling sensor and goes to sleep in a charghing station with a nanite assembler and 75 plasteel. Nothing happens after more than a week now..

Plus, she won't get into a medical charging station because it tells me "MAI is not wounded".
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Haplo on December 15, 2015, 06:20:32 AM
Hmm there may be a bug preventing the rebuilding of the missing part..
Has anyone successfully regrown a body part with the assembler in Alpha 12?
I don't remember if I have tested this in the update from 11 to 12..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: RickyMartini on December 15, 2015, 07:57:00 AM
Maybe I'm doing it wrong I don't know. Is there anything else needed other than a recharging station (not medical) and one full nanite assembler (75 plasteel) besides it? If not, I guess it's a bug.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Melaquidez on December 15, 2015, 11:08:13 AM
I tested it in Alpha 12: full repair a MAI in a recharging station but it's in a medical mode, and expend plasteel for part.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: RickyMartini on December 15, 2015, 03:57:16 PM
Alright so I tested it now and there is definitely something wrong. Basically the MAI can only get repaired if it is already wounded. For example if she has some minor wounds and one missing arm she can regrow the arm by going into a medical recharging station with a nanite assembler.

Only then she can get repaired. But it's kind of tricky since you have to purposely damage your MAI to reassemble a lost part. Other than that, you can't regrow your parts (while normally sleeping).

If you try to order MAI to sleep in the medical recharging station the game tells you that she can't "sleep until healed" since she is not injured. (The same way a colonist with a missing arm doesn't really count as injured.)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: SocialAnxiety on December 17, 2015, 04:54:38 PM
Hi, I've been having a problem with MAI and I dunno what's causing it or how to fix it but it's cost me a few Colonies since I had no Mobile AIs to help free the dust from stockpiled weapons during tough raids.

I can produce MAI normally with the Automatic AI Assembler but after she's created none of my Colonists will even touch the inactive AI. I've had the Plasteel and required Colonists with the needed Crafting level but they don't do anything and it's really annoying. Any suggestions or help?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Grimandevil on December 18, 2015, 01:11:21 PM
SocialAnxiety:  have you tried manually ordering one of your colonists to do it?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: RickyMartini on December 18, 2015, 02:23:30 PM
Was my bug confirmed Haplo? Can anyone else confirm my bug?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Haplo on December 19, 2015, 03:47:38 PM
I've looked how I made it and this is how the repairing of limbs with MAI is working:
1. it checks every 1200 ticks if a limb is missing
2. It has a 50% chance to do nothing
3. It checks, if a recharge station is at its position
4. It checks if there are 30 plasteel in adjacent nanite assemblers
5. Now it restores one random missing bodypart

So it should always work inside a recharge station if you have the plasteel available.
BUT it also always has a 50% chance to do nothing at all!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: SocialAnxiety on December 19, 2015, 05:06:01 PM
Quote from: Grimandevil on December 18, 2015, 01:11:21 PM
SocialAnxiety:  have you tried manually ordering one of your colonists to do it?

Yes, obviously I have. So, messing around with DevMode to spawn in the resources and buildings, it's became apparent that I can only program/activate MAI if I have an AI Persona Core with me. But those are both expensive to buy (if you can even buy them) and hard to obtain considering the rare event of a ship part crash.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: TLHeart on December 19, 2015, 05:51:02 PM
Quote from: SocialAnxiety on December 19, 2015, 05:06:01 PM
Quote from: Grimandevil on December 18, 2015, 01:11:21 PM
SocialAnxiety:  have you tried manually ordering one of your colonists to do it?

Yes, obviously I have. So, messing around with DevMode to spawn in the resources and buildings, it's became apparent that I can only program/activate MAI if I have an AI Persona Core with me. But those are both expensive to buy (if you can even buy them) and hard to obtain considering the rare event of a ship part crash.

no and ia core is an option. Gold is the hardest part to obtain, as it takes 20 times as much as it says, as gold is a small item.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Haplo on December 19, 2015, 06:11:53 PM
Quote from: SocialAnxiety on December 19, 2015, 05:06:01 PM
Quote from: Grimandevil on December 18, 2015, 01:11:21 PM
SocialAnxiety:  have you tried manually ordering one of your colonists to do it?

Yes, obviously I have. So, messing around with DevMode to spawn in the resources and buildings, it's became apparent that I can only program/activate MAI if I have an AI Persona Core with me. But those are both expensive to buy (if you can even buy them) and hard to obtain considering the rare event of a ship part crash.

You have two options:
- You 'activate Mai', this requires 40 Plasteel and 40 Gold (it shows 2, but 40 is the real value)
- Or you 'activate MAI', this requires 50 Plasteel and 1 AI Core

Hmm, maybe I'll reduce the Gold needed to 20 (aka 1)..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: RickyMartini on December 19, 2015, 07:34:51 PM
Quote from: Haplo on December 19, 2015, 03:47:38 PM
So it should always work inside a recharge station if you have the plasteel available.
BUT it also always has a 50% chance to do nothing at all!

Okay, thanks Haplo for taking your time to test this. So this means it doesn't have to be a medical station? I'll report back and will try it!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
Post by: Haplo on December 20, 2015, 01:21:04 AM
Yes, it only tests, if the building is a recharge station. It doesn't test, if it is set to medical or not.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: Haplo on December 20, 2015, 08:01:43 AM
It is Update Time :)

In whatever free time I could find I've worked on a special version of the shooting range.
Now here it is. With the new update you get the targets for ranged and for melee weapons.
With these you can make your own shooting range or dojo where your colonists go for joy, or where you can send them to improve their weapon skills.




[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: Grimandevil on December 20, 2015, 02:20:18 PM
Quote from: Haplo on December 20, 2015, 08:01:43 AM
With the new update you get the targets for ranged and for melee weapons.
YES! i've been waiting this for ages.
instead of mindlessly shooting at walls.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: LittleGreenStone on December 21, 2015, 04:20:06 AM
Quote from: Haplo on December 20, 2015, 08:01:43 AM
It is Update Time :)

In whatever free time I could find I've worked on a special version of the shooting range.
Now here it is. With the new update you get the targets for ranged and for melee weapons.
With these you can make your own shooting range or dojo where your colonists go for joy, or where you can send them to improve their weapon skills.

Awesome!
And it's a stand-alone mod too!
It's like Christmas!
...Wait, it is Christmas! ;D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: RickyMartini on December 21, 2015, 05:47:43 PM
Thanks for the present haplo ;)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: Krutchen on December 21, 2015, 11:43:04 PM
Heyo- Just grabbed this mod a bit ago, and I'm loving it and all, but quick question.

Have you looked into making this work with the Crash landing mod by Katavrik? It seems that the map generation stuff for the abandoned villages doesn't play nice with the crash landing start, which is a real shame, because watching debris fall from the sky and having a bit of a panic for the first few moments of the game is pretty damn cool.
It only seems to affect the starting crash, from what I gather.


Aaaah, Fixed it by simply having the crash landing mod after it in the load order, go figure.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: Selonianth on December 23, 2015, 06:56:31 AM
Found an incredibly frustrating issue where my haul bots, I don't think I've seen a cleaning bot do it, just kinda seize up and twitch like they're having a seizure. If selected you can see them attempt to path every couple seconds but they just freeze and don't move again after that.

Not sure if it's connected or not but about when this happens my game starts lagging like crazy. Yet I'm not even using half my ram or CPU and my GPU doesn't seem particularly stressed.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: RickyMartini on December 23, 2015, 11:41:27 AM
Hmm never happened to me Selonianth. Are the rest of the colonists behaving normally when hauling?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: Grimandevil on December 23, 2015, 01:51:27 PM
Quote from: Selonianth on December 23, 2015, 06:56:31 AM
Found an incredibly frustrating issue where my haul bots, I don't think I've seen a cleaning bot do it, just kinda seize up and twitch like they're having a seizure. If selected you can see them attempt to path every couple seconds but they just freeze and don't move again after that.
try checking the exact object it tries to carry, thats what causes the problem. try firbidding it or remove.
often happens with items ontop of equipment racks (that's why i dont use em anymore)
and its not a haul-bot exclusive issue afaik.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: Grimandevil on December 23, 2015, 02:06:21 PM
Quote from: Haplo on December 20, 2015, 08:01:43 AM
With the new update you get the targets for ranged and for melee weapons.
With these you can make your own shooting range or dojo where your colonists go for joy, or where you can send them to improve their weapon skills.
btw,
Haplo: is there a way to reduce the delay between bursts (as it seems excessive), and if there is - where?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: Haplo on December 24, 2015, 04:27:20 AM
Quote from: Krutchen on December 21, 2015, 11:43:04 PM
Aaaah, Fixed it by simply having the crash landing mod after it in the load order, go figure.
Yes, with that you get the crash landing parts, but most likely not the blueprints from miscellaneous.
After the holidays I'll take a look if I can't provide a compatible mapgen.

Quote from: Grimandevil on December 23, 2015, 02:06:21 PM
is there a way to reduce the delay between bursts (as it seems excessive), and if there is - where?
Unfortunately no. It is hard-coded, but I'll look into it after Christmas.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: Sens on December 30, 2015, 04:03:44 PM
Thank you very much for hauler and cleaner bots, cant play without them anymore ever since. (dont want to be bothered with such things while playing rimworld, imo cleaning and hauling shouldnt take so much time and focus, so this bots come rly handy (even with 4 of them stuff often gets out of hand, especially if you fight tribals), also dont understand how someone is capable of only hauling a piece of clothing, while in real he could carry 5+ at once, same with cleaning, you dont clean for "weeks", stuff is easier in "real" there are tools, machines u can use to speed up cleaning anyway + you dont necessarly make everything dirty, "take of shoes, be carefull etc...)

Traders are super cool too, use to come around every day or two, but i keep getting the bulk trader mostly here.
Wish we could sell everything to any type of traders in core rimworld. (doesnt make sense why they would only take the goods they sell, in "real" they would probably take everything except the goods they sell :) )

Mai seems super cheap for what it offers (a flawless colonist who never gets a mood loss, havent tried the unenchanced version yet since the ai chip is super easy to come around (psychic ships seem frequent enough) only used it once and prolly never again (makes it too easy (like cheating) 500 metal 350 silver is nothing for what you get, thats around price of hauler bot, minus the equipment necessary to create it)

Have trouble with getting all kinds of junk inside my nano deposit as soon as it is placed (but isnt such a big deal) - wish they would come with the "clear all" instead "allow all". Use it in medlab and kitchen only :)

Tried the replicator but find it "useless", replicated my exceptional power armor for 5400 or so metal but got a normal power armor out so never used it again. (dont want to dupe stuff anyway)

I only see an archery range under joy department, not sure what im doing wrong here, is very cool thing thou, always have one placed.

The Quick response buttons are fck... awesome, call all colonist to defend with a press of button, perfect.

The rumors and anomaly doesnt seem anything special, is an addition (expected to go check some randomly generated dungeon and was very dissapointed hehe), often think of not even sending colonists there, the artefacts are kinda same, got an overload once: like 10 neurotrainers, seemed too much goodies hehe.

all in all very cool addition, would rather see something like "Mai" take alot more time and trouble to get, like setting her up part by part, data processing, movement, hearing, etc... which you salvage from mechs.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 20.12.2015)
Post by: Shabazza on January 05, 2016, 05:39:52 PM
I've built a nano AI assembler and I have enough silver and steel in stock.
The stock is set to "Preferred" and not to "critical".
But my LVL 10 crafter is not filling the station with resources.
He has crafting set to prio 1.

What am I doing wrong?

EDIT: Nevermind. It worked after adding uranium to the stock. But don't know why...
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Haplo on January 10, 2016, 03:52:54 AM
Update:
General Bubbles made me aware, that sometimes the incidents (Rumor of ....) doesn't return the sent pawns.
I've updated the code handling a bit to hopefully prevent this phenomena.
Additionally I've added a patch for those who like to play with Crash Landing, but who won't miss out on the Miscellaneous MapGenerator. Just load the patch AFTER Miscellaneous and Crash Landing.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Krutchen on January 10, 2016, 04:16:09 AM
Heyo, Do the turret bases work with Combat Realism? I was noticing a bit ago that when I mounted a Rimfire + CR Machinegun to a turret base, it just flat out wouldn't fire.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Haplo on January 10, 2016, 04:22:27 AM
I'm not sure. I've never tried it.
The weapon base uses the vanilla verbs to get the fire rate, damage, ...
Combat Realism uses some own stuff, but I'm not sure how and if they interfere.
So.. I don't know right now, sorry.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Krutchen on January 10, 2016, 04:29:45 AM
I'll uh, throw together a test colony and see if i can get any of the rimfire + CR things to work, and see what I can find out. Because damnit, I want light machinegun emplacements :(
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: TLHeart on January 10, 2016, 10:56:26 AM
Quote from: Haplo on January 10, 2016, 03:52:54 AM
Update:
General Bubbles made me aware, that sometimes the incidents (Rumor of ....) doesn't return the sent pawns.
I've updated the code handling a bit to hopefully prevent this phenomena.
Additionally I've added a patch for those who like to play with Crash Landing, but who won't miss out on the Miscellaneous MapGenerator. Just load the patch AFTER Miscellaneous and Crash Landing.

I always took that as a risk of sending colonist off on an adventure. That they may get killed, lost, and not return.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Haplo on January 10, 2016, 12:34:45 PM
Yes, and that may be added later on  ;D
But then it should spawn a message that you haven't heard from them and that they are M. I. A.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Grimandevil on January 10, 2016, 01:23:40 PM
Quote from: Haplo on January 10, 2016, 03:52:54 AM
Update:
General Bubbles made me aware, that sometimes the incidents (Rumor of ....) doesn't return the sent pawns.
I've updated the code handling a bit to hopefully prevent this phenomena.
I think it only happens when u load a saved game with colonists out on the mission. After few times encountering that, i stopped loading such saves and never had that problem again.

Quote from: Haplo on January 10, 2016, 04:22:27 AM
The weapon base uses the vanilla verbs to get the fire rate, damage, ...
Combat Realism uses some own stuff, but I'm not sure how and if they interfere.
So.. I don't know right now, sorry.
From my experience it feels like the emplaced gun fires out its normal ammo untill its reload have to occure, then never fires again.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Haplo on January 11, 2016, 03:07:14 AM
Yes, the reload may be the main problem.
As the vanilla game doesn't do any reload, I never looked into it.
Where does the reload come from btw? I think I need to figure out a way to disable that for my automatic stuff..
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: LittleGreenStone on January 11, 2016, 09:08:58 AM
Quote from: Haplo on January 11, 2016, 03:07:14 AM
Yes, the reload may be the main problem.
As the vanilla game doesn't do any reload, I never looked into it.
Where does the reload come from btw? I think I need to figure out a way to disable that for my automatic stuff..

Combat Realism most likely, it changes vanilla heavily.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: exodus1028 on January 11, 2016, 10:50:00 AM
Ok, since i dont get a reply in the PrepareCarefully - thread, i'm gonna ask here

i understand that the haulerbots are exclusive to traders by design

but what if i want them to be selectable in preparecarefully?
is there a tag i have to add/modify in the def?

thank you for both the work & the answer :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Haplo on January 11, 2016, 12:02:47 PM
If you want a hauler bot, you'll need the minimized recharge station of the bot as an starting object.
The bot itself will self destruct if it can't find his recharge station.

But I'm not sure if you can add minimized objects in PC...
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: exodus1028 on January 11, 2016, 12:25:54 PM
kinda makes sense, completely forgot about that, that they come minimized ....bummer, this might indeed be the entire case here

thanks for pointing that out ;)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Haplo on January 14, 2016, 03:50:57 AM
TEST: PATCH RELEASE:
I have made a patch for Combat Realism.
Anyone who uses CR and Miscellaneous and/or Misc.TrainingFacility is welcome to test them.
Please give me some feedback if there remain any problems with them.

Note: Load the patches AFTER the involved original mods. They are NOT usable without them!

Here is the patch for Miscellaneous (WeaponBase):
http://www.mediafire.com/download/x8j2toba29dm3uh/Miscellaneous_Patch_CombatRealism.zip

And here is the patch for the TrainingFacility:
http://www.mediafire.com/download/j14x14dx7kni4pq/Miscellaneous_TrainingFacility_Patch_CombatRealism.zip
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: LittleGreenStone on January 14, 2016, 04:59:35 AM
Quote from: Haplo on January 14, 2016, 03:50:57 AM
TEST:
I have made a patch for Combat Realism.
Anyone who uses CR and Miscellaneous and/or Misc.TrainingFacility is welcome to test them.
Please give me some feedback if there remain any problems with them.

Note: Load the patches AFTER the involved original mods. They are NOT usable without them!

Here is the patch for Miscellaneous (WeaponBase):
http://www.mediafire.com/download/x8j2toba29dm3uh/Miscellaneous_Patch_CombatRealism.zip

And here is the patch for the TrainingFacility:
http://www.mediafire.com/download/j14x14dx7kni4pq/Miscellaneous_TrainingFacility_Patch_CombatRealism.zip

A patch for...training facility?
Why?
I've been using it and CR and to me it seemed pawns do use them and receive the benefits as well.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Haplo on January 14, 2016, 06:50:47 AM
Did they really use them, or only until the ammo was used up?
The patched version will reset the ammo as long as they are training.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: LittleGreenStone on January 15, 2016, 07:38:48 AM
Quote from: Haplo on January 14, 2016, 06:50:47 AM
Did they really use them, or only until the ammo was used up?
The patched version will reset the ammo as long as they are training.

You are right.
I haven't forced pawns to train yet (until now), as they've been doing it by themselves when they had the time, they always shoot a 2-4 times then leave, whether they run out of ammo or not.
Forcing them doesn't work because reload seems to interrupt it.
My mistake.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 10.01.2016)
Post by: Grimandevil on January 15, 2016, 11:41:54 AM
works great so far, xept for Mai. but that'd require a separate patch, i guess ;)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Haplo on January 15, 2016, 05:22:22 PM
Thanks for the info, but what do you mean with Mai?
I'm not aware of any problems with Mai and CR?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Grimandevil on January 16, 2016, 10:57:19 AM
Quote from: Haplo on January 15, 2016, 05:22:22 PM
Thanks for the info, but what do you mean with Mai?
I'm not aware of any problems with Mai and CR?
sorry, i hadnt time to fully test it last time.
theres no problem with Mai, rather with shotguns. the ammo doesnt reset for shotguns, they fire like before till reload.
then theres another one. i've tested some extra guns adapted for CR (namely, heavy sniper rifles). some of them have larger aiming time than "target shooting delay", resulting in never firing.

i understand that pawns, equipped with grenade launchers, never go practicing by themselves. thats good.

there is, actually, one problem with Mai, not related to these patches. She lacks "reload gun" button.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Carlsf on January 17, 2016, 04:13:00 AM
I'm using Misc. Vanila Enhanced, Training Facilities, Combat Realism and Crash Landing. There isn't any conflicts but I'm not sure if patches work with Vanilla Enhanced.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Haplo on January 17, 2016, 01:49:01 PM
Yes, these patches will also work with the Vanilla Enhanced version.
I've updated the note on the first post to make this clear. Thanks.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Carlsf on January 18, 2016, 05:51:47 AM
Your welcome.  :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Vas on January 24, 2016, 01:53:12 PM
Alright, I give up.  I tried and tried but this mod has too many bugs in it.  I miss MD2 Droids.  I could have a droid built that was specialized and it didn't need a bed set directly to it, it also didn't have this issue where colonists tried to sleep in the charging stations (beds).  They also didn't show up on the EDB Interface mod top thing I don't think.

First issue, was when I tried to deactivate the droid to install an AI chip from a crashed space ship part.  It died when I used deactivate.
Second issue, when the new one got shot up, and went to the bed/charging station with a nanite repair thing beside it filled with plasteel, it layed there for a minute, then got beaten to death by an invisible nothing and used up half my plasteel too.
Third issue, I tried to move the bed/charging station to a big empty area, and the nanite thing too.  When I did, infinite job loop errors on a colonist trying to fill the nanite repair thing which for some reason had this new "allow rotten" option in it.  I had to deconstruct it and buy a new one from traders, the new one worked on letting me fill it.  I didn't get the chance to test a 3rd robot because of the forth issue.
Fourth issue, this is the only new mod I have.  I saved my game, and now it's corrupted the map.  After many hours of work making a perfect and amazing base on a place where it never goes above 8F.  All my work, gone.
http://pastebin.com/aRb14Qvy (lasts 1 week)

That really sucks.  Because that was an amazing map I had found.  The perfect map spawn.  I don't think I'll ever find another map seed as good as that one was.  I thought about trying your other mods in this post, the Misc stuff, but meh, right now I'm rather upset that i lost all my hard work.  :/

Hell, another issue is the cleaning bots don't quite work right.  They do this odd thing where they wander around for a while even with a mess directly in the room next to their thing and they only go out a certain distance from their pods.  I mean sure, fine, if its a certain distance only but in the room right next door while it cleans half way across the base some small patch?  Then suddenly decides while there is a mess right next to it, it's gonna wander around for a while?...
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: RickyMartini on January 24, 2016, 02:43:27 PM
Hey Vas! I seem to have the same issue with this darn nanite repair thing.

It definitely doesn't work and how it works is just.... wrong.... or buggy. Something is not working right.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Haplo on January 25, 2016, 06:51:31 AM
Quote from: Vas on January 24, 2016, 01:53:12 PM
...
I honestly thought my mod was rather bug free as I didn't hear of any problems other than maybe the replace lost limbs problem :(

Ok, I'll try to address your problems as far as I can.. (Not at home right now, so can't take a look at your savegame)

Your first issue: You tried to deactivate Mai? Did you read the description? Mai, once activated, doesn't like you to mess with her programming, so will rather initiate her self destruction then let you do that.
Sorry, but that is intentional and I'm not sure I want to change that for now.

Second issue: That sounds like a bug with my code to replace the lost limbs. Normally it should replace the lost limb with a limb that has a health of 1HP. To do this I create a new limb and add damage to the limb with a count of (maxHealth - 1). If your Mai dies of it, then I missed some critical changes of the limb and health system in a12. it did work in a11, but their was a big change and it Looks like I missed something important here.. Sorry, that is really a bug of my work.

Third issue: The nanite repair station is effectively a renamed and retextured Hopper. I'm not sure if I can locate the problem that's causing the Job loop, but I'll at least try to find it.

Fourth issue: To be honest, I have no idea what would cause the savegame to get corrupted, but I'll look into your savegame and try my best to find the root of this.

The cleaning bot issue: The cleaning bots use the vanilla cleaning tasks. So if your colonists will clean something, then the bot also will clean that. If you colonists won't clean something ...
The only idea I have why your bot didn't clean something is, that it may not be inside the cleaning area (homezone)? The range of the bots is only defined by this: They'll return to their base if they are further away than 50 cells and their battery is < 50% (I'm not 100% sure about the values yet. I must look them up at home to give you an accurate number)


All in all I'm sorry that you got some gamebreaking bugs and I'll definitly look into them.
If I can't find a solution for the Mai-limb-replace-bug, I'll at least remove the nanite assembler until I find a working solution.

Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Sens on January 25, 2016, 09:37:39 AM
As far as i can see from my 9 day playing with your mod, it will explode because it heals up inside a hospital bed instead recharge station. Only lost one MAI so far and they got dammaged 100x times, exploding/get dmged by "invisible force" 100x times later but i always saved them because i noticed that and responded, thought this is by design so they have to heal up in recharge stations. Other thing is, they burn and continue doing their tasks, fire goes up to 175+ and you need to save it manualy by Deactivate to Save option, never tried the just deactivate option cause to me it seemed that this is just a way to kill them safely, like shutting down a centipede, not a way to reuse them later. Never noticed any plasteel be used in recharge stations when they went there (i didnt notice, not saying it doesnt use it, just didnt notice :) )

Lately i just draft them and undraft when they are "heavily dammaged" laying inside hospital beds (at night) so they go towards their recharge stations instead, they will be fine afterwards (no extra bangs or invisible forces).
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Vas on January 25, 2016, 11:41:54 PM
Quote from: Haplo on January 25, 2016, 06:51:31 AM
Quote from: Vas on January 24, 2016, 01:53:12 PM
...
Your first issue: You tried to deactivate Mai? Did you read the description? Mai, once activated, doesn't like you to mess with her programming, so will rather initiate her self destruction then let you do that.

Second issue: That sounds like a bug with my code to replace the lost limbs. ... but their was a big change and it Looks like I missed something important here.. Sorry, that is really a bug of my work.
If I can't find a solution for the Mai-limb-replace-bug, I'll at least remove the nanite assembler until I find a working solution.

Third issue: The nanite repair station is effectively a renamed and retextured Hopper. I'm not sure if I can locate the problem that's causing the Job loop, but I'll at least try to find it.

Fourth issue: To be honest, I have no idea what would cause the savegame to get corrupted, but I'll look into your savegame and try my best to find the root of this.

The cleaning bot issue: The cleaning bots use the vanilla cleaning tasks. So if your colonists will clean something, then the bot also will clean that.
The only idea I have why your bot didn't clean something is, that it may not be inside the cleaning area (homezone)?

All in all I'm sorry that you got some gamebreaking bugs and I'll definitly look into them.

1st; Maybe you can add an option to MAI that lets you install an AI chip, called "Add processor" so you can add one of those to MAI once you get it?  I mean, it would suck to have to build a new bot if you want to install a new processor basically.  It's not like you're changing her code, you're just adding more processing power.

2nd; If you can't find a solution, you could instead try replacing all limbs with one called "case" or "chassi", and give it a large amount of hitpoints to equal the total health of the bot.  If this gets too low in number, self destruct.  And then you can repair this, because it is one part that won't ever be lost.  Just a thought really, as a temporary fix in case you can't find the solution.  Also, the more damaged it is, the more overall reduction in capabilities it has, like at 10% damage, 10% reduction.

3rd; To diagnose, have it fail to repair a bit the correct way, then move it to a new location.  That's basically what happened with me.

4th; Sorry, I deleted the save game already, but I'll add MAI back in soon to test again and see if the game gets corrupted, again, and give those files to you.  I've now got 68 mods installed right now and have a game going where I'm testing everything for compatibility.  I hadn't saved manually the entire game, but the very last thing I did before I saved was added 3 more cleaning bots to the game in various areas of my base.

5th (cleaning bot) ;  I did have all of the areas marked as home zones.  I don't know why the cleaning bot wasn't cleaning properly, and sometimes would just wander around not looking for areas to clean.  I think it would wander to a far place very slowly, then clean that area after it got there, then wander again.  You might consider changing it so that it can only wander roughly 5 cells away so that it doesn't end up going to the other side of my base wanting to wander over there.  I suspect though that that'll make it stop cleaning the entire base.  I don't know why it wanders to begin with when there's still work to do, it's a robot!  It can't want a break!

I don't like how the bots appear in the colonist menu.  I'd really like them to use a different menu like the colonist work menu only named bots or MAI or some such like that.  I do miss MD2 Droids though, it had specialized droids that each cost a different thing and were constructed a specific way for each one and were specialized for their task.  I think they looked better too, not that yours looks bad, its just MD2 droids fit better with the game theme.

One other thing I don't like, is that they go to medical beds and other such things that colonists used.  MD2 droids knew how to go to their charging stations and repair areas for repairs, without confusing beds or colonists confusing robot beds for beds.  Even better that MD2 Droids could use ANY charging pad, they would automatically go to the nearest one, rather than one named for them.

I can't even see a power usage on your robot beds, do they even use power?  Same for your cleaning bots.

Also, do you have a PSD or other layered image file for your cleaning bot pad texture? I wanted to make a tweak to that that you might like that still fits with your current theme.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: LittleGreenStone on January 26, 2016, 01:43:57 AM
Quote from: Vas on January 25, 2016, 11:41:54 PM
5th (cleaning bot) ;  I did have all of the areas marked as home zones.  I don't know why the cleaning bot wasn't cleaning properly, and sometimes would just wander around not looking for areas to clean.  I think it would wander to a far place very slowly, then clean that area after it got there, then wander again.  You might consider changing it so that it can only wander roughly 5 cells away so that it doesn't end up going to the other side of my base wanting to wander over there.  I suspect though that that'll make it stop cleaning the entire base.  I don't know why it wanders to begin with when there's still work to do, it's a robot!  It can't want a break!

I'm not sure how easy it'd be to implement, or how much Haplo fancies working on it,
but two things would be great for the bots, the little ones I mean.

First, the ability to manually set an area like that of the recipes. That way we could keep the cleanerbots in specific areas if needed, like the front door where the most dirt accumulates in my games, or around the butcher table.
They seem to behave exactly like colonists, (with free time to wander around?...), but unlike colonists, these droids are slow asF, and cannot be restricted to certain zones.
They're small floor cruisers so I don't mind them being slow...unless they want to go to the other side of the map to clean something, which often results in the bot essentially cleaning nothing at all.
[Side note: Now that I think about it, I've seen a "no cleaning" mod by...someone, I'll try that and report back.]
About the haulers; they do not have this problem. They're fast enough to reach any part of the map, and even if they "wander" due to the lack of haulables, they do it much faster than cleanerbots, and so they can start working again sooner.
But I'd like to be able to restrict them too.
Not because they waste energy trying to haul something from the other side of the map, but because doing so might just gets them killed.

Second, the wandering is really not needed IMO.
As for now, I manually disable the haulers (mostly because I have 11 of them, as opposed to 3 cleaners ;)), because they all "gather around" tables.
One or two isn't a problem, but they do add to the "crowded" debuff with their presence,
also they often leave their work because they need recharging.

If, with the lack of things to clean/haul, they could just go back recharging, well that'd be great. ;D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Haplo on January 26, 2016, 03:11:06 AM
Just FYI: You CAN set an restriction area for the bots. just not in the area overview, as the bots aren't in the pawns list, but in the bot view itself. just click on their area and you can set it to a new restriction area.

The wandering is just a problem of my laziness. Because I didn't want to write an own wander Job that would be more realistical, I've added the colonist wander routine to them. This is something on my to-do-when-I-have-free-time-list :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Vas on January 26, 2016, 03:43:49 AM
If I restrict the MAI bots, they can't do their job anymore.  Also, I've noticed issues with areas in the game that are really bothering me and breaking game play.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: LittleGreenStone on January 26, 2016, 04:08:13 AM
Quote from: Haplo on January 26, 2016, 03:11:06 AM
Just FYI: You CAN set an restriction area for the bots. just not in the area overview, as the bots aren't in the pawns list, but in the bot view itself. just click on their area and you can set it to a new restriction area.

The wandering is just a problem of my laziness. Because I didn't want to write an own wander Job that would be more realistical, I've added the colonist wander routine to them. This is something on my to-do-when-I-have-free-time-list :)

Oooooh...  :-[
I would've sworn that those were but indicators.
One less inconvenience, thanks for the tip!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Vas on January 26, 2016, 04:35:41 AM
Haplo, I found out your mod isn't the cause of the corruption.  I have no clue which mod it is now.  :/
https://www.dropbox.com/s/03x73s1kxdd3efr/Screenshot%202016-01-26%2003.29.20.png
https://dl.dropbox.com/u/30270697/rimworld/Bugs/RimWorldSavesCorrupt.zip - If you wish to help figure out which one.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Haplo on January 26, 2016, 01:32:50 PM
Hmm, the screenshot doesn't say much. He has a reference to a missing thingDef and a few NullRefExceptions, but nothing that can be followed without the output_log.txt.
But it could be the compression error with the missing thingDef. But what ever causes that.. don't know, sorry. :(
The missing thingDef may be the cause for the following errors. I'm not sure, but the Object ref errors point to that.
Unfortunately I have no idea how to fix this, as it seems that the hash for the thingDef is calculated somehow from the compressed map data and I have no idea how. So no way for me to find the place to edit to fix this save..

I've tried the simplest thing I could think of, adding a random thing with the missing hash number, but ain't sure it will work. But I can't test it here, as I don't want to download all your mods :)

You can try if it does work, but I think it won't.
Sorry I can't really help with compressing errors as the code for that can't be extracted with my tools.

[attachment deleted due to age]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Vas on January 27, 2016, 12:15:32 AM
Yea, I forgot to attach the output log, I did it in the modding channel you spoke of before and no one there could figure out what exactly was causing it.  File didn't work by the way.  I tried diagnosing by removing mods, but the issue is it takes hours of gameplay to cause the break, so I can't diagnose because I have over 60 mods and it would be extremely difficult to diagnose like that.  Especially if the random event or whatever it is doesn't happen during the mod that is glitched after hours of gameplay.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Haplo on January 29, 2016, 03:31:37 PM
Quote from: Vas on January 25, 2016, 11:41:54 PM
...
Also, do you have a PSD or other layered image file for your cleaning bot pad texture? I wanted to make a tweak to that that you might like that still fits with your current theme.

Oh, I nearly forgot.. Here you are :)

[attachment deleted by admin - too old]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Vas on January 30, 2016, 06:47:21 AM
The texture turns into a black spot after the bot leaves, I'm talking about when the bot is out of the station.  :P
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.10 / 15.01.2016)
Post by: Haplo on January 31, 2016, 01:25:37 AM
That should be this texture, just with the bot layer invisible. :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on January 31, 2016, 05:59:55 AM
Here is a small update:

MAI:
MAI shouldn't explode anymore while healing in an hospital bed.

Miscellaneous:
I've improved the MapGenerator, so that it doesn't always cut squares out of mountains. Now the blueprints will embed themself more naturaly into mountains :)
While doing this I've added a new blueprint to the collection.

Attached pictures:
1. The result of the new blueprint
2. The improved mapgenerator embedded the blueprint partially into a mountain

[attachment deleted by admin - too old]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Vas on January 31, 2016, 06:54:01 AM
Oh hah, I opened it in the wrong viewer and forgot about layers xP

As for your update; I won't use MAI anymore.  It doesn't work the way I like from MD2 Droids.  It confuses the colonists and the MAI bot also confuses hospital beds.  It gets to be a hassle really.  I may try out Misc though.  After I finish testing everything on my current save to see if I can find that game corrupting bug.

EDIT: Here is the newer texture I was working on to make it look a little better when the bot isn't on the charging pad.  :P  Click the image to get the layered file, I couldn't export as PSD, only XCF. (This file may not be on my dropbox long, basically will remove once you confirm you have it.)
(https://dl.dropbox.com/u/30270697/verytemp/AIRobotRechargeStationNew.png) (https://dl.dropbox.com/u/30270697/verytemp/AIRobotRechargeStationNew.xcf)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on January 31, 2016, 10:02:33 AM
Thanks for your work. But I'm not sure if I'll replace the original with your version.
I've attached a direct comparism from ingame. Maybe I'll modify it a little bit if I'm allowed to?

For your .psd-problem: You're using GIMP aren't you?
If you save it there, you have indeed only XCF as a possibility.
But you can also Export the picture and there you'll have the option to export to PSD :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Vas on January 31, 2016, 01:32:00 PM
The outlet part of that image looks a little off center now that I look at it :P  But yea, I gave you a good idea of what I think it should look like instead of a black spot.  xP  You can alter it of course, I did it quickly and applied a few affects using gimp to make the circular hazard zone.

I don't like PSD myself, I prefer people support an open source project like Gimp to keep such an excellent free tool popular.  :P  So I tend to share XCF files instead of PSD.  I can go back and re-export as PSD if I have to though.  :P  If you edit, try to center the outlet portion again as I seem to have been off a few pixels.  :P

I mainly wanted to get it to not look like a black spot, basically it's a flat pad that the robot gets into, with sensors that tell it that it is perfectly aligned and such before attempting to plug in.  The hazard line is a friendly thing for colonists to see and not leave their dirty socks or candy laying there on the charger.  :P
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: lude on February 05, 2016, 12:05:51 PM
Could you please unlock construction words for the Robots Extension?
When I make one it says changed priority on forbidden job or something, construction isn't intellectual, right?
Also the maintenance and construction drone spawn with far more incapabilities than your ones, I don't understand what I'm not doing right ^^

anyway if someone wants, I made a version of the extension with three more bots, made the gardenbot growing (which can cut trees in growing areas, is there a way to prevent that?), added a forestry with plantcutting, maintenance with repair and a non working constructor bot, so far tried to make some art for it, but used paint which broke the transparence so I downloaded GIMP but was yet too lazy to fix it, so all the other bots look like xbot/gardener and the one bot that doesn't work anyway has a white background.

now when starting a new colony with HSK modpack I eagerly await those robot traders to brighten my day, even if I have to sell everything to get a few, they're just so awesome, especially with tools for the haul (tho tiny bots dragging big carts for muffalos feels a bit cheaty)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on February 08, 2016, 06:17:34 AM
Can you give me the XML of your construction bot, please?
It is a possibility that I've missed something when defining the possible options...
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: lude on February 08, 2016, 09:26:40 AM
http://pastebin.com/2ert3Z1e

here, I put all three xml into that bin the one you're looking for is probably the first and the third is completely uninteresting

also thank a lot for keeping MAI alive all those alphas :D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on February 13, 2016, 04:46:51 AM
Sorry it took me a while to find some free time to look into it..

The problem you have with the Constructor Bot is that you've disabled the worktag for ManualSkilled for him.
Because of that he couldn't do his designated work as a constructor :)

Just change the WorkTag from 22763 to 22767 and he'll work for you :)
The basic worktag needed for him would be 4.


PS: Sorry for the blob in the game picture. I was too lazy to add the designated graphic. ;)

[attachment deleted by admin - too old]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: lude on February 13, 2016, 05:41:32 AM
and there I thought those were random numbers to call something from :>

is there a way to check what worktags refer to what skills?

this is an awkward error ^^ at least i had enough luck with the other two random worktags

thanks for looking it over
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on February 13, 2016, 09:26:04 AM
Yes, you can find them in the WorkType Folder of Core :)
Maybe I should write a better help for the robots to clarify this stuff :)

[attachment deleted by admin - too old]
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Cabraca on February 15, 2016, 03:12:20 PM
how many mai´s i can craft at the moment?
because i have build and activate one and now my assembly are full of steel and silver and do nothing no new mai :(
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Emottaja on February 17, 2016, 10:44:31 AM
The ruins generation wanted to give me a difficult start.

https://41.media.tumblr.com/34f8b9457f419bbb3dc2b1d2d8692eb9/tumblr_o2p7akU2Pp1tq9aigo1_1280.png

For some weird reason the walls of these hostile ruins were left open and my colonists haven't even landed on the map. =P
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: knives49 on February 18, 2016, 05:13:14 PM
hello, thanks for the mod :)

I have a bug with Miscellaneous + Crash Landing Patch and EdB Prepare Carefully
I use crash landing for EDB but my colonist never apear in game, i have random colonist.

I think it come with
<li Class="CrashLanding.Genstep_Colonists_Hard" />
crash landing option def have a variable for hard mod, false or true, but with your patch it's always true, maybe ?

thanks :D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Kaisi on February 20, 2016, 09:43:35 PM
Great mod, Haplo. Can't play rimworld without it anymore. Is there a way to make bots do several jobs without building two separate bots? Like Constructing and Repairing.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on February 21, 2016, 05:15:03 AM
Quote from: Kaisi on February 20, 2016, 09:43:35 PM
Great mod, Haplo. Can't play rimworld without it anymore. Is there a way to make bots do several jobs without building two separate bots? Like Constructing and Repairing.
No, sorry. For now you can only have one bot per job kind. Maybe I'll rework the code a bit to accept multiple jobs, but for now that is a no, sorry.

Quote from: knives49 on February 18, 2016, 05:13:14 PM
...
I have a bug with Miscellaneous + Crash Landing Patch and EdB Prepare Carefully
I use crash landing for EDB but my colonist never apear in game, i have random colonist.

I think it come with
<li Class="CrashLanding.Genstep_Colonists_Hard" />
crash landing option def have a variable for hard mod, false or true, but with your patch it's always true, maybe ?
...
Hmm, I don't know how Crash Landing works. I just have added the genstep thats also in the genstep of the mod.
Does the hard mode remove the base colonists?

Quote from: Emottaja on February 17, 2016, 10:44:31 AM
The ruins generation wanted to give me a difficult start.
...
For some weird reason the walls of these hostile ruins were left open and my colonists haven't even landed on the map. =P
Yeah, sorry that can happen if you're really unlucky. Your genstep created a labyrinth blueprint with the enemies inside and then it placed a ruin with holes on it. The second one opened up the first one, making your start near impossible..
Sorry this is an unfortunate possibility with the genstep for now. I'll try to improove the building placement...
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: knives49 on February 21, 2016, 08:46:47 AM
Quote from: Haplo on February 21, 2016, 05:15:03 AM
Quote from: knives49 on February 18, 2016, 05:13:14 PM
...
I have a bug with Miscellaneous + Crash Landing Patch and EdB Prepare Carefully
I use crash landing for EDB but my colonist never apear in game, i have random colonist.

I think it come with
<li Class="CrashLanding.Genstep_Colonists_Hard" />
crash landing option def have a variable for hard mod, false or true, but with your patch it's always true, maybe ?
...
Hmm, I don't know how Crash Landing works. I just have added the genstep thats also in the genstep of the mod.
Does the hard mode remove the base colonists?

no, but crashlanding have a variant for EDB.
where do you find the genstep of crashlanding? I'll look for differences.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on February 21, 2016, 03:45:47 PM
I'm not perfectly sure about the name, but gensteps should be in the Def folder MapGenerator?
Something like that. Sorry I'm not at my computer right now so can't look for the correct name..  :(
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: knives49 on February 22, 2016, 08:20:04 AM
in the crashlanding for EDB has no mapgenerator...
I will ask in the topic for crashlanding :)

edit: with help from Katavrik, I delete all my game, mod and local data. it's work now.
but you don't need the crashlanding patch if you play with EDB prepare carefully and crashlanding for EDB
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: henk on February 27, 2016, 09:13:47 AM
Hi, I love this mod, MAI and Robots, but I'm desperately looking for a robot that will harvest/grow crops, cook, construct, mine, things like that.

Are you going to add these into the mod or is there a guide or something I can follow so I can add them myself?
Thanks, love the work.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Grimandevil on February 27, 2016, 02:46:35 PM
Quote from: henk on February 27, 2016, 09:13:47 AM
Hi, I love this mod, MAI and Robots, but I'm desperately looking for a robot that will harvest/grow crops, cook, construct, mine, things like that.
but both Mai and MAI capable of doing those tasks. u just need to research it before building one.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: henk on February 28, 2016, 06:58:02 AM
Quote from: Canute on February 27, 2016, 09:48:17 AM
In the Modpack https://ludeon.com/forums/index.php?topic=16735.0
these robots got expanded to do these job you mention .

awesome thank you.
MVP doesn't use some mods I love, so I just took the robots mod from the .zip file.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: bullet on March 02, 2016, 07:07:49 AM
it would be cool if the bots are not finding work, then there returning to its charging station instead idly wandered
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Dragoon on March 03, 2016, 11:58:44 AM
I could not see the bill to remove the bionic brainpal from someone. I did see the one to install it however.

I have Brunayla's Security Co but I do not think that affected the human template.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on March 03, 2016, 02:07:06 PM
Sorry, but right now it isn't possible to remove the brainpals.
Once installed they remain with the person until the end :)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Grimandevil on March 03, 2016, 02:16:05 PM
correction: it IS actually possible (as a glitch\side effect) when installing brain implants from EPOE. i remember having to reinstall brainpals after i stick some AI chips in their heads.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Pactrick Willis on March 15, 2016, 03:43:21 PM
Is this mod compatible with Combat realism? I'm mainly asking if the Turret base in this mod is compatible; Will the weapons I put on them retain there combat realism stats?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Grimandevil on March 15, 2016, 04:15:23 PM
Quote from: Pactrick Willis on March 15, 2016, 03:43:21 PM
Is this mod compatible with Combat realism? I'm mainly asking if the Turret base in this mod is compatible; Will the weapons I put on them retain there combat realism stats?
there is special patch for that on the main page in the OP post. and yes.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: branch? on March 23, 2016, 05:42:38 PM
Haplo is there a way for me to create a custom table with same functionality as your Tactical Computer - as in how do I do it?

I'd love it to have the this texture but I'm not sure how to go about it.

(http://i.imgur.com/CgPhDMf.png)

(http://i.imgur.com/j42dVkw.jpg)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on March 24, 2016, 02:28:44 AM
If you'll replace it you'll loose the joy you can do with it when you place it at a wall, but other than that..

There are a few ways to do this. One way is like this:
-Replace the graphic MainComputer.png in the folder ..\Miscellaneous\Textures\Things\Building\TacticalComputer
-Edit the file ..\Miscellaneous\Defs\ThingDefs\Miscellaneous_Buildings_TacticalComputer.xml
   -> You have to edit the size value to 1, 3?
        <size>(3,3)</size>   ->   <size>(1,3)</size>
-Alternately to replacing the graphics you can also change the path in <texPath> and in <uIconPath> to point to your graphic instead.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: mrofa on March 24, 2016, 03:10:05 AM
Texture is 2x1 size or 1x2 dont remmber :D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: branch? on March 24, 2016, 04:04:39 AM
I'd like it to be a new piece of furniture that's rotatable. Is there no way possible other than replacing? I'd like it to keep joy so I can place it around in each room.

And I don't mean replacing the huge 3x3 computer either, I'd like that to stay the same no matter what. What i'd like to imitate / copy the joy and functions is the Tactical Computer Terminal but with the texture that mrofa has.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on March 24, 2016, 06:55:47 AM
If you want to make the terminal extension (the small console) a new object, duplicate the file Miscellaneous_Buildings_TacticalComputerExtension.xml.
Then do the before mentioned changes AND change the <defName> to maybe MyNewComputerTerminal. :)
This way you'll get the new console with all the old functionality.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: branch? on March 24, 2016, 08:07:57 PM
Eek

(http://i.imgur.com/OR6FYAi.png)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on March 25, 2016, 02:57:59 AM
-Did you copy the file and did changes to the definition or did you made an own xml file?
-did you made it in your own mod? Then make sure that miscellaneous is loaded before that, because it needs one of the dll and a research from there..


Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: branch? on March 25, 2016, 03:14:46 AM
I copied the XML file for the ComputerExtension in the Thing defs, renamed it, changed the texture, changed the size. It's still in the misc folder. I temporarily disabled it so I could play while I was waiting for a response.

(http://i.imgur.com/foaMNkx.png)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on March 25, 2016, 03:18:00 AM
That is strange because it searches for the research for it and can't find it. This only happens when it is loaded before the other mod parts. If it is inside the mod then it shouldn't happen at all.. Can you post the output_log.txt please? If it's too big, zip it down :)

PS in line 63 is an error that can be the reason.. Remove the -->
Or is there somewhere the opening part?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: branch? on March 25, 2016, 03:24:12 AM
Where can I find the output_log?

My rimworld is relaunching to test if the --> was the cause.


mrofa's fix combined with my efforts managed to make it work! Thanks Haplo / Mrofa!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Lucikmucik on March 28, 2016, 07:42:54 AM
Hello, please, I installed robot, but when I tried to activate it, there is: "Cannot activate Mobile AI (inactive) (skill too low).

What to do? Thanks
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: harpo99999 on April 03, 2016, 02:19:12 AM
haplo, a request for an addition to the tactical computer, ie count of animals in colony along with the other exiting counts (colonists,allies,neutrals, enemies),
I do not know how hard this would be, but it would help me with my colonies knwing how many animals per colonist/raider in a battle
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Speeny on April 09, 2016, 12:08:56 AM
Haplo, I hope you are considering updating this at some point this is one of my absolute must have mods for streaming rimworld it is awesome and so are you!
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Topper on April 10, 2016, 01:00:53 AM
any chance the little cleaning robots made it into the main game like your traders did ?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Haplo on April 10, 2016, 04:48:32 AM
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm)  8)
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Topper on April 10, 2016, 07:18:51 AM
Quote from: Haplo on April 10, 2016, 04:48:32 AM
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm)  8)
~We~ are your family! Strangers of the Interweb! Only Fascist Nazi Eugenicists surround themselves with genetic relations.
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Rikiki on April 10, 2016, 09:05:29 AM
Quote from: Topper on April 10, 2016, 07:18:51 AM
Quote from: Haplo on April 10, 2016, 04:48:32 AM
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm)  8)
~We~ are your family! Strangers of the Interweb! Only Fascist Nazi Eugenicists surround themselves with genetic relations.
Oh my God, I got a family too! Am I such a monster?!? :o ;D
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: captainradish on April 10, 2016, 12:09:14 PM
Quote from: Rikiki on April 10, 2016, 09:05:29 AM
Quote from: Topper on April 10, 2016, 07:18:51 AM
Quote from: Haplo on April 10, 2016, 04:48:32 AM
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm)  8)
~We~ are your family! Strangers of the Interweb! Only Fascist Nazi Eugenicists surround themselves with genetic relations.
Oh my God, I got a family too! Am I such a monster?!? :o ;D

But I support Sanders, so therefore I am a communist scum! What about my family?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: hwoo on April 12, 2016, 09:33:47 AM
Quote from: Haplo on April 10, 2016, 04:48:32 AM
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm)  8)

I really love the look of this, I completely get the family side of things but can I ask if you have a time frame in mind?
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: pktongrimworld on April 13, 2016, 01:44:47 AM
/cross fingers for MAI
Title: Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
Post by: Plasmatic on April 13, 2016, 02:13:02 AM
Quote from: hwoo on April 12, 2016, 09:33:47 AM
Quote from: Haplo on April 10, 2016, 04:48:32 AM
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly.. ;)
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm)  8)

I really love the look of this, I completely get the family side of things but can I ask if you have a time frame in mind?

Soon(tm)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 14.04.2016)
Post by: Haplo on April 14, 2016, 04:49:16 PM
Update Time

So here it is, the first part of my update is ready to go.
MAI and Robots are a bit more tricky and will take a bit longer.
But I didn't want you to wait for it, when the other parts are ready so far ;D

Please tell me your optinions for the new parted variant.
Is it better like this, or is the All-In-One-Package the better way?

But for now, have fun with Miscellaneous version 0.13.1 (I changed the numbering to better reflect the game version)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 14.04.2016)
Post by: Nebbeh on April 14, 2016, 05:55:17 PM
I REALLY need the robots, but Robots and Miscellaneous 'CORE' are gold for me! :) So as long as I get my robots next I'm happy :P Thanks for your awesome mods!
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 14.04.2016)
Post by: Goldenpotatoes on April 14, 2016, 08:09:38 PM
As a note, EdB's beta version of Prepare Carefully conflicts with the map generator. I'm assuming it has something to do with both overwriting core terrain generation in some way.

i cri every time
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 14.04.2016)
Post by: MrDyl4n on April 14, 2016, 09:08:49 PM
Damn, I came just to check if robots was updated, saw this thread and did a little fist bump until I read the title agian  :'(
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 14.04.2016)
Post by: igz33 on April 14, 2016, 09:56:59 PM
I have an issue with visitor, when they go away its say something like

Orion groups enjoy their stay +20

but it keep doing that forever and the game is lagging. How can I fix this.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 14.04.2016)
Post by: Speeny on April 14, 2016, 11:11:39 PM
There is an issue with another mod conflict thats causing this. Ive had this issue when i tried to use hospitality. My thinking is its the More factions mod I am using but I am not sure. In my case I converted someone and the message started spamming then they went hostile.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 14.04.2016)
Post by: Haplo on April 15, 2016, 03:48:19 AM
Hmm that is strange. I'm not aware of any conflict that Miscellaneous might have with Hospitality... I think I'll have to look into it, if there are overlapping things..

For the EdB problems, I'm not going to do anything about it as long it is in it's beta state.
Later on I'll write a patch for it if it stays like it is. I just need to remember it :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 14.04.2016)
Post by: falcongrey on April 15, 2016, 04:13:37 PM
Quote from: Haplo on April 15, 2016, 03:48:19 AM
Hmm that is strange. I'm not aware of any conflict that Miscellaneous might have with Hospitality... I think I'll have to look into it, if there are overlapping things..

For the EdB problems, I'm not going to do anything about it as long it is in it's beta state.
Later on I'll write a patch for it if it stays like it is. I just need to remember it :)

Thanks for all the hard work Haplo!  I'll hold off on the Map generator until Prepare Carefully is out of beta and a patch/fix is made. (I like starting the colonists off with how I want them to look...)

Also, anxiously waiting for my cleaning and hauling robots!  8)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 14.04.2016)
Post by: Haplo on April 15, 2016, 05:30:07 PM
I've added you the patch for EdB's Prepare Carefully. It was an easy one.
Please test if this one works (Can also be found on the first page under patches)
http://www.mediafire.com/download/wc8a9kl573xzpdb/Misc_Patch_-_EdBPrepareCarefully_0131.zip
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 15.04.2016)
Post by: Dragoon on April 15, 2016, 08:24:59 PM
All right I will be the one to ask. About your MAI when it gets added : Can we f*ck it?

Relationships are thing so is "lovin" and I know we are all thinking it. And some people have a fetish for robots/androids/cyborgs (robophilia). So how is it going to be handled? Are there going to be a male, female and or androgynous (there are male and female ports so) ? If so, is there gonna be a visual difference, or is it just gonna be like with pawns where you have to check? How is personality gonna affect them? Are there going to be straight, homosexual or bisexual androids what happening?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 15.04.2016)
Post by: pktongrimworld on April 15, 2016, 11:13:33 PM
Quote from: Dragoon on April 15, 2016, 08:24:59 PM
All right I will be the one to ask. About your MAI when it gets added : Can we f*ck it?

Relationships are thing so is "lovin" and I know we are all thinking it. And some people have a fetish for robots/androids/cyborgs (robophilia). So how is it going to be handled? Are there going to be a male, female and or androgynous (there are male and female ports so) ? If so, is there gonna be a visual difference, or is it just gonna be like with pawns where you have to check? How is personality gonna affect them? Are there going to be straight, homosexual or bisexual androids what happening?


you owe me a new keyboard to replace my coffee soaked one.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 15.04.2016)
Post by: Dragoon on April 16, 2016, 12:50:18 AM
Quote from: pktongrimworld on April 15, 2016, 11:13:33 PM
you owe me a new keyboard to replace my coffee soaked one.
haha
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 15.04.2016)
Post by: hector212121 on April 16, 2016, 06:45:13 AM
This without mai and robots, or without mai?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 15.04.2016)
Post by: Shabazza on April 16, 2016, 11:02:47 AM
Can't wait for the robots.
I totally need that hauling robot, so my colonists can do the more important stuff.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Haplo on April 16, 2016, 12:10:30 PM
Update: The Robots are back!
So, after a long bug hunting session I think I have the robots up and running again.
Please tell me if I've missed a bug somewhere :)

Edit: Added a patch for Miscellaneous MapGenerator + EdB's Prepare Carefully + EnviroSeeds
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Galleg on April 16, 2016, 05:45:15 PM
Tx for the update.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: JerryBi on April 16, 2016, 07:30:54 PM
Good idea to change thread title ?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Dragoon on April 16, 2016, 09:23:59 PM
Quote from: Haplo on April 16, 2016, 12:10:30 PM
Update: The Robots are back!
So, after a long bug hunting session I think I have the robots up and running again.
Please tell me if I've missed a bug somewhere :)

Edit: Added a patch for Miscellaneous MapGenerator + EdB's Prepare Carefully + EnviroSeeds

But what about my question?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Haplo on April 16, 2016, 11:46:40 PM
That I can tell when Mai is finished. But most likely the answer is yes, you can. 8)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: pktongrimworld on April 17, 2016, 12:08:22 AM
Quote from: Haplo on April 16, 2016, 11:46:40 PM
That I can tell when Mai is finished. But most likely the answer is yes, you can. 8)

!!!! does that mean we have robot suci-... I mean, loyal troops again?


edit: wait, I don't see MAI.


edit 2: OH THE OTHER QUESTION...derp.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Mineman_Miner18 on April 17, 2016, 01:21:12 AM
The Mod Misc. Robot is not loading when in go into an world and none of the robots are loading and none of the buildings. I have the Misc. Core being loaded first.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Haplo on April 17, 2016, 04:30:39 AM
They can't be built. You must buy them from an exotic or robot trader :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Mineman_Miner18 on April 17, 2016, 01:30:47 PM
OOOOOH. Thx, i was thinking i was doing something wrong with the mods. P.S. Keep up the good work.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Severik on April 19, 2016, 08:30:11 PM
hey, i got a queston about the robot extension thingy... so im trying to create a Robot, just for testing if it works as i want it, but it keeps throwing "mod incompatibility"... i didnt find any hint about the worktags in the assembly, am i blind, dumb, both or just searching at the wrong place?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: dismar on April 19, 2016, 09:13:54 PM
QuoteAs it is, you'll get a gardening robot, which can help with cutting trees and the like.

OMG you had me at gardening slave!
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Severik on April 19, 2016, 09:24:17 PM
Quote from: dismar on April 19, 2016, 09:13:54 PM
QuoteAs it is, you'll get a gardening robot, which can help with cutting trees and the like.

OMG you had me at gardening slave!

its realy just cutting trees.....at the moment i get a trader to sell me a gardening bot, my storage is usually full with thousands of logs....... i hoped for work on the fields but nope...
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Hermit on April 20, 2016, 12:34:14 AM
EDIT: Fixed in 13.1d
Version: Misc. 13.1 on Rimworld 13.1135 Linux x64 build.

I can play fine, but if I attempt to load a save that has a bot active in the world, the game crashes to desktop at the "Spawning all things" stage. In its base station seems fine. I loaded a save prior to activating. Loading a save created after activating crashes.

player.log
Copy included below is truncated due to forum maximum character limits.
Full log @ http://hastebin.com/johiheqawa.md

Stacktrace:

  at (wrapper managed-to-native) UnityEngine.Resources.LoadAll (string,System.Type) <0x00068>
  at (wrapper managed-to-native) UnityEngine.Resources.LoadAll (string,System.Type) <0x00068>
  at UnityEngine.Resources.LoadAll<object> (string) <0x00032>
  at Verse.GraphicDatabaseUtility/<GraphicNamesInFolder>c__Iterator18B.MoveNext () <0x000a1>
  at Verse.GraphicDatabaseHeadRecords.BuildDatabaseIfNecessary () <0x00145>
  at Verse.GraphicDatabaseHeadRecords.GetHeadNamed (string,UnityEngine.Color) <0x0002b>
  at Verse.PawnGraphicSet.ResolveAllGraphics () <0x001ca>
  at AIRobot.AIRobot.SpawnSetup () <0x00406>
  at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Rot4) <0x00232>
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (string) <0x007c4>
  at Verse.RootMap.<Init>m__513 () <0x0001d>
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x0002b>
  at Verse.LongEventHandler.<UpdateCurrentAsynchronousEvent>m__50B () <0x00021>
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>

Native stacktrace:

/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x926cb) [0x7f215dc106cb]
/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x36226) [0x7f215dbb4226]
/usr/lib/libpthread.so.0(+0x10e80) [0x7f2160c7ae80]
/usr/lib/libGL.so.1(+0x3b1a9) [0x7f21605a61a9]

Debug info from gdb:


=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_copy_image GLX_ARB_get_proc_address
Setting maxVSyncInterval to 4
GL: Detected 0 MB VRAM
Total system RAM: 32132 MiB
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.057 seconds
Default vsync count 1
requesting resize 2560 x 1600
requesting fullscreen 2560 x 1600 at 0 Hz
Desktop is 2560 x 1600 @ 60 Hz
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Xml.dll (this message is harmless)
Changing real window size to 2560 x 1600
Ignoring window size change to 2560x1600 : waiting for fullscreen at 2560x1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
RimWorld 0.13.1135 rev819
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: dismar on April 20, 2016, 12:35:01 AM
Quote from: Severik on April 19, 2016, 09:24:17 PM
Quote from: dismar on April 19, 2016, 09:13:54 PM
QuoteAs it is, you'll get a gardening robot, which can help with cutting trees and the like.

OMG you had me at gardening slave!

its realy just cutting trees.....at the moment i get a trader to sell me a gardening bot, my storage is usually full with thousands of logs....... i hoped for work on the fields but nope...

Oh just go into the worktypes and you can make it do anything. its default is "plant cutter" trees etc.

goto thingdefs/airobot_races at the bottom and change work types def!

I changed mine to : Growing


THANK YOU very much for this new toy !
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Severik on April 20, 2016, 12:48:52 AM
well i tried to make one mining but it didnt work, name was given properly etc. but it keeps the gardening bots skills etc. ....its doesnt mine nor chopping trees now.....good thing i kopied the mod directory, changed everything conflicting and kept my working gardeningbot....
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Haplo on April 20, 2016, 04:39:12 AM
Quote from: Hermit on April 20, 2016, 12:34:14 AM
Version: Misc. 13.1 on Rimworld 13.1135 Linux x64 build.

I can play fine, but if I attempt to load a save that has a bot active in the world, the game crashes to desktop at the "Spawning all things" stage. In its base station seems fine. I loaded a save prior to activating. Loading a save created after activating crashes.

player.log
Copy included below is truncated due to forum maximum character limits.
Full log @ http://hastebin.com/johiheqawa.md
<Snip>

Sorry, that looks like a memory overflow somehow caused by the graphic I use. I know of a memory overflow when you're using the first EdB mod, but it looks like the robots may also be a problem child?

I have an idea what MAY cause that, but I'm not 100% sure as I can't repro it here on my computer :(

The mentioned fix is integrated in the attached file. Can you replace your mod with this version and try it again?
If it still doesn't work, can you please zip and attach the savegame you have problems with?
Please tell me if it's working or if not.
Thank you.


Quote from: dismar on April 20, 2016, 12:35:01 AM
<Snip>
Oh just go into the worktypes and you can make it do anything. its default is "plant cutter" trees etc.

goto thingdefs/airobot_races at the bottom and change work types def!

I changed mine to : Growing


THANK YOU very much for this new toy !

It's only that easy with Growing, as that needs the same WorkTags.
If you use something else, you need to find out which worktags it uses (see in Core/WorkTypes.xml) and calculate the needed number.

Here are the available numbers. Add the numbers you need and insert the result in the WorkTag field.
[Flags]
public enum WorkTags
{
None = 0,
Intellectual = 2,
ManualDumb = 4,
ManualSkilled = 8,
Violent = 16,
Caring = 32,
Social = 64,
Scary = 128,
Animals = 256,
Artistic = 512,
Crafting = 1024,
Cooking = 2048,
Firefighting = 4096,
Cleaning = 8192,
Hauling = 16384,
PlantWork = 32768,
Mining = 65536
}


For example: Mining needs the tags Mining and ManualSkilled -> 65536 + 8 -> The needed WorkTag number is 65544.


[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Severik on April 20, 2016, 07:32:52 AM
Ahhh tyvm, now i can geht it to do what i want Ehen im home and make some pretty.....ugly and disturbing graphics. I was confused because the "about" in the extension said to look in the assembly for the worktags..
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Haplo on April 20, 2016, 09:03:31 AM
This is an extract from the rimworld assembly ;)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Hermit on April 20, 2016, 02:02:51 PM
EDIT: Fixed in 13.1d
Quote from: Haplo on April 20, 2016, 04:39:12 AM
Sorry, that looks like a memory overflow somehow caused by the graphic I use. I know of a memory overflow when you're using the first EdB mod, but it looks like the robots may also be a problem child?

I have an idea what MAY cause that, but I'm not 100% sure as I can't repro it here on my computer :(

The mentioned fix is integrated in the attached file. Can you replace your mod with this version and try it again?
If it still doesn't work, can you please zip and attach the savegame you have problems with?
Please tell me if it's working or if not.
Thank you.

0131b no change. Still crashes.
I do have EdBModOrder and EdBColonistBar, but per your comments I disabled the colonist bar and tried again. No change.
To further isolate the problem, I created a world with just Core + MiscCore + Robots. Same crash.
Save attached. Let me know if I didn't include enough files in the zip.

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Severik on April 20, 2016, 02:08:34 PM
Quote from: Haplo on April 20, 2016, 09:03:31 AM
This is an extract from the rimworld assembly ;)
U know where I was looking? Inthe frikkin robots assembly........well, there aren't so much assemblies that u could have ment.....i could've  found it if I werent toolazy....
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Hermit on April 20, 2016, 02:13:07 PM
Quote
It's only that easy with Growing, as that needs the same WorkTags.
If you use something else, you need to find out which worktags it uses (see in Core/WorkTypes.xml) and calculate the needed number.

Here are the available numbers. Add the numbers you need and insert the result in the WorkTag field.
[Flags]
public enum WorkTags
{
None = 0,
Intellectual = 2,
ManualDumb = 4,
ManualSkilled = 8,
Violent = 16,
Caring = 32,
Social = 64,
Scary = 128,
Animals = 256,
Artistic = 512,
Crafting = 1024,
Cooking = 2048,
Firefighting = 4096,
Cleaning = 8192,
Hauling = 16384,
PlantWork = 32768,
Mining = 65536
}


For example: Mining needs the tags Mining and ManualSkilled -> 65536 + 8 -> The needed WorkTag number is 65544.

So if a person were so inclined, they could purchase themselves a fleet of do-anything quad-copters with...
0+2+4+8+16+32+64+128+256+512+1024+2048+4096+8192+16384+32768+65536 = 131070  ?
On second thought, you might want to leave out some things like violent since they can't equip weapons and armor.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Haplo on April 20, 2016, 02:59:36 PM
Quote from: Hermit on April 20, 2016, 02:02:51 PM
Quote from: Haplo on April 20, 2016, 04:39:12 AM
Sorry, that looks like a memory overflow somehow caused by the graphic I use. I know of a memory overflow when you're using the first EdB mod, but it looks like the robots may also be a problem child?

I have an idea what MAY cause that, but I'm not 100% sure as I can't repro it here on my computer :(

The mentioned fix is integrated in the attached file. Can you replace your mod with this version and try it again?
If it still doesn't work, can you please zip and attach the savegame you have problems with?
Please tell me if it's working or if not.
Thank you.

0131b no change. Still crashes.
I do have EdBModOrder and EdBColonistBar, but per your comments I disabled the colonist bar and tried again. No change.
To further isolate the problem, I created a world with just Core + MiscCore + Robots. Same crash.
Save attached. Let me know if I didn't include enough files in the zip.

Thanks, I'll look into it, but unfortunately it will take a few days since the next days are family only days as there is a big birthday. So, please be patient with me. :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Dragoon on April 20, 2016, 03:33:30 PM
I cant get this to work. So far I've tried putting compatibility thing it and the end of the Misc, and and the end of my mod load order and It results in a screen either covered in dirt or with nothing but rocks. No pawns, no animals, no trees.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Nebbeh on April 20, 2016, 03:35:31 PM
So how can I make the hauler bot do several things? Tried to edit the def to:

      <passionLevel>0</passionLevel>
      <startingSkillLevel>6</startingSkillLevel>
      <enhancedAI>false</enhancedAI>
      <workTag>85000</workTag>
      <workTypeDefs>
         <li>ManualSkilled</li>
         <li>Crafting</li>
         <li>Hauling</li>
         <li>Mining</li>
         <li>Cooking</li>
      </workTypeDefs>

But gives me error ingame.
Could not resolve cross-reference to Verse.WorkTypeDef named ManualSkill.
Cannot call itemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Haplo on April 20, 2016, 03:55:49 PM
The WorkTypeDefs MUST be one of the defs in the WorkType folder.
As there isn't a def named ManualSkilled it is not a surprise you get that error.
Try Cleaning or something else from there instead. :)

Quote from: Dragoon on April 20, 2016, 03:33:30 PM
I cant get this to work. So far I've tried putting compatibility thing it and the end of the Misc, and and the end of my mod load order and It results in a screen either covered in dirt or with nothing but rocks. No pawns, no animals, no trees.
Sorry but can you tell me what you want to do?
The patches are only for when you have the other mods also active. THEN the patch needs to be loaded LAST.
Which patch do you want to add? Only the Prepare Carefully patch, then load Prepare Carefully, then the Miscellaneous stuff and then the Patch as the last one. Then it should work..
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Nebbeh on April 20, 2016, 04:05:33 PM
Is only 1 worktype availible for each bot?

Added the numbers, but as soon as I start the bot all worktypes gets disabled.

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Haplo on April 20, 2016, 04:25:08 PM
Quote from: Hermit on April 20, 2016, 02:02:51 PM
0131b no change. Still crashes.
I do have EdBModOrder and EdBColonistBar, but per your comments I disabled the colonist bar and tried again. No change.
To further isolate the problem, I created a world with just Core + MiscCore + Robots. Same crash.
Save attached. Let me know if I didn't include enough files in the zip.

Ok, I've found a bit of free time for now and removed the part that crashes on your machine.
Strangely it doesn't crash on my side..



Quote from: Nebbeh on April 20, 2016, 04:05:33 PM
Is only 1 worktype availible for each bot?

Added the numbers, but as soon as I start the bot all worktypes gets disabled.

Multiple worktypes should be possible.
Your error looks like a wrong number in the WorkTags..
Can you tell me which number you've set?


[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Nebbeh on April 20, 2016, 04:30:32 PM
<workTag>84992</workTag>
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: curufinwes on April 20, 2016, 04:37:57 PM
When there is a party or a wedding my robots start spitting out errors in the log. I forgot to take a screenshot last time. But i'll make one next time i have a party :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Haplo on April 20, 2016, 04:42:20 PM
You've only activated Mining, Hauling, Cooking and Mining.
When you take a look into the workdefs you'll find something else in there.
For example the hauling:
  <WorkTypeDef>
    <defName>Hauling</defName>
    <labelShort>Haul</labelShort>
    <pawnLabel>Hauler</pawnLabel>
    <gerundLabel>Hauling</gerundLabel>
    <description>Carry things to where they need to be.</description>
    <verb>Haul</verb>
    <naturalPriority>300</naturalPriority>
    <alwaysStartActive>true</alwaysStartActive>
    <requireCapableColonist>true</requireCapableColonist>
    <workTags>
      <li>ManualDumb</li>
      <li>Hauling</li>
    </workTags>
  </WorkTypeDef>


As you see Hauling needs the worktag Hauling AND the worktag ManualDumb.
Try the number 85004.


Quote from: curufinwes on April 20, 2016, 04:37:57 PM
When there is a party or a wedding my robots start spitting out errors in the log. I forgot to take a screenshot last time. But i'll make one next time i have a party :)
Thanks for the info. Can you post the output_log.txt if you encounter the error again, please? The info in there is better readable than what is displayed ingame :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Nebbeh on April 20, 2016, 04:46:45 PM
Ah, well that explains it, thanks for the help! :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1 / 16.04.2016)
Post by: Hermit on April 20, 2016, 05:25:53 PM
EDIT: Fixed in 13.1d
Quote from: Haplo on April 20, 2016, 04:25:08 PM
Ok, I've found a bit of free time for now and removed the part that crashes on your machine.
Strangely it doesn't crash on my side..

Would you post that version so I can test it on my side?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Haplo on April 20, 2016, 05:39:32 PM
It didn't work. It threw other errors..
I've done some other changes, but ain't that optimistic that it will work :(
But please try anyway. That I can't test it myself is a real problem with this bug..


[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Hermit on April 20, 2016, 05:57:50 PM
EDIT: Fixed in 13.1d
Quote from: Haplo on April 20, 2016, 05:39:32 PM
It didn't work. It threw other errors..
I've done some other changes, but ain't that optimistic that it will work :(
But please try anyway. That I can't test it myself is a real problem with this bug..

Same crash.
Rimworld 1135. MiscCore 13.1, Robots 13.1c.
I created a new world and colony to be safe. Same result.


Stacktrace:

  at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
  at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
  at UnityEngine.Resources.Load<object> (string) <0x00032>
  at Verse.ContentFinder`1<object>.Get (string,bool) <0x001ae>
  at Verse.Graphic_Multi.Init (Verse.GraphicRequest) <0x00120>
  at Verse.GraphicDatabase.GetInner<object> (Verse.GraphicRequest) <0x00116>
  at Verse.GraphicDatabase.Get<object> (string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color) <0x0017b>
  at Verse.GraphicGetter_NakedHumanlike.GetNakedBodyGraphic (RimWorld.BodyType,UnityEngine.Shader,UnityEngine.Color) <0x00136>
  at Verse.PawnGraphicSet.ResolveAllGraphics () <0x000ce>
  at AIRobot.AIRobot.SpawnSetup () <0x0034e>
  at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Rot4) <0x00232>
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (string) <0x00811>
  at Verse.RootMap.<Init>m__513 () <0x0001d>
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x0002b>
  at Verse.LongEventHandler.<UpdateCurrentAsynchronousEvent>m__50B () <0x00021>
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>

Native stacktrace:

/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x926cb) [0x7f29f1f576cb]
/home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x36226) [0x7f29f1efb226]
/usr/lib/libpthread.so.0(+0x10e80) [0x7f29f4fc1e80]
/usr/lib/libGL.so.1(+0x3b1a9) [0x7f29f48ed1a9]

Debug info from gdb:


=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

B_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float 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GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_copy_image GLX_ARB_get_proc_address
Setting maxVSyncInterval to 4
GL: Detected 0 MB VRAM
Total system RAM: 32132 MiB
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.023 seconds
Default vsync count 1
requesting resize 2560 x 1600
requesting fullscreen 2560 x 1600 at 0 Hz
Desktop is 2560 x 1600 @ 60 Hz
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/redacted/Downloads/Rimworld/Alpha13/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Xml.dll (this message is harmless)
Changing real window size to 2560 x 1600
Ignoring window size change to 2560x1600 : waiting for fullscreen at 2560x1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
Changing real window size to 2560 x 1600
RimWorld 0.13.1135 rev819


As for why it doesn't crash for you, I'm just taking wild guesses here but I suppose there could be a number of reasons... difference in error handling for different environments, possible differences in the versions of the included libraries, type case errors have broken a few mods on non-Windows machines (file systems in unix-like environments are case sensitive.) Also, us *nix users have Mono thrown in there for .Net emulation. I don't know if that comes into play here. Also, libGL is being called from the system library, which in my case is provided by Nvidia's proprietary Linux driver package (OpenGL 4.5.0 NVIDIA 364.16.) Your libGL may be be different.

Is there a more verbose log option available that might help you?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Haplo on April 20, 2016, 06:11:51 PM
I've set a bug request into the bug section because to be honest I'm really not sure what I can do. I think it has something to do with the new threading thats introduced in a13. Because of that the mods are loaded in a differend thread than the core game. There may be a threading problem involved, as it did work like it is in a12. I didn't change anything in this area of the code for the a13 update..
But to be honest, that's also just a wild guess from me.
I honestly don't know what I can do. If we don't find a solution I just have to completly rewrite the code to use animals or something like that. But that is work for a really long time and I'm not sure if I'll do that or if I'll cut my pawns (MAI and Robots) from Miscellaneous.

We'll see, we'll see..
Hopefully there is a rather simple solution to the problem :)


Ok, here is a new try. I've integrated a suggestion from the bug thread.
Can you test it, please?

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Hermit on April 20, 2016, 06:27:15 PM
EDIT: Fixed in 13.1d
Quote from: Haplo on April 20, 2016, 06:11:51 PM
I've set a bug request into the bug section because to be honest I'm really not sure what I can do. I think it has something to do with the new threading thats introduced in a13. Because of that the mods are loaded in a differend thread than the core game. There may be a threading problem involved, as it did work like it is in a12. I didn't change anything in this area of the code for the a13 update..
But to be honest, that's also just a wild guess from me.
I honestly don't know what I can do. If we don't find a solution I just have to completly rewrite the code to use animals or something like that. But that is work for a really long time and I'm not sure if I'll do that or if I'll cut my pawns (MAI and Robots) from Miscellaneous.

We'll see, we'll see..
Hopefully there is a rather simple solution to the problem :)

I hope for a simple fix too! Luckily your Windows users don't seem to be affected, so that's good.
I appreciate your attention to the matter and all your hard work. Enjoy that birthday party!  :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Haplo on April 20, 2016, 06:30:51 PM
Thank you, I will if I can even get out of bed (as it is already 0:30..) :)

PS: I've added a new test file to my last post with a suggestion from the bug thread.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Hermit on April 20, 2016, 07:05:56 PM
Quote from: Haplo on April 20, 2016, 06:30:51 PM
PS: I've added a new test file to my last post with a suggestion from the bug thread.

13.1d works  ;D
I'm curious, what was the issue/fix?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Nanao-kun on April 20, 2016, 08:52:23 PM
What's this I hear about garden bots?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Dragoon on April 21, 2016, 12:38:18 AM
I figured out my problem i'm so friken blind  :(. The patch was if I was using the map generator not if I was just using the core + robots.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: curufinwes on April 21, 2016, 12:38:16 PM
Quote from: Haplo on April 20, 2016, 04:42:20 PM
Thanks for the info. Can you post the output_log.txt if you encounter the error again, please? The info in there is better readable than what is displayed ingame :)

This is the full log:
http://pastebin.com/QrBvkwM6

I managed to do this by forcing a party via the console. Sorry about the power conduit spam i think that's from the powerswitches.

And this is i think the important part you wanted.

HaulingBot threw exception while determining job (main): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GatheringsUtility.ShouldGuestKeepAttendingGathering (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.PartyUtility.ShouldPawnKeepPartying (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.LordJob_Joinable_Party.VoluntaryJoinPriorityFor (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_JoinVoluntarilyJoinableLord.JoinVoluntarilyJoinableLord (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_JoinVoluntarilyJoinableLord.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=

Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: mcduff on April 21, 2016, 06:14:58 PM
The robots seem to throw up a bunch of errors while there's any kind of party going on.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Greenblanket24 on April 21, 2016, 10:32:22 PM
Hi, im new to this forum so forgive me if im doing something wrong here, but whenever go to build MAI or get a robot, their not there the assembler isnt there even in god mode and the robots cant be spawned in
mods:Cheaper components,prepare carefully,glitter tech,A dog said,misc core,misc incidents,misc objects,misc robots, misc robots Xtension( for the gardening one that wont spawn :(  ) ,misc training facility,tilled soil
this has been a major headache and if you can tell me what i did wrong i would appreciate it :)

System: windows 10 64x Latest build of rimworld
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Hermit on April 21, 2016, 10:59:06 PM
Quote from: Greenblanket24 on April 21, 2016, 10:32:22 PM
Hi, im new to this forum so forgive me if im doing something wrong here, but whenever go to build MAI or get a robot, their not there the assembler isnt there even in god mode and the robots cant be spawned in
mods:Cheaper components,prepare carefully,glitter tech,A dog said,misc core,misc incidents,misc objects,misc robots, misc robots Xtension( for the gardening one that wont spawn :(  ) ,misc training facility,tilled soil
this has been a major headache and if you can tell me what i did wrong i would appreciate it :)

System: windows 10 64x Latest build of rimworld


ROBOTS

Quote from: Haplo on May 16, 2014, 05:54:01 AM
Robots
  Some robots (Hauling- and CleaningBot) are buyable from a robot trader.

Quote from: Haplo on April 17, 2016, 04:30:39 AM
They can't be built. You must buy them from an exotic or robot trader :)

You can spawn them in with the debug menu using Debug Actions Menu --> Tool: Try place direct thing... --> Hauler Base Station (or) Cleaner Base Station. Then, click where you want to place it, select it, and have a pawn install it somwhere.


MAI

Last I checked, MAI is not updated to A13 yet. Keep an eye on this thread for a release.  We're all eagerly anticipating it. :)

Quote from: Haplo on April 16, 2016, 11:46:40 PM
That I can tell when Mai is finished. [SNIP]

The info on how to get her in game is in the first post in the thread, scroll down to Additional Descriptions and Issues (assuming it holds true for A13 as it did for A12.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.1b / 20.04.2016)
Post by: Tinkerer on April 22, 2016, 12:33:40 AM
Just gotta say I really enjoyed the Old Mans War series and I'm going to download this mod just for the Brain Pal! :)

My colonists already go nuts for no reason... what will happen if they are disconnected from other colonists' Brain Pals!?! IIRC, people are connected so long to their team that they go mad when they are disconnected and all alone! I hope this is a thing in this mod... lol!
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: Haplo on April 22, 2016, 05:08:44 AM
Update:
I've updated robots to 1. finally work with Linux systems and 2. fix the party issue.

Quote from: Hermit on April 20, 2016, 07:05:56 PM
13.1d works  ;D
I'm curious, what was the issue/fix?
The issue is as I thought the threading. The graphic wasn't loaded when the mod tried to access it so it threw an error.
I needed to insert a special way to delay the loading until the threads were finished.
But fortunately that is rather easy to implement :)

Quote from: Tinkerer on April 22, 2016, 12:33:40 AM
Just gotta say I really enjoyed the Old Mans War series and I'm going to download this mod just for the Brain Pal! :)

My colonists already go nuts for no reason... what will happen if they are disconnected from other colonists' Brain Pals!?! IIRC, people are connected so long to their team that they go mad when they are disconnected and all alone! I hope this is a thing in this mod... lol!
Nope, sorry to dissappoint you, but they only enhance stuff for the user. I've not implemented the full scope of the original BrainPals :)

Quote from: curufinwes on April 21, 2016, 12:38:16 PM
And this is i think the important part you wanted.
Thank you for your help. I could find out what the problem was. The main game wants a pawn that has hunger as a need, so the robots must not have NONE as their food type. Small difference, big problem :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: Greenblanket24 on April 22, 2016, 06:21:20 AM
Hey thanks a lot Hermit :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: Polok432 on April 22, 2016, 11:15:34 AM
is MAI already out?.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: Haplo on April 22, 2016, 11:46:07 AM
No, sorry, only robots for now. I hope to get her finally be ready over the weekend. :)
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: dismar on April 22, 2016, 09:24:46 PM
Quote from: Haplo on April 22, 2016, 11:46:07 AM
No, sorry, only robots for now. I hope to get her finally be ready over the weekend. :)

The robots are awesome btw. Used them since release and still love them.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: totos_totidis on April 23, 2016, 05:56:04 AM
Is there a way for me to find out when if ever my colonists will return from an expedition?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: dj84722 on April 23, 2016, 06:46:48 AM
I found a interesting bug earlier today,one of my colonists started a social fight with my cleaner robot, the reason: hard worker vs lazy
unfortunately i was to busy laughing to get a screenshot
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: hector212121 on April 23, 2016, 08:46:20 AM
Quote from: Canute on April 23, 2016, 06:52:29 AM
Just wait until these robots start a social rebellion and throw all these lazy humans out of their colony ! :-)

I can see that, if only because enhanced MAIs are passionate about everything and with all the research can do everything. Combine that with 100% mood, assuming everything stays permanently the same, and the only advantage humans have is bionics, and that's only if you have Glittertech, really, otherwise the mood GWS bonus combined with andriod outdoes it.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: totos_totidis on April 23, 2016, 11:36:05 AM
I have a problem. My colonists won't come back from the expedition. Is there a way for me to return them?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: Nanao-kun on April 23, 2016, 12:14:03 PM
Quote from: totos_totidis on April 23, 2016, 11:36:05 AM
I have a problem. My colonists won't come back from the expedition. Is there a way for me to return them?

If they don't come back, they can't tell you that they died. Because they most assuredly died if they failed to show up after the time limit.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: totos_totidis on April 23, 2016, 12:48:31 PM
Quote from: Nanao-kun on April 23, 2016, 12:14:03 PM
Quote from: totos_totidis on April 23, 2016, 11:36:05 AM
I have a problem. My colonists won't come back from the expedition. Is there a way for me to return them?

If they don't come back, they can't tell you that they died. Because they most assuredly died if they failed to show up after the time limit.
Well that is a problem since i did not know that colonists could die there. So i send most of my colony. That would make an intersting story.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: falconbunker on April 23, 2016, 09:13:38 PM
I am quite happy bots are here, no more hauling for my lazy colonists!
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: Haplo on April 24, 2016, 01:46:12 AM
Normally they shouldn't die on the away mission. That part isn't implemented.
But there seems to be a bug, where the active variable is set to off without respawning the colonists. Can you post your save game, I can try to restart it so they'll return. (zip first as the forum doesn't allow files larger 600kb)

For my information: was there something exceptional in between the time where they should return? Another incident of some kind? save/reloaded? How long should they have been gone? How long did you wait?
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: calmatt on April 24, 2016, 02:00:15 AM
Hello, after installing some of these mods (I made sure to put them in order as well) I get the error message "accessing play start spot before setting it" and the settlers never spawn from the drop pods. Here is a picture of my mod-list.
https://snag.gy/1ZfWuR.jpg

The "core" and "Misc_Core" patches aren't shown but they are at the top of the list. Any ideas?

Ok so after extensive testing it appears the patch for EdBPrepareCarefully is causing the problems. Even though I have the PrepareCarefully mod installed, without the patch supplied here PrepareCarefully works, as well as these mods.
Title: Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
Post by: Haplo on April 24, 2016, 02:47:53 AM
Hmm do you have miscellaneous MapGenerator also installed? The patch corrects a problem between MapGenerator and PrepareCarefully. It is not to be used when one of them isn't installed.


Edit:
Quote from: Haplo on April 24, 2016, 01:46:12 AM
Normally they shouldn't die on the away mission. That part isn't implemented.
But there seems to be a bug, where the active variable is set to off without respawning the colonists. Can you post your save game, I can try to restart it so they'll return. (zip first as the forum doesn't allow files larger 600kb)

For my information: was there something exceptional in between the time where they should return? Another incident of some kind? save/reloaded? How long should they have been gone? How long did you wait?
I found a bug in Incidents. If you save while you send someone off map but they aren't gone yet, then afterwards load this savegame, the active value was wrongly reset. Please redownload incidents version 0.13.2.
The new version shouldn't have this problem anymore. But for your old savegame, that still needs to be manually activated..
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Haplo on April 24, 2016, 06:34:58 PM
Update:

Finally I've finished MAI.
So here she is, fresh from the coding bench. 8)


[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: pktongrimworld on April 24, 2016, 07:10:36 PM
YAY!
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: qurffe on April 25, 2016, 06:16:38 AM
So if i use both robots and MAI, dolesnt matter in which order i load them, i get some yellow warning saying something about duplicate trader label? Does it break anything?


[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Haplo on April 25, 2016, 06:44:33 AM
No, that's just because I have the trader for robots in both, so I needed the translation twice. The game just informs you that the same text is translated twice. You can ignore that message. It doesn't break anything. It's really just an informative warning that a translation is done twice.

I know it's not the perfect solution. I have to remove the robot trader from one or the other to remove that message. But then you don't have the trader if you only have one active..
I'll think about removing the trader from MAI maybe.. Well see, well see.

Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Hammurapie on April 25, 2016, 07:00:14 AM
 MAI doesn't work. Everything goes smoothly, but after colonist works on recipe to activate it nothing happens. I started a new world to doublecheck and it doesn't work still. Anyone else has the same problem? Win7 here.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Galleg on April 25, 2016, 04:21:32 PM
Hey. Got a problem when my colonists try to haul stone chunks, they try hard to pick them up but its like they coudn't and falls dawn, they try it for hours and sometimes just haul them without problem. I'll try to train the dogs to haul them.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Chibiabos on April 25, 2016, 05:08:34 PM
Wish finished mods like this could get their own subforum instead of one uberlong thread of 90+ pages of posts :/  I'm noticing an odd quirk when running this mod (and apologies for not reading through 90+ pages of previous thread posts to see if its been addressed :/) ... in vanilla, I can select a growing zone, then do Architect > Zones > Growing Zones to expand the growing zone.  However, with the mod loaded, if I have a Growing Zone selected, and use Architect > Zones > Growing Zones to try to expand it, the current zone is de-selected and instead of expanding the zone, it creates a new zone which is not what I want :/  Was this done intentionally for some reason?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Haplo on April 25, 2016, 05:16:43 PM
Quote from: Hammurapie on April 25, 2016, 07:00:14 AM
MAI doesn't work. Everything goes smoothly, but after colonist works on recipe to activate it nothing happens. I started a new world to doublecheck and it doesn't work still. Anyone else has the same problem? Win7 here.

I'm sorry to hear that. Normally it should work. I have tested it all on my Win10 computer and didn't encounter any problems. Do you have all ingredients? You need the defined Plasteel and 40 Gold (not 2 as in the description because of the x20 part) or the defined plasteel and one AI core.

Quote from: Galleg on April 25, 2016, 04:21:32 PM
Hey. Got a problem when my colonists try to haul stone chunks, they try hard to pick them up but its like they coudn't and falls dawn, they try it for hours and sometimes just haul them without problem. I'll try to train the dogs to haul them.
Hmm, sorry but I don't think that is a problem of any Miscellaneous part? I don't change anything at the colonist code nor at the code for hauling stuff.. Or is that a problem of Mai/Robots only? I did try it and as long as there is a free space in a dumping zone, all my colonists, MAIs and Robots hauled the boulders without problems..

Quote from: Chibiabos on April 25, 2016, 05:08:34 PM
Wish finished mods like this could get their own subforum instead of one uberlong thread of 90+ pages of posts :/  I'm noticing an odd quirk when running this mod (and apologies for not reading through 90+ pages of previous thread posts to see if its been addressed :/) ... in vanilla, I can select a growing zone, then do Architect > Zones > Growing Zones to expand the growing zone.  However, with the mod loaded, if I have a Growing Zone selected, and use Architect > Zones > Growing Zones to try to expand it, the current zone is de-selected and instead of expanding the zone, it creates a new zone which is not what I want :/  Was this done intentionally for some reason?

Hmm, I also don't have anything modified at the Zone Tool. I've tried it on my computer and I don't have these problems. I placed a growing zone, deselected it, selected it by clicking on it and creating a new growing zone over it. It expanded the growing zone without problems. 
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: qurffe on April 25, 2016, 05:44:06 PM
This is what happens when i try to activate MAI, using god mode to get research, and material for bench and activation.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Error while creating AIPawnE.
Could not load type 'CommonMisc.Radar' from assembly 'AIPawn'.
STACK:
  at AIPawn.AIPawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Gender gender, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

EDIT: Same thing happens even when its the only mod i load.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Dave-In-Texas on April 25, 2016, 05:56:36 PM
Quote from: Chibiabos on April 25, 2016, 05:08:34 PM
{snip}
  However, with the mod loaded, if I have a Growing Zone selected, and use Architect > Zones > Growing Zones to try to expand it, the current zone is de-selected and instead of expanding the zone, it creates a new zone which is not what I want :/  Was this done intentionally for some reason?

I've had this problem without having miscellaneous installed so its not this mod.  Before I saw this comment I thought it was just me and have slowed down my click/click+drag and with a bit more of a deliberate pace it doesn't happen.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Hammurapie on April 25, 2016, 06:07:34 PM
Quote from: Haplo on April 25, 2016, 05:16:43 PM
I'm sorry to hear that. Normally it should work. I have tested it all on my Win10 computer and didn't encounter any problems. Do you have all ingredients? You need the defined Plasteel and 40 Gold (not 2 as in the description because of the x20 part) or the defined plasteel and one AI core.
It works! After 2 hours of fruitless testing I realised I extracted misc. CORE in the wrong folder and didn't enable it at all  ::). It didn't give me a mod conflict error so I didn't notice. Much thanks for the mod, roleplaying with it is the only thing that keeps me from quickly burning out.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Nanao-kun on April 25, 2016, 06:25:09 PM
Does the quality of the automatic turret base affect it's accuracy or anything?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: qurffe on April 25, 2016, 06:50:38 PM
Well figured out what was wrong ... i didnt have the misc core mod. You should update the front page to say MAI needs core mod cause it doesnt say so.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: dismar on April 25, 2016, 10:28:48 PM
Quote from: qurffe on April 25, 2016, 06:50:38 PM
Well figured out what was wrong ... i didnt have the misc core mod. You should update the front page to say MAI needs core mod cause it doesnt say so.

This contains various core functions for other Miscellaneous parts.
It must be loaded before the other parts!

It is the 5th and sixth line. maybe move it up and Bold it? :)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: qurffe on April 26, 2016, 02:54:48 AM
Quote from: dismar on April 25, 2016, 10:28:48 PM
Quote from: qurffe on April 25, 2016, 06:50:38 PM
Well figured out what was wrong ... i didnt have the misc core mod. You should update the front page to say MAI needs core mod cause it doesnt say so.

This contains various core functions for other Miscellaneous parts.
It must be loaded before the other parts!

It is the 5th and sixth line. maybe move it up and Bold it? :)
Its just that the first 3 mods say they need CORE right under their name, but robots, training and MAI doesnt say so, and i was using robots and training without core and they worked fine. So it never occured to me MAI would need core until someone said it here.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Haplo on April 26, 2016, 03:57:11 AM
Quote from: Nanao-kun on April 25, 2016, 06:25:09 PM
Does the quality of the automatic turret base affect it's accuracy or anything?
No, basically the quality isn't really needed. I've just added it to vary the prices at the trader ;)

Quote from: Canute on April 26, 2016, 03:09:53 AM
Maybe you can add a Mod check at the loading phase for the other mod's if Core is active.
Add at the download section too, that all other mod's need Core.
And at last, maybe change Core into Main, so people don't think about the Core from rimworld self !
Yes, that can be a bit misleading and I seem to forgot the description on Mai..
I'll change the descriptions on the start page when I'm back at my computer.
Thank you all for pointing it out. :D

Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Galleg on April 26, 2016, 12:37:49 PM
Ok I'll try to find out the problem. Thanks for the feed back
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Hiztaar on April 26, 2016, 01:01:56 PM
There is a problem with training targets....

It works with... Grenades and molotov coctails. Meaning visitors come, play with the targets and destroy half of my colony (and the training targets). Is that possible to forbid explosive weapons ?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Nanao-kun on April 26, 2016, 03:57:49 PM
(http://puu.sh/owLac/d5a4e59775.jpg)

AI rebellion! :P
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 24.04.2016)
Post by: Haplo on April 26, 2016, 04:17:13 PM
Quote from: Hiztaar on April 26, 2016, 01:01:56 PM
There is a problem with training targets....

It works with... Grenades and molotov coctails. Meaning visitors come, play with the targets and destroy half of my colony (and the training targets). Is that possible to forbid explosive weapons ?

Hehe, I find that hillarious. This was most likely a hidden sabotage attempt *g*
Ok, I've prevented the joy activity for grenade users. But.. I haven't disabled it for rocket launchers! ;-P

Quote from: Nanao-kun on April 26, 2016, 03:57:49 PM
AI rebellion! :P

Yeah, sorry about that, but for some reason I can't prevent the talking of the robots.. I've tried, but they still do.. :(
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Rock5 on April 27, 2016, 12:30:11 AM
Ideally robots should be neutral towards all colonists. Colonists on the other hand can like or hate robots. Is it possible to make robots neutral to all colonists all the time?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Severik on April 27, 2016, 12:54:35 AM
it looks like something about the Robots is causing errors when im trying to start a new colony..... i already redownoaded all mods but nothing changed, worked fine with the last verson
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Haplo on April 27, 2016, 04:23:14 AM
Can you post your output_log.txt file with the error please? There the error messages are shown in detail.
You can find it in the RimWorldXXX_Data folder.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: hoochy on April 27, 2016, 05:30:12 AM
I like the MAI and robots mod. The problem with MAI is they are so much better than the humans and you really have no reason to have humans around once you can get robots. This is mainly a problem with the base game though in my opinion, more than the robot stuff. Maybe requiring the AI bots to have tremendous power usage while "Resting" would somehow balance them out a bit.

Do the nanorepair things ever do anything? I have robots that have "issues" but they never seem to get repaired though the repair box is next to their bed. If I click them to go to a hospital bed it says "not injured" when clearly they have "issues".

Also I found the recharge beds at 220% rest are great for the humans!
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Rock5 on April 27, 2016, 07:12:11 AM
Quote from: hoochy on April 27, 2016, 05:30:12 AM
I like the MAI and robots mod. The problem with MAI is they are so much better than the humans and you really have no reason to have humans around once you can get robots.
I remember the time after all the humans left the colony I continued playing with just MAIs. That was a laugh. From then on the robots never allowed any more humans to join the colony. It was strictly all robots. They still sometimes captured prisoners but always released them.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Haplo on April 27, 2016, 07:31:53 AM
Quote from: hoochy on April 27, 2016, 05:30:12 AM
Do the nanorepair things ever do anything? I have robots that have "issues" but they never seem to get repaired though the repair box is next to their bed. If I click them to go to a hospital bed it says "not injured" when clearly they have "issues".
Can you tell me what issues they have? The nanorepair should activate the chance to repair lost limbs.
Normal issues like wounds should be repaired by MAI herself.
If something here isn't working that would be a bug..
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: hoochy on April 27, 2016, 10:00:48 AM
Quote from: Haplo on April 27, 2016, 07:31:53 AM
Quote from: hoochy on April 27, 2016, 05:30:12 AM
Do the nanorepair things ever do anything? I have robots that have "issues" but they never seem to get repaired though the repair box is next to their bed. If I click them to go to a hospital bed it says "not injured" when clearly they have "issues".
Can you tell me what issues they have? The nanorepair should activate the chance to repair lost limbs.
Normal issues like wounds should be repaired by MAI herself.
If something here isn't working that would be a bug..

Material Analyser *destroyed*

Another one had battery destroyed I think. Should these be repairable? How does the nanothing work exactly? I assumed you just placed it next to a bed and it automatically repaired them whilst sleeping.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Haplo on April 27, 2016, 11:22:53 AM
If you have plasteel in it, (it works like a hopper) then there is a 30-50% chance (don't know the numbers right now) for missing limbs like these to regenerate.


Edit: I've added a patch for Misc. MapGenerator AND Crash Landing for those who are interested.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: hoochy on April 27, 2016, 12:21:31 PM
Quote from: Haplo on April 27, 2016, 11:22:53 AM
If you have plasteel in it, (it works like a hopper) then there is a 30-50% chance (don't know the numbers right now) for missing limbs like these to regenerate.


Edit: I've added a patch for Misc. MapGenerator AND Crash Landing for those who are interested.

Funny thing is I think I've seen it work in alpha 12 in one of the modpacks, at least the plasteel count went down like it was working. Maybe I was just unlucky recently. So the nanorepair thing, next to a recharge station with plasteel in it, will fix the robot with a 30-50% chance? It doesn't have to be medical bed?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Haplo on April 27, 2016, 01:50:54 PM
No, Mai just needs to stay in bed long enough. There is a timer running..
But.. There was a change in the code for the body part handling, so it can also be, that it doesn't work.. I'm not sure right now..
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Exitus on April 27, 2016, 02:00:51 PM
Hey, ive got a problem that my MAI wont be activated, it says its missing resources. In the Details apge it says 1 gold and some plasteel, i have 23 gold and some hudnred plasteel in my storage and didnt change any settings anywhere. Anyone knows the problem?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: pktongrimworld on April 27, 2016, 02:02:04 PM
try to have more gold. iirc, the small items thing "feature" is back again.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Deathking9132 on April 27, 2016, 03:58:37 PM
I tried playing MAI modes in alpha 12 but i realises that it has lot of balancing issues ,espcialy it needs to have huge power appetite and its cost should about twice as it has right now,afterall u will never lose a battle with five of them against even 20.I advice to make its recharging bed powered like around 3-4k power.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: camper0769 on April 27, 2016, 06:30:10 PM
Is anyone else getting an error loading a new map?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Loki88 on April 27, 2016, 06:40:39 PM
Quote from: camper0769 on April 27, 2016, 06:30:10 PM
Is anyone else getting an error loading a new map?

Are you using prepare carefully? You need the patch from the original post if you do
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Hiztaar on April 27, 2016, 06:46:28 PM
Just un idea but target should be movable. So we can relocate them and not break and build everytime :)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: pktongrimworld on April 28, 2016, 02:56:55 AM
trying to convert... robot...into... combat robot... this is hard :D
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Demonlord091 on April 28, 2016, 05:10:44 AM
I recently started a new colony with the Miscellaneous mods thinking it would be cool to have the features and MAI back again.

Then, after several hours, I started wondering why no events or raids had triggered.

I can't say for sure it's your mods causing this little problem, but I figured you might have some clever ideas since you have to fiddle with these things each time Rimworld gets an update.

I'm an old fan of your work and hope to see more of your beautiful mods as Rimworld continues to advance.

The screenshot file is attached. Thank you for any help you can provide.

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: ticattack on April 28, 2016, 05:30:18 AM
Quote from: Demonlord091 on April 28, 2016, 05:10:44 AM
I recently started a new colony with the Miscellaneous mods thinking it would be cool to have the features and MAI back again.

Then, after several hours, I started wondering why no events or raids had triggered.

I can't say for sure it's your mods causing this little problem, but I figured you might have some clever ideas since you have to fiddle with these things each time Rimworld gets an update.

I'm an old fan of your work and hope to see more of your beautiful mods as Rimworld continues to advance.

The screenshot file is attached. Thank you for any help you can provide.
I'm having what appears to be the same issue - events and raids fired normally for the first couple of hours, then stopped. No traders - on foot or by ship - have turned up. The only "event" I'm getting is an occasional "X has broken down and needs components".

I'm running a few other mods (mostly smaller, individual items), so I wasn't sure which might be causing it, but if Demonlord is having the issue with only this mod, and it's not a general game issue, then there might be something going on.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Haplo on April 28, 2016, 05:36:29 AM
Hmm, it looks like the pawn maker has problems generating a pawn.
Normally the storyteller should never use Mai to be generated and even if, I don't think it would cause these problems..
Can you provide the full output_log.txt, please? The displayed error doesn't really give any indication what may be the problem.. And maybe a savegame I can look through?
Please zip it and it should be small enough for the 600kb limitation of the forum.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: ticattack on April 28, 2016, 06:35:58 AM
I can do so, but I'll need to work out where the output files are saved first. A savegame I can provide, but I'm running quite a few small mods, so it may be of limited use. I'd be curious if Demonlord091 (or anyone else experiencing this issue) is running other mods, see if there's any overlap.

I'll try to find the output_log.txt file and post it when I do.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: hoochy on April 28, 2016, 08:05:46 AM
I'm getting events, but I'm only using misc, robots and MAI. I'm getting no "robot trader" events though, in another mod I used to get them and they mostly dealt with robotic type stuff. Not sure if default robots mod has them or not. A couple exotic traders had some cleaner bots but I've basically never seen them except one time in about 6 hours of game play.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: zeppelin17 on April 28, 2016, 12:32:40 PM
I tried searching for an answer but I couldn't find one... I was hoping someone could help me. It's about nano storage. Do the items stored inside the nano storage unit count for the orbital trade beacon trading? For example if I have 500 gold on the bottom or middle stacks or something and some cloth or crappy clothing also in there, will the 500 gold be trade-able?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Hermit on April 28, 2016, 02:02:29 PM
I'd love a way to restrict the robots to an area. Would it be possible to have them show up in the list along with pawns / animals?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Hammurapie on April 28, 2016, 08:53:22 PM
 Is it possible to create a compatibility patch with Combat Realism? It's latest version is all sorts of awesome, with ammunition and such. I tried to enable both, but MAI ofcourse doesn't have the inventory system, and worse, she also stops working on jobs with CR and just sleeps and walks.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: hoochy on April 28, 2016, 11:08:42 PM
Quote from: Hermit on April 28, 2016, 02:02:29 PM
I'd love a way to restrict the robots to an area. Would it be possible to have them show up in the list along with pawns / animals?

You can use areas in the base game to restrict them.

With one of the interface mods (not sure if available for alpha 13) you could also create squads to easily switch between certain colonists.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Demonlord091 on April 29, 2016, 01:30:03 AM
Quote from: ticattack on April 28, 2016, 06:35:58 AM
I can do so, but I'll need to work out where the output files are saved first. A savegame I can provide, but I'm running quite a few small mods, so it may be of limited use. I'd be curious if Demonlord091 (or anyone else experiencing this issue) is running other mods, see if there's any overlap.

I'll try to find the output_log.txt file and post it when I do.

Username>AppData>LocalLow>LudeonLow>Ludeon Studios>Rimworld>Saves   is where the output log is located on Windows 7.

I am indeed using an unpleasant amount of mods, so as I said I can't be sure it's this one that's causing the problem. It was around 5am or so when I posted my last message, so I'll take another look at it to see what I can dig up.

My log file should be attached as well as my (mostly) unchanged save file.

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Luroshard on April 29, 2016, 01:38:40 AM
Quote from: Haplo on May 16, 2014, 05:54:01 AM
Turret: Weapon Base
   A new weapon base, where you can install the weapon of your choice

This right here is the bees knees. (http://i.imgur.com/y7Zm0dV.jpg)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Haplo on April 29, 2016, 09:22:51 AM
Quote from: hoochy on April 28, 2016, 08:05:46 AM
I'm getting events, but I'm only using misc, robots and MAI. I'm getting no "robot trader" events though, in another mod I used to get them and they mostly dealt with robotic type stuff. Not sure if default robots mod has them or not. A couple exotic traders had some cleaner bots but I've basically never seen them except one time in about 6 hours of game play.
The robot trader is most likely only available as an interstellar trader. I'm not sure right now if he can be a ground trader..

Quote from: zeppelin17 on April 28, 2016, 12:32:40 PM
I tried searching for an answer but I couldn't find one... I was hoping someone could help me. It's about nano storage. Do the items stored inside the nano storage unit count for the orbital trade beacon trading? For example if I have 500 gold on the bottom or middle stacks or something and some cloth or crappy clothing also in there, will the 500 gold be trade-able?
Most likely not, as the gold isn't inside a vanilla kind of storage. Sorry, but I don't think it will be a valid object for the traders.

Quote from: hoochy on April 28, 2016, 11:08:42 PM
Quote from: Hermit on April 28, 2016, 02:02:29 PM
I'd love a way to restrict the robots to an area. Would it be possible to have them show up in the list along with pawns / animals?

You can use areas in the base game to restrict them.

With one of the interface mods (not sure if available for alpha 13) you could also create squads to easily switch between certain colonists.

You can restrict them directly. Just click on their area in the description window and you can set their area. It isn't in the overview as it would appear in all overviews and I don't want to grant access to the work settings ;)

Quote from: Luroshard on April 29, 2016, 01:38:40 AM
Quote from: Haplo on May 16, 2014, 05:54:01 AM
Turret: Weapon Base
   A new weapon base, where you can install the weapon of your choice
This right here is the bees knees.
This I don't understand, sorry..

Quote from: Hammurapie on April 28, 2016, 08:53:22 PM
Is it possible to create a compatibility patch with Combat Realism? It's latest version is all sorts of awesome, with ammunition and such. I tried to enable both, but MAI ofcourse doesn't have the inventory system, and worse, she also stops working on jobs with CR and just sleeps and walks.
Possible, yes. Anytime soon, most likely not, as it isn't easy with all the changes CR does lately. It was already hard in a 12 and now...
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Goldenpotatoes on April 29, 2016, 01:33:37 PM
Quote from: Haplo on April 29, 2016, 09:22:51 AM
Quote from: Luroshard on April 29, 2016, 01:38:40 AM
Quote from: Haplo on May 16, 2014, 05:54:01 AM
Turret: Weapon Base
   A new weapon base, where you can install the weapon of your choice
This right here is the bees knees.
This I don't understand, sorry..

K'now, the cat's pajama's, the cat's whiskers, the eel's ankle, the elephant's instep, the snake's hip, or my favorite; the capybara's spats.

Or in non-1920's terms, pretty cool.

Man, early 1900's had some weird people.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Hermit on April 29, 2016, 06:00:30 PM
Quote from: Haplo on April 29, 2016, 09:22:51 AM
Quote from: hoochy on April 28, 2016, 11:08:42 PM
Quote from: Hermit on April 28, 2016, 02:02:29 PM
I'd love a way to restrict the robots to an area. Would it be possible to have them show up in the list along with pawns / animals?
You can use areas in the base game to restrict them.
With one of the interface mods (not sure if available for alpha 13) you could also create squads to easily switch between certain colonists.
You can restrict them directly. Just click on their area in the description window and you can set their area. It isn't in the overview as it would appear in all overviews and I don't want to grant access to the work settings ;)

Ah. I didn't notice that there. That's better than nothing. I guess I can understand the work settings issue. Too bad there wasn't a combination of traits that'd permit only the appropriate work. I've got about 35 bots, and it is a pain to hunt them all down during a raid to change their area, then do it again after the raid. So much easier to open the restrictions and animals menus and with a click and drag, set all of them.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Hiztaar on April 29, 2016, 06:25:56 PM
Hey Haplo.

There is a bug with traders. If you want to still have your orbital trader you should add <orbital>true</orbital> to your traderkindDef or else it will be a random caravan which has little chance to be yours...
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: dareddevil7 on April 29, 2016, 06:28:04 PM
Will MAI work with CR?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Haplo on April 29, 2016, 06:44:00 PM
Quote from: Hiztaar on April 29, 2016, 06:25:56 PM
Hey Haplo.

There is a bug with traders. If you want to still have your orbital trader you should add <orbital>true</orbital> to your traderkindDef or else it will be a random caravan which has little chance to be yours...
Thank you for the info. I have missed that one.
Will add it in the next release, thanks :)

Quote from: Hermit on April 29, 2016, 06:00:30 PM
Ah. I didn't notice that there. That's better than nothing. I guess I can understand the work settings issue. Too bad there wasn't a combination of traits that'd permit only the appropriate work. I've got about 35 bots, and it is a pain to hunt them all down during a raid to change their area, then do it again after the raid. So much easier to open the restrictions and animals menus and with a click and drag, set all of them.
Actually there is an easier way for attacks: select all your recharge stations and press the recall button. After the attack just restart them :)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Maitri on April 30, 2016, 07:54:31 PM
Unsure if this is a widespread problem but I cannot create new worlds with Miscellaneous Map Generator turned on.

You click 'generate' and then it just blinks and goes back to the world generator screen, creating nothing. With this turned off, it works fine. Took me a while to identify it.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Haplo on May 01, 2016, 05:11:27 AM
Quote from: Demonlord091 on April 29, 2016, 01:30:03 AM
Quote from: ticattack on April 28, 2016, 06:35:58 AM
I can do so, but I'll need to work out where the output files are saved first. A savegame I can provide, but I'm running quite a few small mods, so it may be of limited use. I'd be curious if Demonlord091 (or anyone else experiencing this issue) is running other mods, see if there's any overlap.

I'll try to find the output_log.txt file and post it when I do.

Username>AppData>LocalLow>LudeonLow>Ludeon Studios>Rimworld>Saves   is where the output log is located on Windows 7.

I am indeed using an unpleasant amount of mods, so as I said I can't be sure it's this one that's causing the problem. It was around 5am or so when I posted my last message, so I'll take another look at it to see what I can dig up.

My log file should be attached as well as my (mostly) unchanged save file.

Sorry it took me a while to take a look at your files.
From my look at it you have multiple problems with your mods:
-Follow Me throws an error
d3d: failed to create 2D texture id=6001 w=1 h=1 mips=3 d3dfmt=21 [invalid call]
I AM NOW HERE:
   at System.Environment.get_StackTrace()
   at FollowMe.Bootstrap+<>c.<.ctor>b__0_0()
   at Verse.LongEventHandler.ExecuteToExecuteWhenFinished()
   at Verse.LongEventHandler.UpdateCurrentAsynchronousEvent()
   at Verse.LongEventHandler.LongEventsUpdate()
   at Verse.Root.RootUpdate()
   at Verse.RootEntry.RootUpdate()
   at Verse.RootGameObject.Update()


Multiple errors from the CommunityCoreLibrary:
Exception spawning loaded thing ElectricSmelter360955: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.CompPowerLowIdleDraw.get_LowPowerMode () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._CompGlower._ShouldBeLitNow (Verse.CompGlower obj) [0x00000] in <filename unknown>:0
  at Verse.CompGlower.PostSpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.Building.SpawnSetup () [0x00000] in <filename unknown>:0
  at RimWorld.Building_WorkTable.SpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Rot4 rot) [0x00000] in <filename unknown>:0
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0



This one really is problematic to identify as the iterator brings a null result. But why? Don't know..
System.ArgumentNullException: Argument cannot be null.
Parameter name: source
  at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Where[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__IteratorAE.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [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


I've made a change to your savegame. Can you try this please?
There where incidents queued at the storyteller which I think shouldnt be there..
Right now I am too lazy to get all your mods :)

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Haplo on May 01, 2016, 05:56:49 AM
Quote from: Maitri on April 30, 2016, 07:54:31 PM
Unsure if this is a widespread problem but I cannot create new worlds with Miscellaneous Map Generator turned on.

You click 'generate' and then it just blinks and goes back to the world generator screen, creating nothing. With this turned off, it works fine. Took me a while to identify it.
Hmm, I don't know what could be the problem there..
Can you post your output_log.txt file from after you've tried it, please?
You can find it in the folder RimWorld/RimWorldXXXWin_Data/


UPDATE:
I've updated MAI and Robots. This is only a small update to fix the robot trader.
Big thank you to Hiztaar for finding it :)

Furthermore I fixed a ?possible? savegame-breaking bug in Incidents.
This may be the reason why Demonlord091 and ticattack have a destroyed savegame.
The problem is that incidents fires the incident to spawn a new visitor if there isn't anyone nearby.
This spawning was faulty by allowing the colony faction to be a valid faction. This is a problem for the incident handler..
Thanks to Demonlord091 I could identify this big mistake.

I recommend everyone using Misc. Incidents to update to the newest version asap!

Sorry for the inconveniences.  :-[



If you have a savegame that doesn't load because of Incidents, please post it and I'll try to repair it.

If you want, you can also do it yourself:
- open the savegame with a text editor (like notepad++)
- search for <storyteller>
- In there delete all entries in <queuedIncidents> so that it looks like this:
<incidentQueue>
<queuedIncidents />
</incidentQueue>

-save and try to load the game
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Galleg on May 01, 2016, 07:01:57 AM
Hilarious! I just bought a cleaning droid and it had a negative mood for beeing naked, so I just gave him tribalwear and now it's happy.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: dj84722 on May 01, 2016, 07:12:01 AM
My MAI's don't respond to the clothing assignments they will only wear clothing using the force wear command and won't remove items automatically below the set wear threshold.
Is this something you haven't been able program into them or something you have overlooked?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Haplo on May 01, 2016, 08:03:32 AM
No, this is something that I've intentionally removed.
Mai will for now not actively search for clothes. It will only wear clothes you force her to wear :P
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Der Failer on May 01, 2016, 08:11:35 AM
So that is a thing... :)
(see atachment)

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Haplo on May 01, 2016, 09:09:12 AM
Haha, poor naked cleaning bot. Now they make sculptures of its nakedness ;)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Galleg on May 01, 2016, 11:28:42 AM
And now is attending at a wedding! I hope it doesn't drink all my bier!! XD Love it ! Sorry I don't know how to post pictures!
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Demonlord091 on May 01, 2016, 11:13:10 PM
Quote from: Haplo on May 01, 2016, 05:11:27 AM
Quote from: Demonlord091 on April 29, 2016, 01:30:03 AM
Quote from: ticattack on April 28, 2016, 06:35:58 AM
I can do so, but I'll need to work out where the output files are saved first. A savegame I can provide, but I'm running quite a few small mods, so it may be of limited use. I'd be curious if Demonlord091 (or anyone else experiencing this issue) is running other mods, see if there's any overlap.

I'll try to find the output_log.txt file and post it when I do.

Username>AppData>LocalLow>LudeonLow>Ludeon Studios>Rimworld>Saves   is where the output log is located on Windows 7.

I am indeed using an unpleasant amount of mods, so as I said I can't be sure it's this one that's causing the problem. It was around 5am or so when I posted my last message, so I'll take another look at it to see what I can dig up.

My log file should be attached as well as my (mostly) unchanged save file.

Sorry it took me a while to take a look at your files.
From my look at it you have multiple problems with your mods:
-Follow Me throws an error
d3d: failed to create 2D texture id=6001 w=1 h=1 mips=3 d3dfmt=21 [invalid call]
I AM NOW HERE:
   at System.Environment.get_StackTrace()
   at FollowMe.Bootstrap+<>c.<.ctor>b__0_0()
   at Verse.LongEventHandler.ExecuteToExecuteWhenFinished()
   at Verse.LongEventHandler.UpdateCurrentAsynchronousEvent()
   at Verse.LongEventHandler.LongEventsUpdate()
   at Verse.Root.RootUpdate()
   at Verse.RootEntry.RootUpdate()
   at Verse.RootGameObject.Update()


Multiple errors from the CommunityCoreLibrary:
Exception spawning loaded thing ElectricSmelter360955: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.CompPowerLowIdleDraw.get_LowPowerMode () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._CompGlower._ShouldBeLitNow (Verse.CompGlower obj) [0x00000] in <filename unknown>:0
  at Verse.CompGlower.PostSpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.Building.SpawnSetup () [0x00000] in <filename unknown>:0
  at RimWorld.Building_WorkTable.SpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Rot4 rot) [0x00000] in <filename unknown>:0
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0



This one really is problematic to identify as the iterator brings a null result. But why? Don't know..
System.ArgumentNullException: Argument cannot be null.
Parameter name: source
  at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Where[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__IteratorAE.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [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


I've made a change to your savegame. Can you try this please?
There where incidents queued at the storyteller which I think shouldnt be there..
Right now I am too lazy to get all your mods :)

Lol sure. I certainly can't blame you for not wanting to load all the mods I was fooling with. I actually forgot I had FollowMe since it never actually worked, I'll remove that later.

CCL has been kind of buggy ever since the first time I first used it, but more often than not the bugs were harmless.
I'll let you know how the savegame works.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Fluff_Thorrent on May 02, 2016, 06:26:11 AM
Hey Haplo! I started using Misc. Training. One of my colonists, Sari, keeps throwing errors about seeking joy from the Shooting Target. It's not game-crashing, just a bit annoying. She is incapable of Violent actions and doesn't carry any ranged weapon, so I'm thinking that it might be related to the problem.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Haplo on May 02, 2016, 07:43:30 AM
Can you post your output_log.txt please?
The incapable of violence may be the reason, but she shouldn't get the shooting target as a valid joy target without a ranged weapon... ???
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: silverskin on May 02, 2016, 10:18:27 AM
Would it be possible for someone to use the robots xtension and nick the droid sprites from the old mechanical defence mod and bring back the droids?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: passi965 on May 02, 2016, 11:33:36 AM
Hey Haplo,
is it normal that my Mai's have a ''Shielding error'' forever?
its been like that sice i built my first Mai and it always says ''Expires in: 12 Hours''

(http://puu.sh/oDGCt/63c49985ea.jpg)


Edit: or might that because of them not having an AI core installed?

Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: red3dred on May 02, 2016, 02:37:16 PM
Hello sir, great mod, and much fun to use, but i have a suggestion after seeing your turret bases (Which, by the way, kill downed targets for some reason), and that is to make a hunter turret, or turret base, whose sole purpose is to auto-hunt any animal that enters its range. A really good way to say "Get out of my lawn" to those pesky boars and such. Let's just hope Thrumbos don't walk into your base...
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Fluff_Thorrent on May 02, 2016, 03:55:46 PM
Quote from: Haplo on May 02, 2016, 07:43:30 AM
Can you post your output_log.txt please?
The incapable of violence may be the reason, but she shouldn't get the shooting target as a valid joy target without a ranged weapon... ???

Sure, here you go :) I didn't have it recorded earlier but it managed to reproduce itself. Looking at the log, it would seem as though "pawn" or "targetThing" is the problem, as it complains about it not being an instance of an object when the building tries to issue the "joy activity" to Sari.

Sari threw exception while determining job (main): System.NullReferenceException: Object reference not set to an instance of an object

  at TrainingFacility.JoyGiver_PracticeShooting.TryGiveJob (Verse.Pawn pawn, Verse.Thing targetThing, Boolean NoJoyCheck) [0x00000] in <filename unknown>:0

  at TrainingFacility.JoyGiver_PracticeShooting.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_GetJoy.TryGiveJobFromJoyGiverDefDirect (RimWorld.JoyGiverDef def, Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_GetJoy.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=DoBill, curDriver=Verse.AI.JobDriver_DoBill
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Chibiabos on May 02, 2016, 08:37:36 PM
Quote from: Haplo on May 01, 2016, 05:56:49 AM
Quote from: Maitri on April 30, 2016, 07:54:31 PM
Unsure if this is a widespread problem but I cannot create new worlds with Miscellaneous Map Generator turned on.

You click 'generate' and then it just blinks and goes back to the world generator screen, creating nothing. With this turned off, it works fine. Took me a while to identify it.
Hmm, I don't know what could be the problem there..
Can you post your output_log.txt file from after you've tried it, please?
You can find it in the folder RimWorld/RimWorldXXXWin_Data/


UPDATE:
I've updated MAI and Robots. This is only a small update to fix the robot trader.
Big thank you to Hiztaar for finding it :)

Furthermore I fixed a ?possible? savegame-breaking bug in Incidents.
This may be the reason why Demonlord091 and ticattack have a destroyed savegame.
The problem is that incidents fires the incident to spawn a new visitor if there isn't anyone nearby.
This spawning was faulty by allowing the colony faction to be a valid faction. This is a problem for the incident handler..
Thanks to Demonlord091 I could identify this big mistake.

I recommend everyone using Misc. Incidents to update to the newest version asap!

Sorry for the inconveniences.  :-[



If you have a savegame that doesn't load because of Incidents, please post it and I'll try to repair it.

If you want, you can also do it yourself:
- open the savegame with a text editor (like notepad++)
- search for <storyteller>
- In there delete all entries in <queuedIncidents> so that it looks like this:
<incidentQueue>
<queuedIncidents />
</incidentQueue>

-save and try to load the game

I DEFINITELY recommend both fixes (the patch + clearing out incidentQueue from your savefile).  After downloading and installing the patch, nothing changed -- I had no weather/incidents/traders for a year prior to the patch nor several months (in-game-time) after it, but after clearing out the incident queue in the savefile ... holy cow, its trying to make up for lost time.  Escape pod crash, and while ... ummm ... making sure that person is safe :P by taking them to a secure room, another escape pod crashed (before I could even get to the first one) and I suddenly had a lot of weather, too.  The entire previous year and a half or so, I had no rain nor any sort of weather at all, either :/  Hopefully traders will come soon.  I'm out of components and my freezer and general stockpile areas are full of stuff I've been making.  Its been frustrating only having four colonists for so long.  And raiders just hit, too ... all within just a couple hours of clearing out the IncidentQueue!
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Haplo on May 03, 2016, 05:12:37 AM
Quote from: passi965 on May 02, 2016, 11:33:36 AM
Hey Haplo,
is it normal that my Mai's have a ''Shielding error'' forever?
its been like that sice i built my first Mai and it always says ''Expires in: 12 Hours''
Thanks for the info. I think there is something wrong with the damage detection of this message. I don't think it is something gamebreaking, but I'll look into it..

Quote from: Fluff_Thorrent on May 02, 2016, 03:55:46 PM
Sure, here you go :) I didn't have it recorded earlier but it managed to reproduce itself. Looking at the log, it would seem as though "pawn" or "targetThing" is the problem, as it complains about it not being an instance of an object when the building tries to issue the "joy activity" to Sari.
Thank you. At first glance I don't know what it could be, but I'll look into the code. Something in there is behaving wrongly..

Another day another bug. Has someone a can of anti-bug-spray for me? ;)


Quote from: Chibiabos on May 02, 2016, 08:37:36 PM
I DEFINITELY recommend both fixes (the patch + clearing out incidentQueue from your savefile).  After downloading and installing the patch, nothing changed -- I had no weather/incidents/traders for a year prior to the patch nor several months (in-game-time) after it, but after clearing out the incident queue in the savefile ... holy cow, its trying to make up for lost time.  Escape pod crash, and while ... ummm ... making sure that person is safe :P by taking them to a secure room, another escape pod crashed (before I could even get to the first one) and I suddenly had a lot of weather, too.  The entire previous year and a half or so, I had no rain nor any sort of weather at all, either :/  Hopefully traders will come soon.  I'm out of components and my freezer and general stockpile areas are full of stuff I've been making.  Its been frustrating only having four colonists for so long.  And raiders just hit, too ... all within just a couple hours of clearing out the IncidentQueue!

Thanks for the info and yes, I would also recommend doing both if you're using an old savegame where there weren't any incidents for a long time. The bug isn't always preventing the incidents, but if you're unlucky..
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Goldenpotatoes on May 03, 2016, 03:19:12 PM
I'm not exactly sure if this is already in the incidents mod, but if not, would it be possible to add a chance for the rumor to include the location of kidnapped pawns? I know there's already one based the concept of going to a raider camp to rescue someone, just instead of getting a gun/item out of it, you get the colonist.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: tresflores on May 03, 2016, 09:30:34 PM
been a fan of misc for awhile now but i jut tried out the incident mod and sent some people out to a slaver camp and they never came back not even under colonist tab.i there a way u or i can fix this
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Nanao-kun on May 03, 2016, 09:38:25 PM
Quote from: tresflores on May 03, 2016, 09:30:34 PM
been a fan of misc for awhile now but i jut tried out the incident mod and sent some people out to a slaver camp and they never came back not even under colonist tab.i there a way u or i can fix this

Sending colonists out carries a chance of death.

I think a message saying something along the lines of "It's been X days since your colonists have set out. It's safe to say they've perished." would be nice though.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Rock5 on May 04, 2016, 07:00:25 AM
Quote from: Canute on May 04, 2016, 03:29:42 AM
Or at the case of the slaver.
The slaver comes instead the pawn and offer to release the pawn(s) for some silver.
I like it, a hostage situation.

And he comes with backup and you have to make the choice between paying the silver, refusing and loosing the colonist or attacking the slaver and rescuing the colonist.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Haplo on May 04, 2016, 07:24:11 AM
Quote from: tresflores on May 03, 2016, 09:30:34 PM
been a fan of misc for awhile now but i jut tried out the incident mod and sent some people out to a slaver camp and they never came back not even under colonist tab.i there a way u or i can fix this

Can you post me your savegame please? Normally they should return after the defined amount of time. I had a bug where they didn't return, but that bug should be fixed with the new version.
If you give me your savegame (7-zip or zip it, so that it fits the 600kb limit) I can take a look if you still have the bug. Also can you tell me which version of incident you have? You can see it in the mod tab.


Quote from: Rock5 on May 04, 2016, 07:00:25 AM
Quote from: Canute on May 04, 2016, 03:29:42 AM
Or at the case of the slaver.
The slaver comes instead the pawn and offer to release the pawn(s) for some silver.
I like it, a hostage situation.

And he comes with backup and you have to make the choice between paying the silver, refusing and loosing the colonist or attacking the slaver and rescuing the colonist.
I'm always open for new scenarios for the rumors. I just have too little time to implement them yet, as there is a bunch of other stuff that needs to be done first. But I'll make me some notes and it might be in one of the later updates :)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: hector212121 on May 04, 2016, 06:31:16 PM
Might I suggest adding 'lil gunbots packing the equivalent of a pistol?

Maybe with a more costly, but advanced base, capable of controlling a single gunbot that it can fabricate when supplied with 3-5 components and 50-100 steel?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: tresflores on May 04, 2016, 09:31:27 PM
sorry i didnt see the update that probobly the reason i had a backup fie so it didnt bother me to much
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: silverskin on May 05, 2016, 03:15:12 PM
I think I'm getting a problem with the training objects. I don't really understand this stuff but it looks like the pawns are trying to go have fun training their gun skills but there are no training objects to use. I haven't built any.

So they're just standing around trying to go and train on something that doesn't exist. It slows the hell out of my game when they do this. That null argument just rackets up to high numbers.

I dunno what this means. Just looks like a bit of an issue. Pawns usually only go looking to use something that exists, right?

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: silverskin on May 05, 2016, 03:24:41 PM
Actually, disregard that theory. I just tested it by building some shooting targets, something I should have done before posting. Didn't change anything. Still getting the same exact error in the picture I attached to my previous post.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: zeppelin17 on May 05, 2016, 09:09:56 PM
Separate question, since the nano storage doesn't allow stacked items to be sold, can I just construct nano storage, put 10 items inside, and then deconstruct it? will the stacked items still be able to be sold then?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Chibiabos on May 06, 2016, 02:03:11 AM
Gardnerbot doesn't seem to be working :/  I bought it, activated it, it launched and is meandering, but isn't harvesting any plants despite there being plenty ready to harvest, and isn't planting, either.  It just wandering about :/
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: dj84722 on May 06, 2016, 02:16:45 AM
Quote from: Chibiabos on May 06, 2016, 02:03:11 AM
Gardnerbot doesn't seem to be working :/  I bought it, activated it, it launched and is meandering, but isn't harvesting any plants despite there being plenty ready to harvest, and isn't planting, either.  It just wandering about :/

garden bots can only do the cut plants job, crops fall under the grow job.  they will cut down or harvest all marked plants and trees that are not on a growing zone
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Commander Blackwatch on May 06, 2016, 04:41:53 AM
Mod are great and awesome
no Errors

MAI = Great
Robot = Great
Training facility = Great
Incidents = Great
Core = Great

Best Mod Keep a Perfect Work

100/100  ;D
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Shabazza on May 06, 2016, 10:16:14 AM
Small Bug: Colonist can and will use the charging station of MAI to sleep instead of an accessible normal bed.

http://i.imgur.com/JwxbUSt.jpg
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Haplo on May 07, 2016, 03:52:02 PM
Quote from: Fluff_Thorrent on May 02, 2016, 03:55:46 PM
Sure, here you go :) I didn't have it recorded earlier but it managed to reproduce itself. Looking at the log, it would seem as though "pawn" or "targetThing" is the problem, as it complains about it not being an instance of an object when the building tries to issue the "joy activity" to Sari.

Update:
I was a few days not available but finally could look into the Training Facilities problem.
There was a bug with the check if the person even had a weapon or was anti-violent.
Now I've added the check. You still can force the anti-violents to shoot if you want, but they don't shoot for joy anymore :)
I've also increased the health points of the objects a bit, so that they can handle even a few heavy shots before they are destroyed.
Please download and use the new Training Facility.


Quote from: Shabazza on May 06, 2016, 10:16:14 AM
Small Bug: Colonist can and will use the charging station of MAI to sleep instead of an accessible normal bed.

http://i.imgur.com/JwxbUSt.jpg
Sorry, but that is something that I can't easily fix.
As the charging station is effectively a bed, every colonist can claim and use it.
You have to re-designate it to your MAI if a colonist has already claimed it.

Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 07.05.2016)
Post by: OverTheRanbow on May 08, 2016, 02:32:16 AM
My Mai Robots won't wear clothing available themselves, and must use force wear for them to wear anything. Is this a unintended bug?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 07.05.2016)
Post by: Vuursteen on May 08, 2016, 02:55:20 AM
I try to add bot with worktypedef cooking in robot xtension and receive error that this worktype is disable. Is there a way to add bot with this worktypedef?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 07.05.2016)
Post by: Haplo on May 08, 2016, 04:11:55 AM
Quote from: Vuursteen on May 08, 2016, 02:55:20 AM
I try to add bot with worktypedef cooking in robot xtension and receive error that this worktype is disable. Is there a way to add bot with this worktypedef?

Here is the description about how to find the correct number for the worktype:
https://ludeon.com/forums/index.php?topic=3612.msg209787#msg209787


Quote from: OverTheRanbow on May 08, 2016, 02:32:16 AM
My Mai Robots won't wear clothing available themselves, and must use force wear for them to wear anything. Is this a unintended bug?
That is intentional. Mai doesn't auto equip anything anymore. You need to force her to wear the wanted clothes.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 07.05.2016)
Post by: Commander Blackwatch on May 08, 2016, 08:55:27 AM
Awesome Mai Robot

MAI Robot is most useful
and the cleaner,Haul,garden cut robot
Please make a Builder Robot
and Thank you for the mod this is a very helpful
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Haplo on May 08, 2016, 07:54:48 PM
Quote from: Blackwatch27 on May 08, 2016, 08:55:27 AM
...
Please make a Builder Robot
...
I've added the gardening robot as an example for what you need to do to make your own robots.
For now I don't want to add anymore robots to the base, sorry.


Small update
I've improoved the placement code for the MapGenerator Blueprints a bit and added a new blueprint to the pool.
Does someone find the new Mirror Tower? :)
Please download the new Miscellaneous MapGenerator files.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: harpo99999 on May 09, 2016, 02:45:33 AM
haplo, a 'minor' suggestion, could you put release dates against each of the modules so that the 'dumb' users can see which ones have changed when please?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Nanao-kun on May 09, 2016, 12:53:33 PM
Haplo, when using the Misc. Robots and the Assignable Crafting mod, Hauler Bots can no longer cremate corpses since the crematorium can be assigned colonists. Is there any way to deal with this?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: hector212121 on May 09, 2016, 08:00:49 PM
Mapgen w/patch didn't work with prepare carefully. :P
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: MisterVertigo on May 09, 2016, 08:57:36 PM
I'm confused on what I need to download here. All I want is the Keybinding: Colonist Groups. Can I just get that mod, or do I need other parts of it too? If so, which part? Thank you!
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: kahlzun on May 09, 2016, 10:52:21 PM
Having a bit of trouble making the GardenerBot able to plant.
I've added <li>Growing</li> to the AiRobot_Races.xml, and that didn't help. I took out PlantCutting and it is still just Wandering.

Is there something i need to do to 'tick the box' and get it to run? It appears to harvest trees just fine.

EDIT: Apparantly i needed to buy a new one in order for the changes to 'take'. Weird.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Haplo on May 10, 2016, 01:26:34 AM
Quote from: harpo99999 on May 09, 2016, 02:45:33 AM
haplo, a 'minor' suggestion, could you put release dates against each of the modules so that the 'dumb' users can see which ones have changed when please?
Yes, I really should do something like that :)

Quote from: Nanao-kun on May 09, 2016, 12:53:33 PM
Haplo, when using the Misc. Robots and the Assignable Crafting mod, Hauler Bots can no longer cremate corpses since the crematorium can be assigned colonists. Is there any way to deal with this?
Hmm, I don't know. Most likely not. I don't know how the Assignable Crafting works. I guess you need to define the working pawns. And when the haulers aren't available in the list, then not, sorry.

Quote from: hector212121 on May 09, 2016, 08:00:49 PM
Mapgen w/patch didn't work with prepare carefully. :P
Do you have the correct load order? First PrepareCarefully and MapGenerator then the patch?
I'll look into it later..

Quote from: MisterVertigo on May 09, 2016, 08:57:36 PM
I'm confused on what I need to download here. All I want is the Keybinding: Colonist Groups. Can I just get that mod, or do I need other parts of it too? If so, which part? Thank you!
If you only want the key binding, then you only need Miscellaneous Core.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Plasma Phi on May 10, 2016, 05:09:12 AM
Do turret bases supposed to not work with rocket launchers ?
I have both doomsday and triple rocket launchers, but both brake the very tile if installed on a turret base; the turret wont have weapon and deleting the tile with developer tools spawns error about deleting already deleted thing.

Is there a list of weapons that do work with them ?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 01.05.2016)
Post by: Fluff_Thorrent on May 10, 2016, 09:37:16 AM
Quote from: Haplo on May 07, 2016, 03:52:02 PM
I was a few days not available but finally could look into the Training Facilities problem.
There was a bug with the check if the person even had a weapon or was anti-violent.
Now I've added the check. You still can force the anti-violents to shoot if you want, but they don't shoot for joy anymore :)

Excellent, keep up the good work! :D
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Korn.Mil on May 10, 2016, 03:57:04 PM
Make a patch for combat realism, dumb robots now dont know how to use weapons :D
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Korn.Mil on May 11, 2016, 07:29:29 AM
Quote from: Canute on May 11, 2016, 07:15:05 AM
Ohh you want that your cleaner bot, anhilate the dust and dirt with the rocket launcher ? :-)


YEAH! thats could be awesome also! :D But i mean these MAI robots cant use guns properly, they cant reload becouse they even cant carry ammo in their inventory, and there are no aiming and firing modes when they use weapon. So the other colonist must to reload a weapon for him and drop, he takes again and can shoot till magazine empty and then colonist must reload weapon for him again
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Korn.Mil on May 11, 2016, 07:57:02 AM
they dont have these functions like colonists have (http://www.part.lt/img/3ec05b04d9f4d46cd0647d01082b29b2881.png) (http://www.part.lt/perziura/3ec05b04d9f4d46cd0647d01082b29b2881.png)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: hector212121 on May 11, 2016, 09:26:00 AM
Quote from: Plasma Phi on May 10, 2016, 05:09:12 AM
Do turret bases supposed to not work with rocket launchers ?
I have both doomsday and triple rocket launchers, but both brake the very tile if installed on a turret base; the turret wont have weapon and deleting the tile with developer tools spawns error about deleting already deleted thing.

Is there a list of weapons that do work with them ?

Rocket launchers only fire once, so i imagine they aren't supposed to, no.

Try literally *anything* else.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Hund on May 11, 2016, 02:34:19 PM
well this happened :P i wonder what it did to him?


http://imgur.com/2lWEjf9
http://imgur.com/P7Ptznn
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Korn.Mil on May 11, 2016, 04:50:38 PM
Quote from: shadow9988 on May 11, 2016, 02:34:19 PM
well this happened :P i wonder what it did to him?


http://imgur.com/2lWEjf9
http://imgur.com/P7Ptznn

This cleaning bot have strong left fist :D
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Rock5 on May 11, 2016, 10:27:00 PM
That imgur site is not very good. I had to right click and select view image to see the full sized image. Did I miss something?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: dj84722 on May 11, 2016, 10:39:25 PM
Quote from: Rock5 on May 11, 2016, 10:27:00 PM
That imgur site is not very good. I had to right click and select view image to see the full sized image. Did I miss something?
Try left clicking the image
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: PapaDookie on May 12, 2016, 08:53:21 AM
i tried a search and didn't see it but i'm sure it's been asked before. can we have more then 1 MAI at a time ?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Plasma Phi on May 12, 2016, 09:15:12 AM
Quote from: hector212121 on May 11, 2016, 09:26:00 AM

Rocket launchers only fire once, so i imagine they aren't supposed to, no.

Try literally *anything* else.

Oh i see, ty.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Haplo on May 12, 2016, 12:36:39 PM
Quote from: PapaDookie on May 12, 2016, 08:53:21 AM
i tried a search and didn't see it but i'm sure it's been asked before. can we have more then 1 MAI at a time ?
You can have as much MAIs as you can build. You just shouldn't have more than one INACTIVE MAI around at a time as it may cause problems when you're activating her.

Quote from: Korn.Mil on May 10, 2016, 03:57:04 PM
Make a patch for combat realism, dumb robots now dont know how to use weapons :D
All robots are incompatible to CR when they should fire weapons. Because of that MAI is not useful in ranged weapon combat when CR is active. For now I don't have the time to make a patch for it, sorry it will take a while.
For the same reason the weapon base and the training facilities aren't compatible with CR. The needed changes are rather complex.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: Haplo on May 13, 2016, 02:06:53 PM
Update

Today I've updated the MapGenerator (again). :)
There was a problem with the Mirror Towers that they didn't vanish the fog when you're entering them. This is now fixed.
Also, as I was already working with it, I've added another new blueprint: The Mini Base. It is a small abandoned military outpost with not much of value, but a few easy to work with buildings.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: Le707Warrior on May 14, 2016, 12:06:22 AM
Well, I was randomizing the h♥ll out of colonists in order to get 3 cannibals and happened to come across this - http://imgur.com/5N4v0V9 . Is it a bug, or something that's super rare?

I've played with this update since A8 I think, and I've never came across a 'human' colonist with the Robot trait.  :P
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: Haplo on May 14, 2016, 02:08:05 AM
It can happen. I can't really deactivate the trait or it will throw an error. So I set it to be really really rare. But that is all I can do about it.. :-\
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: PapaDookie on May 14, 2016, 04:33:30 AM
g'day having a couple of issues with my Mai's. i have 3 of them running around at the moment with broken parts(greyed out like a missing limb on human) and i have the nano assemblers sitting at each charging station and i have a medical one with the nano assembler aswell but no matter how often i tell them to go and lay down they won't get fixed. any idea's ?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.3 / 08.05.2016)
Post by: Rock5 on May 14, 2016, 04:46:37 AM
Quote from: dj84722 on May 11, 2016, 10:39:25 PM
Quote from: Rock5 on May 11, 2016, 10:27:00 PM
That imgur site is not very good. I had to right click and select view image to see the full sized image. Did I miss something?
Try left clicking the image

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: Haplo on May 14, 2016, 08:59:08 AM
Quote from: PapaDookie on May 14, 2016, 04:33:30 AM
g'day having a couple of issues with my Mai's. i have 3 of them running around at the moment with broken parts(greyed out like a missing limb on human) and i have the nano assemblers sitting at each charging station and i have a medical one with the nano assembler aswell but no matter how often i tell them to go and lay down they won't get fixed. any idea's ?
Do you have plastered in the assemblers? The repair needs 25 I think.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: Galleg on May 14, 2016, 03:40:17 PM
Hi everyone!

I'm having a problem... well actually the problem is that I'm not having problems, no raids, no comercial caravanes or spaceships, heatwaves or toxic fallouts. My colony is just getting soooooo boring, I increased the difficult settings and sice then nothing happened anymore. I think I read here that someone was havving the same issue, but I just cant find the page.
A bit of help would be apreciated.

Thanks!
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: Haplo on May 14, 2016, 05:18:45 PM
Here is the specific info you're searching for :)
https://ludeon.com/forums/index.php?topic=3612.msg215398#msg215398
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: hector212121 on May 14, 2016, 06:04:50 PM
Might I suggest either adding upgradeable parts or making MAIs default to 140% move/manipulation/vision and simply upping the costs?

It's a little annoying that the (the following nicknames are jokes) chrome-domes are inferior to the fleshy; in fact, I'd argue that Mobile AIs should have better upgrade options because of not needing a neural interface.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: PapaDookie on May 14, 2016, 10:13:05 PM
Quote from: Haplo on May 14, 2016, 08:59:08 AM
Quote from: PapaDookie on May 14, 2016, 04:33:30 AM
g'day having a couple of issues with my Mai's. i have 3 of them running around at the moment with broken parts(greyed out like a missing limb on human) and i have the nano assemblers sitting at each charging station and i have a medical one with the nano assembler aswell but no matter how often i tell them to go and lay down they won't get fixed. any idea's ?
Do you have plastered in the assemblers? The repair needs 25 I think.

yep i have all "beds" plus 3 "medibeds" for the robots all with assemblers with the full stack of plasteel in each and has been a year in game now and still broken parts.

on the plus side though i just got informed that Mai and Mai4 are now lovers O_o. maybe we need a double recharging station cause neither are happy to be sleeping away from their lover :D

oh oh big news on the happy couple
(http://i946.photobucket.com/albums/ad309/Knights_Maille_Jewellery/its%20on_zpsowxfp6y0.jpg)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: Galleg on May 15, 2016, 05:01:43 AM
Quote from: Haplo on May 14, 2016, 05:18:45 PM
Here is the specific info you're searching for :)
https://ludeon.com/forums/index.php?topic=3612.msg215398#msg215398

Thanks Haplo!

Just one last thing... there are like 1000 pages one my save files. Were would that <storyteller> be? Near the end or the top of the document? I'm just getting blind reading the file, never done something like this before.
Thanks Again!

Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: Haplo on May 15, 2016, 06:59:16 AM
I recommend using notepad++ and using the search function.
Reading by hand is much to hard because of the size :)

Alternately zip and post your save and I'll take a look :)

Quote from: PapaDookie on May 14, 2016, 10:13:05 PM
yep i have all "beds" plus 3 "medibeds" for the robots all with assemblers with the full stack of plasteel in each and has been a year in game now....
That does sound like there is a bug with the repairing.. I'll take a look at it..

PS: Good luck for your happy couple ;)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 13.05.2016)
Post by: hector212121 on May 15, 2016, 09:26:31 AM
Would it be possible to get stuffed versions of the rechargers? I only ask because I have GT installed and, well, alpha poly recharging station would mean 660% rest eff for MAI.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on May 15, 2016, 12:49:39 PM
Quote from: hector212121 on May 15, 2016, 09:26:31 AM
Would it be possible to get stuffed versions of the rechargers? I only ask because I have GT installed and, well, alpha poly recharging station would mean 660% rest eff for MAI.
Sorry I don't know which mod you mean with GT? Can you tell me the full name, GT doesn't ring anything right now..
And what has the recharge station to do with it?


UPDATE
There was indeed a problem with the rebuilding of MAIs internal components.
That and the thought Shielding Error should again work correctly with the newest version :)


Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: hector212121 on May 15, 2016, 01:06:01 PM
Glitter Tech.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: hector212121 on May 15, 2016, 01:23:07 PM
Quote from: Canute on May 15, 2016, 01:18:36 PM
GT + Alpha poly = glittertech, with a 660% rest eff his MAI just need a min at night to rechange and can work longer.

Bingo. But I did already post that. XD
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on May 15, 2016, 04:05:58 PM
Ah, now.. So if you could make a recharge station out of a stuff named Alpha Poly the rest effectiveness would be increased to 660%?
This would be a problem with the Nano Assembler. As the assembling only happends every x Ticks, this could mean that it ould never hit, as MAI is never long enough in her station..
So, no, I won't make it out of stuff :P
If you really wanna have it, you can do it yourself. You just need to replace the following to the xml file for the Recharge Station (Defs/ThingDefs/AIPawn_Buildings_RechargeStation.xml):

Original:

<costList>
<Steel>55</Steel>
</costList>


New:

    <costList>
        <Steel>20</Steel>
    </costList>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>35</costStuffCount>


This should work..
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: PapaDookie on May 15, 2016, 06:16:33 PM
Quote from: Haplo on May 15, 2016, 12:49:39 PM
UPDATE
There was indeed a problem with the rebuilding of MAIs internal components.
That and the thought Shielding Error should again work correctly with the newest version :)

so just download lastest version and copy it over old stuff and keep on playing ?

*edit* just copied over old files and loaded game. first recharge period and all my Mai's fixed themselves so whatever ya changed worked a charm*

and since you were concerned for them. here's the happy couple on their big day with all their friends including the hauler and cleaner bots to wish them well.
(http://i946.photobucket.com/albums/ad309/Knights_Maille_Jewellery/big%20day_zpsgqlfbvbs.jpg)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Dragoon on May 16, 2016, 05:38:37 AM
Quote from: PapaDookie on May 15, 2016, 06:16:33 PM
-snip-

What is this blasphemy is this about robot marriage? Who gave them such rights??? XD
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Rock5 on May 16, 2016, 06:03:04 AM
What happened? Did Mai 4 get kicked to the curb?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: PapaDookie on May 16, 2016, 08:27:00 PM
ah whoops. i showed th wrong robot marriage :D. i now have 2 married robot couples. a set of basic Mai's and a set of enhaced MAI's that have gotten married
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Cabraca on May 17, 2016, 06:04:41 PM
i build a nano ki assambler or so where MAi get build and start the building process but no one carry the items to them:-/

all had haulpriority 1
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Zorathex on May 17, 2016, 06:12:09 PM
One of my colonists was just insulted by a cleaner robot, this caused a social fight, at the end of the fight the cleaner robot died and exploded, taking the colonist with it. also caught in the explosion was another colonist, named Sammy, and the door to Sammy's bedroom room, which was completely destroyed.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on May 18, 2016, 02:05:24 AM
Quote from: Cabraca on May 17, 2016, 06:04:41 PM
i build a nano ki assambler or so where MAi get build and start the building process but no one carry the items to them:-/

all had haulpriority 1
Make sure that you have enough resources. Especially the gold x20 part if you're creating a normal Mai.

Quote from: Zorathex on May 17, 2016, 06:12:09 PM
One of my colonists was just insulted by a cleaner robot, this caused a social fight, at the end of the fight the cleaner robot died and exploded, taking the colonist with it. also caught in the explosion was another colonist, named Sammy, and the door to Sammy's bedroom room, which was completely destroyed.
Hmm, that's not good.. I'm thinking about removing the explosion part from the robots..
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Zorathex on May 18, 2016, 02:25:26 AM
Quote from: Zorathex on May 17, 2016, 06:12:09 PM
One of my colonists was just insulted by a cleaner robot, this caused a social fight, at the end of the fight the cleaner robot died and exploded, taking the colonist with it. also caught in the explosion was another colonist, named Sammy, and the door to Sammy's bedroom room, which was completely destroyed.

Quote from: Haplo on May 18, 2016, 02:05:24 AM
Hmm, that's not good.. I'm thinking about removing the explosion part from the robots..

Don't do that, I found the whole predicament to be quite amusing, also as it turns out, the colonist who died was Sammy husband. It was very useful, as I needed my colony to fall, so I could break away from it and make a new one that will allow newer mods, and I'll definitely be using this mod for that colony as well.  :D
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Clibanarius on May 18, 2016, 02:41:17 AM
Make the hauler and cleaner bots not have mouths. Maybe that'll make it so they can't talk/start social fights? I dunno how things work in this game yet, just an idea for how to implement social-less robots.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: hector212121 on May 18, 2016, 12:20:46 PM
How about they self destruct by either only blowing up the tile they're on or frying themselves internally? :P
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: falcongrey on May 18, 2016, 11:15:30 PM
I've found a possible 'bug' in the auto-haul code concerning spawned sealed rooms and items within them but a question in the bug report may point to an overlook in the Misc Mapgen Mod.  The link to the bug report is here (https://ludeon.com/forums/index.php?topic=20029).

The reason for the possible connection to MapGen is that I can only 'recreate' this while MapGen is installed due to I can't seem to spawn rooms with items in them  with a door otherwise.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Mindtwister76 on May 19, 2016, 12:27:09 AM
Hi I am having trouble figuring out how to work the worktags for the custom robot mod (Miscellaneous_RobotExtention) So what I need help with is what or where I can find the worktags. Here is what I am trying to figure out "Please refer to the WorkTags in the Assembly." and I dont know were "Assembly" is please help I have been trying to figure this out for about an hour now. Also sorry if I repeated myself alot.   :(
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on May 19, 2016, 07:37:42 AM
Quote from: falcongrey on May 18, 2016, 11:15:30 PM
I've found a possible 'bug' in the auto-haul code concerning spawned sealed rooms and items within them but a question in the bug report may point to an overlook in the Misc Mapgen Mod.  The link to the bug report is here (https://ludeon.com/forums/index.php?topic=20029).

The reason for the possible connection to MapGen is that I can only 'recreate' this while MapGen is installed due to I can't seem to spawn rooms with items in them  with a door otherwise.

Thanks, I'll look into it. Most likely I've forgotten to forbid the items :)

Quote from: Mindtwister76 on May 19, 2016, 12:27:09 AM
Hi I am having trouble figuring out how to work the worktags for the custom robot mod (Miscellaneous_RobotExtention) So what I need help with is what or where I can find the worktags. Here is what I am trying to figure out "Please refer to the WorkTags in the Assembly." and I dont know were "Assembly" is please help I have been trying to figure this out for about an hour now. Also sorry if I repeated myself alot.   :(
Hmm I really should add a link to the first page. This I've already answered a while back. I'll look for the message and add the link..

Edit here they are:
https://ludeon.com/forums/index.php?topic=3612.msg209787#msg209787
https://ludeon.com/forums/index.php?topic=3612.msg210207#msg210207
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: dareddevil7 on May 19, 2016, 12:14:22 PM
Never fix the robot weddings or the robots attending the wedding, maybe add a double recharge pod for MAI couples
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Mindtwister76 on May 19, 2016, 02:31:48 PM
Thank you so much Haplo for your help. I really appreciate it.
Quote from: Haplo on May 19, 2016, 07:37:42 AM

Hmm I really should add a link to the first page. This I've already answered a while back. I'll look for the message and add the link..

Edit here they are:
https://ludeon.com/forums/index.php?topic=3612.msg209787#msg209787
https://ludeon.com/forums/index.php?topic=3612.msg210207#msg210207
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Galleg on May 22, 2016, 03:33:54 PM
Thanks Haplo for the help you gave me. Also telling you that I really like the idea of MAI attending waddings (its fun) and getting married (it's hilarious).
Have fun!
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: caekdaemon on May 22, 2016, 04:21:19 PM
I think I've got a glitch; the robots trader ship doesn't bring any robots :p It's got the tactical computer and the remote version of it, along with some other stuff, but no robots. CCL doesn't give me any errors or anything like that, so I haven't got a clue what's causing it.

Mod list is:
Core
Community Core Library
Community Core Library - Vanilla Tweaks
LT_RedistHeat
CombatRealism-RD-1.6.5.1
EdBModOrder
EdBPrepareCarefully
Apparello
ExpandedProsthetics;OrganEngineering
Hospitality
Izzyssentials V1.02 A13
Miscellaneous_Core
Miscellaneous_Incidents
Miscellaneous_MapGenerator
Miscellaneous_Objects
Miscellaneous_Robots
Miscellaneous_TrainingFacility
Misc_Patch_-_Core_-_CombatRealism
Misc_Patch_-_EdBPrepareCarefully
RW_Blueprints-0.13.0.1
RW_EnhancedTabs-0.13.0.1
RW_Manager-0.13.0.3
RW_FluffyRelations-0.13.1.2
RW_MedicalInfo-0.13.0.1

EDIT : Just reloaded the game to take a screenshot of the robot trader's inventory, and wierdly enough he had robots this time, albeit just the hauler one, so I guess they do appear. Huh.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: RagingLoony on May 22, 2016, 05:19:15 PM
How would I go about making the gardening robot compatible with the Enviroseeds mod? The gardening bots wont plant seeds :( I understand xml editing and everything, I'm just not sure what to add to the gardenbot Defs
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on May 23, 2016, 12:23:53 AM
I'm also not sure how enviro seeds work, so I can't really help you there, but.. Do you have the unmodified gardening bot? The unmodified bot can NOT plant. He can only cut trees and bushes and the like. For everything else you need to change the xml according to the description I gave in the older posts:

Quote from: Haplo on May 19, 2016, 07:37:42 AM
...
Quote from: Mindtwister76 on May 19, 2016, 12:27:09 AM
Hi I am having trouble figuring out how to work the worktags for the custom robot mod (Miscellaneous_RobotExtention) So what I need help with is what or where I can find the worktags. Here is what I am trying to figure out "Please refer to the WorkTags in the Assembly." and I dont know were "Assembly" is please help I have been trying to figure this out for about an hour now. Also sorry if I repeated myself alot.   :(
Hmm I really should add a link to the first page. This I've already answered a while back. I'll look for the message and add the link..

Edit here they are:
https://ludeon.com/forums/index.php?topic=3612.msg209787#msg209787
https://ludeon.com/forums/index.php?topic=3612.msg210207#msg210207
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: RagingLoony on May 24, 2016, 06:02:47 PM
Quote from: Haplo on May 23, 2016, 12:23:53 AM
I'm also not sure how enviro seeds work, so I can't really help you there, but.. Do you have the unmodified gardening bot? The unmodified bot can NOT plant. He can only cut trees and bushes and the like. For everything else you need to change the xml according to the description I gave in the older posts:

Quote from: Haplo on May 19, 2016, 07:37:42 AM
...
Quote from: Mindtwister76 on May 19, 2016, 12:27:09 AM
Hi I am having trouble figuring out how to work the worktags for the custom robot mod (Miscellaneous_RobotExtention) So what I need help with is what or where I can find the worktags. Here is what I am trying to figure out "Please refer to the WorkTags in the Assembly." and I dont know were "Assembly" is please help I have been trying to figure this out for about an hour now. Also sorry if I repeated myself alot.   :(
Hmm I really should add a link to the first page. This I've already answered a while back. I'll look for the message and add the link..

Edit here they are:
https://ludeon.com/forums/index.php?topic=3612.msg209787#msg209787
https://ludeon.com/forums/index.php?topic=3612.msg210207#msg210207


Thanks for the reply, I was able to get it working. as it turns out it doesnt take anything special to get them to plant with seeds, just giving them the default grower worktype works just fine. had a bit of trouble with having to create a new basestation for the new robot (cutter bot and now gardener boot) but I've got it working now, thanks for the help :)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Exende on May 25, 2016, 10:50:12 AM
is the tactical computer supposed to be buildable or do you have to buy it from a merchant?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: m33n on May 26, 2016, 03:24:39 AM
Hello,
Is there any way to contain robots to zones?
I couldn't find any info on that, but I could have missed it in 100 pages thread :D
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on May 26, 2016, 04:11:52 AM
You can change the zone in the info field of the robot. Just click on the zone :)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: m33n on May 26, 2016, 04:38:11 AM
 :o stupid me :D cheers.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: WereCat88 on May 26, 2016, 10:03:23 AM
Does the ammo system from Combat Realism still work on turreted guns?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on May 26, 2016, 04:34:56 PM
No, I haven't made a patch for CR yet. Just didn't have the time for it, so as long as I haven't patched it, it won't work with CR.
This is valid for the WeaponBase, the Training Facilities and MAI. And also Robots if you make a combat version..
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: RagingLoony on May 26, 2016, 04:42:07 PM
Quote from: Haplo on May 26, 2016, 04:34:56 PM
No, I haven't made a patch for CR yet. Just didn't have the time for it, so as long as I haven't patched it, it won't work with CR.
This is valid for the WeaponBase, the Training Facilities and MAI. And also Robots if you make a combat version..

training facilities work fine, I'm using them along with CR, just fyi.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Techgenius on May 26, 2016, 08:11:40 PM
AI Pawn is appearing as a.. "meat" option, MAIs have human meat, so they are synths indeed? :P
Title: [A14] Miscellaneous Robots - Tutorial
Post by: Haplo on May 30, 2016, 04:16:39 PM
Tutorial for adding a new Robot using the Robots Xtension as a base
This is a short tutorial describing how you can make a robot for Cooking while using the the files from the Gardener Robot ( which should really be renamed in Woodcutter ;) ).


1st
We need the DefName of the Cooking-WorkTag. For this we go into Mods/Core/Defs/WorkTypeDefs/WorkTypeDefs.xml. (Open with a texteditor of your choice, like Notepad++ or similiar.)

I've attached the changed Xtension-Mod that has the cooking robot as a second robot.
Here you can take a look at the final result of our changes.

In this file we find this entry:

  <WorkTypeDef>
    <defName>Cooking</defName>
    <labelShort>Cook</labelShort>
    <pawnLabel>Cook</pawnLabel>
    <gerundLabel>Cooking</gerundLabel>
    <description>Prepare meals and butcher meat.</description>
    <verb>Cook</verb>
    <naturalPriority>1000</naturalPriority>
    <relevantSkills>
      <li>Cooking</li>
    </relevantSkills>
    <workTags>
      <li>Cooking</li>
      <li>ManualSkilled</li>
    </workTags>
  </WorkTypeDef>


For our robot we need the following Infos:
The defName itself (here: Cooking)
<defName>Cooking</defName>
And the workTags (here: Cooking and ManualSkilled)
    <workTags>
      <li>Cooking</li>
      <li>ManualSkilled</li>
    </workTags>


Now we need the numbers associated with the workTags. These can be found in this table which I've extracted from the Assembly file:

[Flags]
public enum WorkTags
{
None = 0,
Intellectual = 2,
ManualDumb = 4,
ManualSkilled = 8,
Violent = 16,
Caring = 32,
Social = 64,
Scary = 128,
Animals = 256,
Artistic = 512,
Crafting = 1024,
Cooking = 2048,
Firefighting = 4096,
Cleaning = 8192,
Hauling = 16384,
PlantWork = 32768,
Mining = 65536
}

So here we are: Cooking has 2048 and ManualSkilled has 8.
So our needed number for the workTag-Entry is: 2048 + 8 = 2056

Now that we have the needed info it is time to make changes to the Gardening Robot File.
Open the file Mods\Miscellaneous_Robots_Xtension\Defs\ThingDefs\AIRobot_Races.xml

First change the defName and the description. Caution: The defName MUST be unique! So don't use the same name twice!
Original:

    <defName>AIRobot_GardenerBot</defName>
    <label>Gardener Bot</label>
    <description>A robot for gardening work (like cutting trees).</description>



New:

    <defName>AIRobot_MyCookingBot_Race</defName>
    <label>Cooking Bot</label>
    <description>A robot chef for all your little snacks in between.</description>


And now on to the definition of the active Work-Areas:

Original:

<passionLevel>0</passionLevel>
<startingSkillLevel>4</startingSkillLevel>
.
.
.
<workTag>32780</workTag>
<workTypeDefs>
<li>PlantCutting</li>
</workTypeDefs>


New: (Add here the found values: WorkTypeDef: Cooking // WorkTag: 2056 // And I've changed the starting skill to 12 just for fun )

<passionLevel>0</passionLevel>
<startingSkillLevel>12</startingSkillLevel>
.
.
.
<workTag>2056</workTag>
<workTypeDefs>
<li>Cooking</li>
</workTypeDefs>





2nd
We need to define the PawnKind:
Open the file Mods\Miscellaneous_Robots_Xtension\Defs\PawnKindDefs\AIRobot_PawnKinds.xml
Here we need to change the defName and the race:
Original:

<defName>AIRobot_GardenerBot</defName>
<label>GardenerBot</label>
<race>AIRobot_GardenerBot</race>



<defName>AIRobot_MyCookingBot</defName>
<label>CookingBot</label>
<race>AIRobot_MyCookingBot_Race</race>



If you want to change how the robot looks
Add your Textures next to the three files Mods\Miscellaneous_Robots_Xtension\Textures\Things\AIRobot\GardenerBot_xxxx.png
Then reopen the file Mods\Miscellaneous_Robots_Xtension\Defs\PawnKindDefs\AIRobot_PawnKinds.xml
In here change the following path entry to point to your added files (Note the missing Textures and the missing _xxxx.png!):

<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/AIRobot/GardenerBot</texPath>



3rd
All that is missing now is its own RechargeStation:
Open the file Mods\Miscellaneous_Robots_Xtension\Defs\ThingDefs\AIRobot_Buildings_RechargeStation.xml

Change the defName and co to your liking:
Original:

    <defName>AIRobot_RechargeStation_GardenerBot</defName>
    <label>GardenerBot Base Station</label>
    <description>This station comes equipped with a specialized robot.</description>


New:

    <defName>AIRobot_RechargeStation_MyCookingBot</defName>
    <label>CookingBot Base Station</label>
    <description>This station comes equipped with a specialized robot.</description>


and don't forget to set your new robot as the attached robot:
Original:

<spawnThingDef>AIRobot_GardenerBot</spawnThingDef>


New:

<spawnThingDef>AIRobot_MyCookingBot</spawnThingDef>


Save and close all files.

Now, if you start a new game, the robot or exotic trader may have your new robot in his collection 8)
(Or you can place the recharge station with the Development-Tool Tool: Try place direct thing..)

[attachment deleted by admin - too old]
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: berni1212 on May 30, 2016, 08:47:45 PM
And if i want to add 1 more do i need to make a New Mod Name like Miscell..........._Miner ???
and copy the things and rename it or is there away to add 2 Bots in 1 File ?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.2 / 26.04.2016)
Post by: Demonlord091 on May 30, 2016, 09:28:58 PM
Quote from: Haplo on May 01, 2016, 05:56:49 AM
Quote from: Maitri on April 30, 2016, 07:54:31 PM
Unsure if this is a widespread problem but I cannot create new worlds with Miscellaneous Map Generator turned on.

You click 'generate' and then it just blinks and goes back to the world generator screen, creating nothing. With this turned off, it works fine. Took me a while to identify it.
Hmm, I don't know what could be the problem there..
Can you post your output_log.txt file from after you've tried it, please?
You can find it in the folder RimWorld/RimWorldXXXWin_Data/


UPDATE:
I've updated MAI and Robots. This is only a small update to fix the robot trader.
Big thank you to Hiztaar for finding it :)

Furthermore I fixed a ?possible? savegame-breaking bug in Incidents.
This may be the reason why Demonlord091 and ticattack have a destroyed savegame.
The problem is that incidents fires the incident to spawn a new visitor if there isn't anyone nearby.
This spawning was faulty by allowing the colony faction to be a valid faction. This is a problem for the incident handler..
Thanks to Demonlord091 I could identify this big mistake.

I recommend everyone using Misc. Incidents to update to the newest version asap!

Sorry for the inconveniences.  :-[



If you have a savegame that doesn't load because of Incidents, please post it and I'll try to repair it.

If you want, you can also do it yourself:
- open the savegame with a text editor (like notepad++)
- search for <storyteller>
- In there delete all entries in <queuedIncidents> so that it looks like this:
<incidentQueue>
<queuedIncidents />
</incidentQueue>

-save and try to load the game

Sorry it took me so long to get back to you, real life has been...weird lately.

Aside from a few minor hiccups with other mods your tweaks to my save fixed it. Everything is working as it should.
Hell as soon as I loaded your tweaked file I got raided. XD Sort of a "Yay it works!...aw damnit" kind of moment.

Thanks for the help, Haplo. Best of luck.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on May 31, 2016, 01:02:43 AM
Quote from: berni1212 on May 30, 2016, 08:47:45 PM
And if i want to add 1 more do i need to make a New Mod Name like Miscell..........._Miner ???
and copy the things and rename it or is there away to add 2 Bots in 1 File ?
Take a look inside the attached mod. I've added the new bot to the old one in there.
So yes, you can just expand it.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: ramirez333 on June 03, 2016, 05:09:25 PM
i'm having something weird happen, cleaner bots would start hauling stuff from across the map even though it says they are incapable of hauling
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: katjezz on June 09, 2016, 08:05:41 AM
Does anyone of you guys here share their robots? I don't really know how to make them myself tbh.

Also, any chance of items stored in nano storage ever showing up in the resource list on the left?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: PaoLorenz on June 09, 2016, 08:55:33 AM
Trying to make it work with a LOT of other mods, still with no success.
As soon as I add it, it crashes telling of incompatibilities.
So far tested it after Core, CCL + Vanilla tweaks, CorePanda, EB Mod Order, EDB Prepare Carefully.

Will test more of this later. Not easy with like 30/40, but I know they worked together fine before this, so I will find out why it doesn't now....

In the meanwhile, any known issues with the ones I listed, witht he exception of the patch for Prepare Carefully (which I have and loaded immediately after the core) ? I will try it without Prepare Carefully, though, just to know if it works.

As soon as I will be able to load it all, I can gladly try some bots and share the code !
:)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on June 09, 2016, 11:11:37 AM
Prepare Carefully is only incompatible with the MapGenerator.
If you get the errors after adding the mod: did you restart Rimworld? It is a known issue that Rimworld doesn't reload the mods perfectly after you've changed something. Try to close Rimworld and reload. Are the errors still there? If yes, can you provide your output_log.txt file from the RimworldXYZ_Data subfolder?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: PaoLorenz on June 09, 2016, 12:17:28 PM
Testing right now.
On LINUX, anyway (did not mention it), and seems the Robot part crashes it all.
It swallows easily the core, map, and others, but adding the Robots causes it to either exit the program or unload all mods for conflicts.
No Logs in the folder you mentioned... i am sure I have to do something to get one, right ?

Weird being a noob and trying to debug a problem in the same time
: )
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: PaoLorenz on June 09, 2016, 12:32:37 PM
Bingo !
It's the Robot that gives me lots of trouble.
Without that, it exited once, but once reloaded it started just fine creating a new world and colony. Prepare Carefully works fine, and all seems to be in order.
I'll try to redownload the Extended Robots part to check if THAT is the issue.
But so far, everything looks fine(er) !!!
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: katjezz on June 09, 2016, 12:39:58 PM
Quote from: Haplo on June 09, 2016, 11:11:37 AM
Prepare Carefully is only incompatible with the MapGenerator.


Are you sure? Because i am using prepare carefully and the Map generator and it works flawless
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on June 09, 2016, 02:55:09 PM
Quote from: katjezz on June 09, 2016, 12:39:58 PM
Quote from: Haplo on June 09, 2016, 11:11:37 AM
Prepare Carefully is only incompatible with the MapGenerator.


Are you sure? Because i am using prepare carefully and the Map generator and it works flawless
Yes, you don't see any errors, BUT only the one that is loaded last will really work (if you don't use the patch).
They both overwrite the core MapGenerator to add their own stuff.

If you have PC loaded last, you won't get the ruins from my MapGenerator;
If you load MG last, you may get problems with the PC part.

To prevent that, use the correct patch AFTER both are loaded.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: katjezz on June 09, 2016, 03:58:08 PM
oh right fugg totally forgot about the patch

thats why it works for me.

Something else:

I was testing some ways to decrease the usual size of walk-in freezers today and tested out the nano storage. It seems that the resources stored in them do not show up on the counter to the left, and the biggest problem is that my people won't take anything thats not at the top.

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

the nano storage is filled with about 500 muffalo meat, but because they only stack to 75 i would have to click on "switch top item" every 7 meals that get cooked. The cook wont take the 4(5) meat because she needs 10 to cook.
This applies to seemingly all other goods too that are not at the first place in the nano storage, you have to manually cycle through them to make them available.

Is this simply some engine limitation stuff?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: PaoLorenz on June 10, 2016, 01:24:53 AM
Just an update: it all works.
Re-downloaded the generic Robot chunk and it's far better now. Loads and keeps...
I already tried to make a couple more robots in the defs, looks easy enough once you look up the tutorial !
: )
Haul-a-Bot, Cook-a-Bot, MediBot... (yes, I saw later that the hauler was coded in... alas !!!).
I will try some exotic combo later on, and if someone wants to copy the code, just tell me.
I guess testing them comes down to getting some traders to sell them, so it will take a bit, since I started the colony just yesterday.

BTW, added the robot part with the colony already started, and it did not create any big issue. Once I added the mods it crashed (the game just closes down, without any error warning) but it loaded ok and started just fine.

Look forward to Farm-a-Bot !!!!
: )
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on June 10, 2016, 06:24:32 AM
Quote from: katjezz on June 09, 2016, 03:58:08 PM
...

Yes, the NanoStorage "vanishes" the resources so that it isn't registered in the resource list anymore.
This is a problem with how it works internally. But as there are other solutions, I am unsure if I will ever overhaul the NanoStorage or just remove it. 

For your cooking problem:
If you set it to 'extract', the next resource should appear once there isn't anything on top anymore.
Please check if you set it to extract the resources.

But generally speaking, the NanoStorage may not survive the next alpha version as there are enough other (and maybe better?) variants available.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: katjezz on June 10, 2016, 07:19:48 AM
Yeah i already thought its an implementation limitation.

Using "extract" sadly doesnt work in this case.

The issue is that 1 meal needs 10 meat resource. If there is only 1 meat ontop of the nano storage it wont be used, ever. So it never "depletes" and the extract function doesnt do anything because of that.

I would suggest changing the stacking mechanic similar to what extended storage does, increase the allowed stacksize(75>500). Instead of allowing a huge amount of different resources to be storaged, it should be only one at a time with a huge stacksize.

Its still a 1x1 so i would prefer the nano storage over the 1x2 from extended storage
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on June 12, 2016, 11:40:13 AM
Quote from: Canute on June 11, 2016, 03:07:57 AM
The Nanostorage is currently the worsest way to store things.
Your pawn don't have access to all stuff inside, and you need to micromanage it if you want change it.
And since the stuff isn't visible it don't show at the colony overview either.
I don't know why haplo still keep it updated, i think nostalgic reasons, since this was one of the first storage expansions :-)

I suggest to use other storages which don't store the stuff inside.
- Quantum Storage, RT Mods
- Deep Storage, mipen's Mechanical Defence 2
- Extended Storage,  Skullywags Misc mods
You're right, they are only sentimental reasons why I have it still available.
But I'll cut it for the next alpha release :)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: zeggz on June 13, 2016, 02:07:23 AM
Quote
You're right, they are only sentimental reasons why I have it still available.
But I'll cut it for the next alpha release :)

I disagree with Canute. Nanostorage is still a good option to store weapons and apparels, more than the alternatives. You should keep it Haplo.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Zakhad on June 13, 2016, 09:43:58 PM
Is there a way to manually force e.g. edit save file to make colonists return from a rumorof event? They've been gone an entire season when it was only meant to be 6 days.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on June 14, 2016, 05:06:19 AM
Quote from: Zakhad on June 13, 2016, 09:43:58 PM
Is there a way to manually force e.g. edit save file to make colonists return from a rumorof event? They've been gone an entire season when it was only meant to be 6 days.
Yes, try to search for the MapComponent_RuinsOf (or something similiar.. should be in <components> somewhere). There should be a variable named Active which is most likely set to False. Set this to True.
Maybe increase the time to something higher 0.

I'll look into the exact naming later on when I'm home. This is what I remember right now, so I don't give a guarantee for correctness 8)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: cj360man on June 15, 2016, 12:29:26 AM
I have no other mods running and I get a bunch of error messages when loading CORE and MAI. Any help?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on June 15, 2016, 12:44:19 AM
Without the messages I can't tell much. Normally please post your output_log.txt file from the RimworldXYZ_Data subfolder.
But first make sure you have extracted the zip into the mods folder, so that they are next to the core mod. Never change the core mod.
Next go to the mod page and activate FIRST Misc_Core and then Misc_Mai.
Last, leave the mod page and then Restart Rimworld.
Do you still have errors?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Seikikai on June 16, 2016, 03:54:54 PM
I Like The MAI Mod But There's Some Things That Need To Be Fixed :1

- MAIs Being Affected By Toxic Fallout
- MAIs Being Uncapalbe Of Move When Are On Fire
- MAIs Sleeping At Beds/Hospital Beds And Colonists Sleepeng At Recharge Stations

Also Would Be Good If Be Possible To Customize MAI Color And Change MAI Body Type To A Male Body
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: phoenixmastm on June 18, 2016, 08:24:20 PM
Quote from: Seikikai on June 16, 2016, 03:54:54 PM
I Like The MAI Mod But There's Some Things That Need To Be Fixed :1

- MAIs Being Affected By Toxic Fallout
- MAIs Being Uncapalbe Of Move When Are On Fire
- MAIs Sleeping At Beds/Hospital Beds And Colonists Sleepeng At Recharge Stations

Also Would Be Good If Be Possible To Customize MAI Color And Change MAI Body Type To A Male Body

This and give us a Double Recharge Station. MAI's need Lovin' too. :)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Canute on June 21, 2016, 02:52:26 AM
Damn Japanese, they copied your MAI :-))
Fujitsu develop the Robopin.
(http://scr3.golem.de/screenshots/1605/Robopin/thumb620/DSC_0004.jpg)
(http://scr3.golem.de/screenshots/1605/Robopin/thumb620/DSC_0010.jpg)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on June 21, 2016, 03:05:05 AM
Nice :)

... And if you're bad to your Robopin it'll transform into a heavy armored weapon of mass destruction 8)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Lady Wolf on June 24, 2016, 09:58:46 AM
Really enjoying these mods so far, especially the MAI, any chance of a Combat Realism compabile MAI sometime?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Lupin III on June 25, 2016, 01:07:44 PM
So a colonist of mine just started a social fight, because he got slighted by a hauling bot‽ Is that the start of a robot takeover? ;)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Lady Wolf on June 26, 2016, 02:47:01 AM
Quote from: Lupin III on June 25, 2016, 01:07:44 PM
So a colonist of mine just started a social fight, because he got slighted by a hauling bot‽ Is that the start of a robot takeover? ;)

Nah, It's just the beginning to the Rimworld version of Maximum Over Drive: https://www.youtube.com/watch?v=gj4ArncwMNE  ;D
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Haplo on June 26, 2016, 04:59:53 AM
Quote from: Lady Wolf on June 24, 2016, 09:58:46 AM
Really enjoying these mods so far, especially the MAI, any chance of a Combat Realism compabile MAI sometime?
Sorry, but not for alpha 13. It's too close to the a14 release and I just don't have the time to do it.  :-\
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Gralad on July 06, 2016, 08:56:57 AM
Is it intended for the Gardener Bots to not do any work by themself like the cleaner/hauler bots? They only start moving when i designate an area to be harvested or cut, but they do not tend automatically to my growing zones.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Gralad on July 06, 2016, 04:01:44 PM
Quote from: Canute on July 06, 2016, 09:14:52 AM
Yep, because the Gardener Bots are just Cutting bots, and there is no auto. cutting job.
Except for the colony manager to clear out trees at the wind turbine area.
You can let the bot cut the harvest ready crows, be he don't do that auto. by himself because that is growing work, not cutting.

Alright, thanks for answering. :)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: SynsPlayground on July 15, 2016, 12:45:15 AM
it is possible i did something wrong, when i give a colonist a "robot" trait in prepare carefully they are not getting the mood bonus it gives.

[edit] -AHA! well apparently when you start the game they dont have the mood bonus, but they do gain it upon loading that save again.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Diana Winters on July 15, 2016, 08:22:32 PM
I see on the workshop you've updated to A14, gratz.
Though with the 0.14 version of CCL the recharge station is a pink rectangle.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: dismar on July 16, 2016, 11:15:22 AM
can't load saved game after building a recharge station :(

(http://i.imgur.com/kTWEzR2.jpg)
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: Exende on July 16, 2016, 04:05:16 PM
I noticed that there is a Haplo mod on steam workshop but in here it still shows A13, so is the one on the workshop for A13 or A14?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: lance789 on July 16, 2016, 04:32:13 PM
will this be updated for A14?
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: hoochy on July 16, 2016, 08:31:29 PM
There is a bug in the robots mod. Not sure if its the game itself or the mod, but upon loading a game the textures for the "cleaners" or "haulers" base stations dont load. The error says "you cant load textures in another thread than the main thread", so maybe the mod is loading textures in a separate thread, or maybe there is a bug in the main game. Not sure.

Either way the game keeps working fine you just have these pink squares where the base stations should be.
Title: Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
Post by: crazybmanp on July 16, 2016, 11:26:11 PM
Quote from: hoochy on July 16, 2016, 08:31:29 PM
There is a bug in the robots mod. Not sure if its the game itself or the mod, but upon loading a game the textures for the "cleaners" or "haulers" base stations dont load. The error says "you cant load textures in another thread than the main thread", so maybe the mod is loading textures in a separate thread, or maybe there is a bug in the main game. Not sure.

Either way the game keeps working fine you just have these pink squares where the base stations should be.

for the record i am also having this issue.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 17.07.2016)
Post by: kaptain_kavern on July 17, 2016, 11:31:15 AM
A big pre-emptive thx for the update that you haven't report yet :p

I saw the changes in the first post :p

Thx a lot, i can't live w/o my lovely bots ^^
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 17.07.2016)
Post by: Haplo on July 17, 2016, 11:32:08 AM
Update to alpha 14 (non-Steam)

Finally I've found some time to update the forum entry.
The steam version is up since the release day, but I didn't have time to update the forum until now.
So here is the alpha 14 version for all of you guys who don't use the steam version :)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 17.07.2016)
Post by: dismar on July 17, 2016, 11:48:05 AM
Quote from: Haplo on July 17, 2016, 11:32:08 AM
Update to alpha 14 (non-Steam)

Finally I've found some time to update the forum entry.
The steam version is up since the release day, but I didn't have time to update the forum until now.
So here is the alpha 14 version for all of you guys who don't use the steam version :)

Seems to be a bug in your current version that breaks saves with Mai and Robots...
I posted it a few back.
(http://i.imgur.com/kTWEzR2.jpg)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 17.07.2016)
Post by: Haplo on July 17, 2016, 01:16:22 PM
Is this with the new version 0.14.2? Because I thought I've fixed this issue..
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 17.07.2016)
Post by: dismar on July 17, 2016, 01:37:28 PM
Quote from: Haplo on July 17, 2016, 01:16:22 PM
Is this with the new version 0.14.2? Because I thought I've fixed this issue..

OH! it's working now. Think my steam didn't update the mod in a timely manner! :) thanks
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 17.07.2016)
Post by: Haplo on July 17, 2016, 02:38:23 PM
Ok, then everything's fine. For a moment I had some doubts there ;D
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 17.07.2016)
Post by: lost_RD on July 19, 2016, 07:13:34 AM
Misc Objects (that's the one that makes worldgen right) has a bug where walls have a stuff value of bearskin  ;D
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 17.07.2016)
Post by: Haplo on July 19, 2016, 11:38:25 AM
That's in MapGenerator, but it actually isn't a bug. That is a Tippi you've found there ;P
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 17.07.2016)
Post by: lost_RD on July 19, 2016, 11:41:57 AM
Oh, that's awesome! I did see that it was round, I guess I should have known  :)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
Post by: Haplo on July 19, 2016, 04:15:42 PM
So finally Miscellaneous is again complete: I've added Misc. Objects to the collection...

But I've also dropped two of the objects:
-The nano storage has no more use, as there are better storage possibilities out there.
-The draining pump, as there is something similiar now in the vanilla game.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
Post by: 123nick on July 20, 2016, 04:35:07 AM
hey i have a suggestion. when walking colonists along the edge of the map, your colonist can see something off in the distance- and it works similiar for the "rumor of.." incident that comes up, but you dont need visitors too come, so if your hostile too all factions you could still see the rumor-off thingy, but its your colonist seeing something off in the distance instead of a rumor. it could happen based on chance when moving your colonists along the edge of the map.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
Post by: Haplo on July 20, 2016, 06:19:41 AM
If you want to have something like that, place a Tactical Computer. :)
The Tactical Computer has the 'Anomaly Found' incident, which is just what you've described: Your colonists see an anomaly on your topographic view and you can send some people to investigate it.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
Post by: 123nick on July 20, 2016, 11:55:37 AM
Quote from: Haplo on July 20, 2016, 06:19:41 AM
If you want to have something like that, place a Tactical Computer. :)
The Tactical Computer has the 'Anomaly Found' incident, which is just what you've described: Your colonists see an anomaly on your topographic view and you can send some people to investigate it.

oh cool :) also, is there any reason too send more than 1 guy on the rumors and etc? is there any benefit? do you get more stuff if you send more people?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
Post by: Haplo on July 20, 2016, 02:29:58 PM
That depends of your RNGod :)
Often you get stuff only for one guy, but if you're lucky, also enough for multiple pawns is possible.
So maybe, maybe not..
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
Post by: OverTheRanbow on July 21, 2016, 03:02:21 AM
Are the MAI robots no longer getting the +100 mood buff? For some reason none of my robo colonists have them. I do not see the "..." in the moods.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
Post by: 123nick on July 21, 2016, 11:56:53 AM
Quote from: OverTheRanbow on July 21, 2016, 03:02:21 AM
Are the MAI robots no longer getting the +100 mood buff? For some reason none of my robo colonists have them. I do not see the "..." in the moods.

ive also noticed this, along with a message in the debug log that i think pertains too this issue. here is the message: (http://i.imgur.com/zdaFmzv.png)

edit: this is a problem with the robots not the MAI, i didnt have any yet, but when i had the MAI's i saw the error message in the log about them. and i assume its a similiar bug, just different name.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
Post by: Great on July 22, 2016, 03:49:44 PM
Hmm,the robot can actualy have relation and start brawl with my colonist.Pls disable this.A hauler bot just slighted Ambas and drove her mad.They also love to insult peoples...cleaner bot too.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
Post by: Kyos on July 23, 2016, 01:56:05 PM
MAI glitches found while playing:
- Sedate & rescue does not prevent a mai frame from self-destructing.

Extrapolation: Is self-destruction a necessary mechanic for MAI and Mai pawns?

As of A13: Generic Components are now part of the game, will those be used in future MAI recipes or fabrication?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: 123nick on July 24, 2016, 06:40:57 AM
how do you get a tactical computer? you buy them right? also, how do you get a hauler robot? i havent seen them, ever available, when trading. maybe make them craftable, and the research too be able too craft them a prerequisite for MAI? it would make sense- start with simpler robots before advancing too super-capable MAI's
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: Etherdreamer on July 24, 2016, 04:48:16 PM
Anyone can share other robots?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: Sarelth on July 24, 2016, 11:43:25 PM
There is a mod called Craftable Robots that has a few robots based off this mod.
It's on the Steam Workshop.
http://steamcommunity.com/sharedfiles/filedetails/?id=727484454 (http://steamcommunity.com/sharedfiles/filedetails/?id=727484454)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: 123nick on July 25, 2016, 02:34:06 PM
hey i found a bug with the robots mod:

(http://i.imgur.com/XRvtmC8.jpg)

robots attend marriage ceremonys :P
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: Haplo on July 25, 2016, 03:10:36 PM
Thats not a bug, but a feature..  8)
To be honest, that is something that I can't prevent except with overwriting the wedding incident code.
And no, I won't try to do that :)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: 123nick on July 26, 2016, 06:55:49 AM
Quote from: Haplo on July 25, 2016, 03:10:36 PM
Thats not a bug, but a feature..  8)
To be honest, that is something that I can't prevent except with overwriting the wedding incident code.
And no, I won't try to do that :)

  :) ok, its not too big a bug anyways , but another question: how do you get a tactical computer? from traders? or can it be researched?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: kiko on July 26, 2016, 01:33:55 PM
Quote from: Sarelth on July 24, 2016, 11:43:25 PM
There is a mod called Craftable Robots that has a few robots based off this mod.
It's on the Steam Workshop.
http://steamcommunity.com/sharedfiles/filedetails/?id=727484454 (http://steamcommunity.com/sharedfiles/filedetails/?id=727484454)


Can anyone re-upload this to mediafire or something similar cause i'am having problem with steam right now.. would really appreciate..
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: BlueFreakQ on July 26, 2016, 10:32:28 PM
I'm working on a further-extended version of Craftable Robots.  I'll post the first build once I'm reasonably sure I've caught all the bugs.  First build won't have new/modified art yet.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: BlueFreakQ on July 27, 2016, 12:17:37 AM
It's close, but ironically enough - it's the Discipline Bot that's throwing errors.  It seems to actually tame/train and interact with prisoners, but each time it throws a null reference exception.  The game also displays "Need Warden" - even when the bot is engaging a prisoner.  This is my first attempt at Rimworld modding, so I could be doing any number of things wrong.

The error I keep getting is below.  As it is now, as long as you don't use the Discipline Bot you should be fine, if anyone wants to test it out, or take a look at where i went wrong.

Download link: https://drive.google.com/open?id=0B2aHzTmRN09CdFVoSkhlZS1GbVU

Description:
This mod expands on the Misc. Robots addon by Haplo_X1 (and initially expanded by Neonod) and as such it does require Misc. Core (http://'http://steamcommunity.com/sharedfiles/filedetails/?id=704181221') and Misc. Robots (http://'http://steamcommunity.com/sharedfiles/filedetails/?id=724602224') as dependencies.

Adds a bot for each skill type.  Miner and Crafter bots no longer construct/repair.  Gardner bot now replants.

Robots added: (All bots below now flick switches. Skill 4)
Gardener Bot (Planting and Plantcutting. Skill 4)
Crafting Bot (General crafter: Crafting/Smithing/Tailor. Skill 4)
Mining Bot (Mining. Skill 4)
Emergency Response/Medical Bot (Rescues and treats patients, fights fires. Not flammable. Skill 4)
Discipline Bot (Manage, feed, chat with, and recruit prisoners as well as tame and train animals. Skill 4)
***Discipline Bot is currently misbehaving
Construction Bot (Construct and Repair. Skill 4)
Hunter Bot (Hunt designated animals. skill 6) - Need to manually assign a weapon
Cooking Bot (Cook Simple meals, butchers. Skill 4)

Recipe's added to machining table - each cost 250 steel and 10 components.

Next:
Customize art so each is unique/distinguishable
Research for more advanced models (including Hauler and Cleaner)
Add in said advanced models (better/faster, more skilled, but not as good as MAI)

All credit to Haplo_X1 for artwork and gardener bot from their Misc. Robots Xtension (http://'https://ludeon.com/forums/index.php?topic=3612.0') mod sample.

Thanks to Neonod, who's expansion I used as a basis.

JobDriver threw exception in initAction. Pawn=Discipline Bot, Job=PrisonerAttemptRecruit A=Thing_Human37518, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Toils_Interpersonal+<WaitToBeAbleToInteract>c__AnonStorey1EF.<>m__BD () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: Sarelth on July 27, 2016, 12:34:22 AM
Quote from: BlueFreakQ on July 27, 2016, 12:17:37 AM
Snipped

That download link is one big Unsafe link warning...
Might scare some people off of your addon.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: BlueFreakQ on July 27, 2016, 01:02:23 AM
Interesting, thank you for telling me.  Others have been using it without an issue (or warning) - but to be honest, this is the first time I've used it.  Anonfiles is apparently down, dropbox is over limit, mega exposes the keys, mediafire just loops the captcha forever and never downloads, lol - this was the only free/no account one I could find.  Maybe I can get a link from Google drive w/o exposing identity.  Or possibly stop caring about that, hah.


Edit: Apparently, yes. - https://drive.google.com/open?id=0B2aHzTmRN09CdFVoSkhlZS1GbVU

I changed the link above as well, so noone else will go to a possibly suspect site.  Sorry about that.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: Sarelth on July 27, 2016, 01:07:21 AM
Have you tried https://www.sendspace.com/ (https://www.sendspace.com/) It's not too bad, I have used it for a few things.

The warning I got on your dl page was due to Google giving that site some warning for malicious downloads, according to the info it showed.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: BlueFreakQ on July 27, 2016, 01:42:21 AM
Thanks, I haven't tried them yet, I'll check them out.

Edit:  Quick and easy, no account, download page not obnoxious.  I think we have a winner.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: FoxXeL on July 27, 2016, 01:09:59 PM
I am tryint Misc: robots mod. I have also downloaded the Misc: core because I read I need it. I don't want any other mods listed here, do I really need misc: core only for misc:robots? Also, should robots behave like humans? They have needs and eat. I have several other mods, maybe this is the problem: EDB Prepare Carefully, EPOE, Hospitality, MadSkills, Medical Training, MoreTradeShips and Titled soil. Do misc:robots conflict with any of these mods?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: BlueFreakQ on July 27, 2016, 02:06:16 PM
Yes, you still need Misc Core if you are only using Misc Robots.  The bots do have some human-like behaviors, but they shouldn't be eating, they should be recharging as far as I am aware.  I play with some of the mods you list without issue (EDB Prepare Carefully and Tilled Soil are on now, MoretradeShips and Hospitality previously) the others I haven't tried.  I haven't been using Hospitality since I started making the other bots, so I'm not sure if that one affects them or not.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: FoxXeL on July 27, 2016, 05:25:16 PM
The misc core should be before or after the main Core? Also, misc robots should be right after it or does it matter?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: BlueFreakQ on July 27, 2016, 06:05:46 PM
Misc Core goes after (below) main core (which should always be at the top.)  Misc Robots can go anywhere after/below those two.  There can be others between, or not, either way is fine as long as it is after the two cores.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: FoxXeL on July 27, 2016, 07:00:09 PM
I also have CCL(Community Core Library)- which is needed for a lot of mods. Are them both compatible? Which should come first? Sorry for so many questions, I understand if you simply choose not to reply anymore :).
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: BlueFreakQ on July 28, 2016, 12:18:10 AM
I don't have much experience with CCL.  Last time I was playing Rimworld, it didn't exist, now I hear as much about it causing issues as helping, so I've been avoiding it so far.  In general, people seem to be putting CCL immediately after the base Core.  I'm not sure if it matters or not, but to be safe, personally I would do Core, CCL, then Misc Core, and then Robots and any others you are using.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: Haplo on July 28, 2016, 12:24:32 AM
To be honest, it is only necessary for Misc. Core to be loaded BEFORE the other Misc parts. It doesn't need to be further on top, as only the Miscellaneous parts use the functionality in there.

So best is something like this (if you use CCL)

Core
CCL Core
...
Miscellaneous Core
Miscellaneous XXX
Miscellaneous YYY
Miscellaneous ZZZ
...




On another note:
I've updated Mai and the MapGenerator.
Mai got a few bugfixes (debug-spawn, Sedate and Rescue) + her own double recharge station
The MapGenerator got a new blueprint: The pyramid. This one has many treasures, but it isn't easy to get to them :)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: bazalisk on July 28, 2016, 05:03:52 AM
hi all

just got an adventure event to go explore a crashed ship.  i use the colonist bar and noticed that once my colonists left the map that they were deleted from my work list and the top bar :s

this didn't happen in version 12 so is this normal?  will they pop back into the lists once they return?  also, the event didn't tell me how long they would be away for or give the the option to delay it 6 hours.  also normal?

thanks for any info you can give  :D

actually, nvm.  They did come back and they popped back onto my colonists list and on the top bar :D
all is well in Glimmerton.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: FoxXeL on July 28, 2016, 07:15:49 AM
save compatible?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: gagaeuh on July 29, 2016, 01:16:38 PM
Hi !
Love this mod (haulers robots are awesome). A question, though : I have a few miniguns and I'd like to put them on a weapon base. I can't find any. It's only by trade, but I didn't see any on sale. Which trader is it ?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: Selonianth on July 30, 2016, 06:56:56 AM
Was playing and noticed that my fps was randomly dropping to pitiful levels. Opened the debug console, had the attached error there, over and over and over again for each of the haulbots. Not *positive* it was causing the issue with fps, but everytime after that when I checked the console during a slowdown I had about 7-8 errors (roughly the number of haulbots). Also attached is my m-odorder, if you're aware of any incompatibilities.

[attachment deleted by admin - too old]
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: Lukxx on July 30, 2016, 01:44:42 PM
So I've been playing with this mod, when I noticed this: Hauling bots attending wedding, socializing with my colonists and socially relaxing... Haven't laughed so hard since pacifist raiders. If you see this as a bug, please don't fix it. It will make someones day much brighter! :D
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: StormySunrise on July 30, 2016, 01:58:11 PM
Quote from: BlueFreakQ on July 27, 2016, 12:17:37 AM

Next:
Customize art so each is unique/distinguishable
Research for more advanced models (including Hauler and Cleaner)
Add in said advanced models (better/faster, more skilled, but not as good as MAI)

All credit to Haplo_X1 for artwork and gardener bot from their Misc. Robots Xtension (http://'https://ludeon.com/forums/index.php?topic=3612.0') mod sample.

Thanks to Neonod, who's expansion I used as a basis.

JobDriver threw exception in initAction. Pawn=Discipline Bot, Job=PrisonerAttemptRecruit A=Thing_Human37518, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Toils_Interpersonal+<WaitToBeAbleToInteract>c__AnonStorey1EF.<>m__BD () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)




I created a modified version of the Cleanerbot as a minerbot, if you wanna use it here it is :)

https://www.dropbox.com/s/3saegvg1to54ymv/MinerbotV2.7z?dl=0
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: BlueFreakQ on July 31, 2016, 02:20:20 PM
Thank you Stormysunrise, I appreciate that.  I have a set of tier I and II bots for each skill so far (except art and research.)  I'm working to get them finalized and get to the art, there have just been some problems keeping me from it recently.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: StormySunrise on July 31, 2016, 03:03:12 PM
Quote from: BlueFreakQ on July 31, 2016, 02:20:20 PM
Thank you Stormysunrise, I appreciate that.  I have a set of tier I and II bots for each skill so far (except art and research.)  I'm working to get them finalized and get to the art, there have just been some problems keeping me from it recently.

I can try to make some more sprites for you if you want :)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: Haplo on August 01, 2016, 06:11:50 AM
Quote from: Selonianth on July 30, 2016, 06:56:56 AM
Was playing and noticed that my fps was randomly dropping to pitiful levels. Opened the debug console, had the attached error there, over and over and over again for each of the haulbots. Not *positive* it was causing the issue with fps, but everytime after that when I checked the console during a slowdown I had about 7-8 errors (roughly the number of haulbots). Also attached is my m-odorder, if you're aware of any incompatibilities.

These are only warnings. I haven't seen them yet on my personal testing ground, but this is only a warning, that the saving may not be optimal. It has no other relevance. It may cause a problem when loading your savegame, but I haven't heard of any load errors so far.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.4 / 28.07.2016)
Post by: BlueFreakQ on August 01, 2016, 12:13:11 PM
Quote from: Stormysunrise on July 31, 2016, 03:03:12 PM
I can try to make some more sprites for you if you want :)

Oh cool, sure.  I'd certainly welcome the help.  My art is not great, haha. 
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Haplo on August 01, 2016, 02:46:23 PM
Update 0.14.5:
I've updated all files because I've rebuild the assemblies against the newly released alpha 14e.
I'm not sure it really was neccessary, but as it was recommended, here it is. The new version :)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Seikikai on August 03, 2016, 09:10:15 PM
I Dunno If It's Because The Mod Itself Or Another Mod But In My Town The Things Are So Fucked Up...Cleaner Bots Hauling Things, Hauler Bots Collecting Water From Wells And Refining Crystals, And Gardener Bots Building Things Or Perfoming Surgeries ( o_o)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: viktoria.s on August 04, 2016, 02:36:40 AM
Quote from: Haplo on August 01, 2016, 02:46:23 PM
Update 0.14.5:
I've updated all files because I've rebuild the assemblies against the newly released alpha 14e.
I'm not sure it really was neccessary, but as it was recommended, here it is. The new version :)
Will you please upload these to NexusMods as well? (I prefer download it from there instead of mediafire.) Thanks in advance.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Haplo on August 04, 2016, 06:35:09 AM
Ok, will do when I am at my computer.
Seems like I'm going to be forgetful in my old ages ;)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: harpo99999 on August 04, 2016, 07:08:06 AM
so you are claiming to have one of the younger diseases, ie old timers disease
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Haplo on August 04, 2016, 05:07:51 PM
I'm claiming to be rather forgetful, yes. But I'm not claiming to be an old timer yet ;-P
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: top_hat_tomato on August 05, 2016, 02:59:10 PM
Heh... MAI & Mai 3 are getting married soon. Wonder how this mod will change if human reproduction is implemented. I'd think that you'd just force a condition a body part to prevent it though.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: deliveryservice on August 07, 2016, 12:42:19 AM
the Minerbot seems like it's crawling backward when moving horizontally on map.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Elysium on August 11, 2016, 03:31:08 AM
Sorry if this has been discussed before but for training, is it possible to add a bill or some type of mock hunting work type to cause pawns to train independently?  As far as I understand, the way it works currently is they only use these objects if you either force them or they decide to use them for joy.  While this does work fine for the most part, I would love it if I could just set a work priority through hunting or some other work type.  You could also add support for the work tabs mod to prevent pawns from going off hunting when all you really wanted them to do was train.  ItchyFlea's mod https://ludeon.com/forums/index.php?topic=10623.msg105052#msg105052 does something very similar to this but I much prefer the way your mod handles training as it actually causes pawns to use their weapons.  I looked into doing this myself but it seems too advanced for my current capabilities.  I don't even know if what I am asking is possible with the way the game works but part of me is hoping it is.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.3 / 24.07.2016)
Post by: dino332 on August 12, 2016, 03:20:27 PM
Quote from: BlueFreakQ on July 27, 2016, 12:17:37 AM
It's close, but ironically enough - it's the Discipline Bot that's throwing errors.  It seems to actually tame/train and interact with prisoners, but each time it throws a null reference exception.  The game also displays "Need Warden" - even when the bot is engaging a prisoner.  This is my first attempt at Rimworld modding, so I could be doing any number of things wrong.

The error I keep getting is below.  As it is now, as long as you don't use the Discipline Bot you should be fine, if anyone wants to test it out, or take a look at where i went wrong.

Download link: https://drive.google.com/open?id=0B2aHzTmRN09CdFVoSkhlZS1GbVU

Description:
This mod expands on the Misc. Robots addon by Haplo_X1 (and initially expanded by Neonod) and as such it does require Misc. Core (http://'http://steamcommunity.com/sharedfiles/filedetails/?id=704181221') and Misc. Robots (http://'http://steamcommunity.com/sharedfiles/filedetails/?id=724602224') as dependencies.

Adds a bot for each skill type.  Miner and Crafter bots no longer construct/repair.  Gardner bot now replants.

Robots added: (All bots below now flick switches. Skill 4)
Gardener Bot (Planting and Plantcutting. Skill 4)
Crafting Bot (General crafter: Crafting/Smithing/Tailor. Skill 4)
Mining Bot (Mining. Skill 4)
Emergency Response/Medical Bot (Rescues and treats patients, fights fires. Not flammable. Skill 4)
Discipline Bot (Manage, feed, chat with, and recruit prisoners as well as tame and train animals. Skill 4)
***Discipline Bot is currently misbehaving
Construction Bot (Construct and Repair. Skill 4)
Hunter Bot (Hunt designated animals. skill 6) - Need to manually assign a weapon
Cooking Bot (Cook Simple meals, butchers. Skill 4)

Recipe's added to machining table - each cost 250 steel and 10 components.

Next:
Customize art so each is unique/distinguishable
Research for more advanced models (including Hauler and Cleaner)
Add in said advanced models (better/faster, more skilled, but not as good as MAI)

All credit to Haplo_X1 for artwork and gardener bot from their Misc. Robots Xtension (http://'https://ludeon.com/forums/index.php?topic=3612.0') mod sample.

Thanks to Neonod, who's expansion I used as a basis.

JobDriver threw exception in initAction. Pawn=Discipline Bot, Job=PrisonerAttemptRecruit A=Thing_Human37518, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Toils_Interpersonal+<WaitToBeAbleToInteract>c__AnonStorey1EF.<>m__BD () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)


I tried to used the grower bot, but they just stand there. Some things I noticed were that they would grow perfectly fine, but as soon as any plant reaches maturity and is ready to harvest, they stop doing what they are doing and just stand there. If you block off (forbid, build walls) the plants that have reached maturity, they continue growing, but the same problems comes again when another plant grows fully. I tried recruiting/unrecruiting them, letting them run out of charge (they go back to their stations and recharge, but when they "wake up" they just stand there. Not even wander), and placing new ones w/ god mode. Its seems to be a problem with harvesting. The debug log shows this:

Gardener bot threw exception while determining job (main)

Any ideas?

EDIT: The mining bot does the same thing. I am playing with hardcore sk modpack 3.0.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Seikikai on August 14, 2016, 04:24:10 AM
I'm Having A Problem With The Robots Mod. When Robot Pawns Are In Charge Stations The Game Reset The Pawn. It Usually Happens After Some Days. I Have A Couple Of Robots That Should Be Restricted To An Area And Due This Bug The Restriction Disappears.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Tysdal on August 14, 2016, 06:57:43 AM
They are supposed to keep the skills they gain? I figured they were supposed to be cheap labour set to a static "4" skill.

Also, do the helper robots and the MAI count as colonists ingame? To the storyteller and such i mean? If i build 50 hauling bots, will i get gangbanged by a billion raiders even though i have no more then 4 pawns?

Thank you so much for the mod, Haplo=) Cant play without it anymore, so annoying watching colonists totally disregard hauling and letting stuff they NEED waste. Gotta manually tell em to "please take that food there with you back".
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Seikikai on August 14, 2016, 05:29:25 PM
Quote from: Tysdal on August 14, 2016, 06:57:43 AM
They are supposed to keep the skills they gain? I figured they were supposed to be cheap labour set to a static "4" skill.

Also, do the helper robots and the MAI count as colonists ingame? To the storyteller and such i mean? If i build 50 hauling bots, will i get gangbanged by a billion raiders even though i have no more then 4 pawns?

I Used This Mod In A13 And Yeah, The Robots Keep The Experience. Also The Could Keep Apparel And Weapons Without Problem.

I Think That MAI Does But Dunno About Robots. Them Can Interact In Some Things Like Comms Console Or Assist To Weedings So Probably Robots Will Count.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: SynsPlayground on August 14, 2016, 05:59:17 PM
Perhaps I am just derping... but I cant seem to get the Automatic AI assembler to work properly, my pawns put the silver in it but wont put the steel and theres no option to make them, not sure if this is intended or something broke lol
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: StormySunrise on August 14, 2016, 07:17:08 PM
Quote from: SynsPlayground on August 14, 2016, 05:59:17 PM
Perhaps I am just derping... but I cant seem to get the Automatic AI assembler to work properly, my pawns put the silver in it but wont put the steel and theres no option to make them, not sure if this is intended or something broke lol

Once you hit start and the assembler gets enough materials the assembler will assemble a MAI where you can install it some where like a piece of furniture and activate it using a bill command.

It might just be sitting n your stockpile
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: AMetalGear on August 15, 2016, 12:32:50 PM
So in game my colony has done research for AI's personality parts, but I don't know how to create 'personality cores' I can't seem to find how to do so in this thread or in game.
And as for the mini robots, can a player not build those either?

I'm silly, I figured out most of it. Except how to get personality cores. Still don't know how to get those.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: harpo99999 on August 15, 2016, 06:10:23 PM
either the ship drops(poison & psycic) assuming you win or traders
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Lady Wolf on August 16, 2016, 12:09:22 AM
Just curious if there's going to be a Combat Realism compatible version of this for A14?

(I really love this mod, but currently I need to use non CR weapons for my MAI units for them to properly fight.)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Haplo on August 16, 2016, 03:15:54 AM
Most likely not, sorry.
Currently I'm investing my free time completely into No Man's Sky, so there is just not enough time in a day for me.
I'm not 100% sure yet, but most likely it will not come for the A14 version..

Title: Error on load
Post by: CannibarRechter on August 16, 2016, 06:36:16 AM
Upon loading the game, there's a series of these in the log file:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not resolve reference to object with loadID Thing_AIRobot_Hauler156295 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?


This has been a frequent thing in the game for a while, which I have ignored. However, this started happening recently at the Comms Console when attempting to trade as well. The trade window won't open as a result. Game over.

I also find this in the log file:

JobDriver threw exception in initAction. Pawn=Gregory-Heap, Job=UseCommsConsole A=Thing_CommsConsole163298, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TradeUtility.TradeAsOne (Verse.Thing a, Verse.Thing b) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.TradeableMatching (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0
  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0
  at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_UseCommsConsole+<MakeNewToils>c__Iterator3A.<>m__A7 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0


The trader is a Robot Trader....

Further update. I tried chashing down the occurances of the robot ("Thing_AIRobot_Hauler156295 ") in the save file. Where it occurred, it appeared to be in the TaleDef ("WorkedNaked," specifically). Deleting it just moved the exception to a different robots TaleDef. So I took about 20 minutes and deleted all the tale defs for the robots.

That generated a different lot of exceptions, which may be tied to the binary data. I ran out of time this morning and had to go to work.

p.s. my CCL is current. My robots distro is current.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Nomonk on August 18, 2016, 08:37:19 AM
Hey peops!

Thanks for an awesome mod so far, works wonders!

I do however have an issue, i sent two of my colonists out to chase a "rumour of" incident.

And they havent returned, and probably wont, in the savegame it seems like they´re still on the quest.

Any ideas what to edit to make the event end?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Lady Wolf on August 18, 2016, 09:04:00 AM
Quote from: Nomonk on August 18, 2016, 08:37:19 AM
I sent two of my colonists out to chase a "rumour of" incident.

And they havent returned, and probably wont, in the savegame it seems like they´re still on the quest.

Any ideas what to edit to make the event end?

Those quests can take an entire season sometimes, but they've always returned eventually, you might want to just fast forward time for a season and see if they do return? (Once/IF they do you can always reload the save before the time fast forward since you'll know they're not bugged.)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Nomonk on August 18, 2016, 09:20:31 AM
Quote from: Lady Wolf on August 18, 2016, 09:04:00 AM

Those quests can take an entire season sometimes, but they've always returned eventually, you might want to just fast forward time for a season and see if they do return? (Once/IF they do you can always reload the save before the time fast forward since you'll know they're not bugged.)

That was a fast answer :) I'm quite sure it´s been a few seasons, still "early" in the game, so fast-forward a lot, and it´s been ages.
I read a few other post about pretty much the same issue, but didnt really find a solution.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: BG-0 on August 18, 2016, 12:21:06 PM
Quote from: SynsPlayground on August 14, 2016, 05:59:17 PM
Perhaps I am just derping... but I cant seem to get the Automatic AI assembler to work properly, my pawns put the silver in it but wont put the steel and theres no option to make them, not sure if this is intended or something broke lol

Hey, I think you have your steel in a stockpile with Critical priority and that's why your colonists won't haul it to the Assembler (which acts as a critical stockpile for the purpose of getting the materials hauled into it.) Change your steel stockpiles to Important or lower and they'll haul the steel in the assembler and it'll get going.

E: On another note... How am I supposed to rescue downed MAIs? Every single time an MAI gets downed in a fight, I have someone rescue them, only to have them mysteriously explode where they were previously downed. Should I just leave them lying there to self-heal? Can they regenerate limbs to get up while not in a charge station with nanite assembler?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Haplo on August 18, 2016, 02:21:40 PM
Quote from: Nomonk on August 18, 2016, 09:20:31 AM
Quote from: Lady Wolf on August 18, 2016, 09:04:00 AM

Those quests can take an entire season sometimes, but they've always returned eventually, you might want to just fast forward time for a season and see if they do return? (Once/IF they do you can always reload the save before the time fast forward since you'll know they're not bugged.)

That was a fast answer :) I'm quite sure it´s been a few seasons, still "early" in the game, so fast-forward a lot, and it´s been ages.
I read a few other post about pretty much the same issue, but didnt really find a solution.

If you've found them in the save file, take a look at what the variable <Active> of the component 'MapComponent_ColonistsOutsideMap_RumorOf' they are in is saying. Is it 'True'?
There is sometimes a case where the variable is set to false, which will result in them never to return (or when the next Rumor is starting). Just set <Active> to True and set the <returnTicks> to 100 so they'll soon return.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Nomonk on August 18, 2016, 04:19:02 PM
Quote from: Haplo on August 18, 2016, 02:21:40 PM
If you've found them in the save file, take a look at what the variable <Active> of the component 'MapComponent_ColonistsOutsideMap_RumorOf' they are in is saying. Is it 'True'?
There is sometimes a case where the variable is set to false, which will result in them never to return (or when the next Rumor is starting). Just set <Active> to True and set the <returnTicks> to 100 so they'll soon return.

Thanks for the fast help mate, appreciate it!

Looked into the savegame, it says it´s active, and whenever i change the returnticks, reload, then save again, it´s reset to a high number.

Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOf">
<Active>True</Active>
<ExitMapCell>(63, 0, 0)</ExitMapCell>
<returnTicks>190904</returnTicks>
<autoDeactivateTicks>115</autoDeactivateTicks>
<PawnsOutOfMap>


This is how it looks like, despite trying to put the <returnTicks> further down. Does it have anything <autoDeactivateTicks> to do?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Griffith on August 19, 2016, 10:37:00 PM
Quote from: Nomonk on August 18, 2016, 04:19:02 PM
Quote from: Haplo on August 18, 2016, 02:21:40 PM
If you've found them in the save file, take a look at what the variable <Active> of the component 'MapComponent_ColonistsOutsideMap_RumorOf' they are in is saying. Is it 'True'?
There is sometimes a case where the variable is set to false, which will result in them never to return (or when the next Rumor is starting). Just set <Active> to True and set the <returnTicks> to 100 so they'll soon return.

Thanks for the fast help mate, appreciate it!

Looked into the savegame, it says it´s active, and whenever i change the returnticks, reload, then save again, it´s reset to a high number.

Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOf">
<Active>True</Active>
<ExitMapCell>(63, 0, 0)</ExitMapCell>
<returnTicks>190904</returnTicks>
<autoDeactivateTicks>115</autoDeactivateTicks>
<PawnsOutOfMap>


This is how it looks like, despite trying to put the <returnTicks> further down. Does it have anything <autoDeactivateTicks> to do?

Im having the exact same problem. Set it to 100 down from 67k, it reset to 160k. My pawns have been away for a ludicrous amount of time now haha

Edit; Ive been checking the return ticks timer and it goes down from ~160k to ~60k and back up to ~160k. Bugged?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Zakhad on August 20, 2016, 10:19:48 PM
I'm having a similar issue I can't seem to lower the value it keeps going back up.

<returnTicks>169178</returnTicks> keeps resetting (saved every 10 seconds down from 1000 to 0ish then it reset to 170000

Would

<li Class="TacticalComputer.MapComponent_ColonistsOutsideMap_Anomaly">
<PawnsAtAnomaly />
<returnTicksAnomaly>96591</returnTicksAnomaly>
</li>


have anything to do with it this is directly after the pawndef's inside the event def? or is that just a cd for if you had said Taticalcomputer for the event to trigger.


Edit: I think I've narrowed it down to having a corrupt inventory item in that I'm getting a nullreference and its stuck an eternal loop because it can't create a character with an invalid item, I've posted about this is the hardcore sk section with the relevant info as best as I can figure out, since I'm using that modpack and can't figure out which is the problem the modpack or this :S
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Griffith on August 21, 2016, 12:16:10 AM
Anyone got a fix for this yet?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Haplo on August 21, 2016, 04:44:31 AM
Do you have your error log file? Maybe we can figure out what the invalid object is..
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Zakhad on August 21, 2016, 05:24:09 AM
http://pastebin.com/Z8w1vn4J

Quote from what I wrote in the hardcore sk forum section, i didn't want to double post not sure if it was considered spam-like

Quote from: Zakhad on August 20, 2016, 11:32:57 PM
Enlightened was causing the gui to flicker and was removed on yesterdays github i think

Enjoying the last couple of days worth of changes on the github, with the RA assets/changes to hardcore sk from yesterday. The primitive play style is great from an immersion sense, its feasible to survive for a while without ship chunks. It make for a nice sense of progression to what you'd normally start as default to on alpha 13

My only pet peeve right now is with Misc incidents and permanently losing people due to the trigger for them to return not happening (been over to his mod forum and similar people are having this issue)

Yes I have tried editing the code with various combinations the only thing I haven't tried is deleting it but then i'd lose my people :S

<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOf">
<Active>True</Active> (Have tried False/Null
<ExitMapCell>(0, 0, 5)</ExitMapCell>
<returnTicks>0</returnTicks> (Tried various numbers from 0-1100)
<autoDeactivateTicks>0</autoDeactivateTicks> (This keeps defaulting back up to 12000 each time i change it)
<PawnsOutOfMap>


Edit - Okay I have noticed that this consistently (Image below) appears each time the event for them to return triggers so its an invalid item spawn and its stuck in an eternal loop but this could just be 1 item out of 50 items after say if this item gets fixed.

The only melee weapons they have are two pawns with pickaxes in there inventory (gun in mainhand) can someone verify that the pickaxes are not corrupt?

Pickaxe 1
<li Class="Infusion.ThingWithInfusions">
<def>TFJ_Tool_Mining_Pickaxe</def>
<id>TFJ_Tool_Mining_Pickaxe226783</id>
<pos>(274, 0, 254)</pos>
<health>80</health>
<stackCount>1</stackCount>
<stuff>Bronze</stuff>
<verbTracker>
<verbs>
<li Class="Verb_MeleeAttack">
<loadID>4426573</loadID>
</li>
</verbs>


Pickaxe 2
<li Class="Infusion.ThingWithInfusions">
<def>TFJ_Tool_Mining_Pickaxe</def>
<id>TFJ_Tool_Mining_Pickaxe226783</id>
<pos>(274, 0, 254)</pos>
<health>80</health>
<stackCount>1</stackCount>
<stuff>Bronze</stuff>
<verbTracker>
<verbs>
<li Class="Verb_MeleeAttack">
<loadID>4426573</loadID>
</li>
                                                                                                 </verbs>




[attachment deleted by admin - too old]
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Nictis on August 21, 2016, 06:28:40 AM
Found a beautiful bug involving the recharge pods, namely that it's an insanely upgraded bed if you assign a colonist to it.

130% Immunity gain speed, 220% Rest? Hell yes, even if I doubt it's meant for meatbag use.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Ivan_Poddubniy on August 21, 2016, 10:23:01 AM
Am I right that you cant make new robots with Hardcore SK pack? They have some built-in bots, but i tried to change plantcutter to a miner one using manual from this thread and it throws exceptions in console and dont mine.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Haplo on August 21, 2016, 03:59:27 PM
Quote from: Zakhad on August 21, 2016, 05:24:09 AM
...

Thanks for that. I also don't know what exactly causes the error to spawn, but I think I have a solution for what your log file shows..
I'll update the incidents to 0.14.6 soon. The new patch should catch the error and hopefully your pawns will return this way. Can you please try it and tell me?
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
Post by: Zakhad on August 21, 2016, 07:51:18 PM
Quote from: Haplo on August 21, 2016, 03:59:27 PM
Quote from: Zakhad on August 21, 2016, 05:24:09 AM
...

Thanks for that. I also don't know what exactly causes the error to spawn, but I think I have a solution for what your log file shows..
I'll update the incidents to 0.14.6 soon. The new patch should catch the error and hopefully your pawns will return this way. Can you please try it and tell me?

First of all thank you. I had already abandoned carrying on with that save but I did keep the save encase this little bug reporting endeavour bared any fruit, in this case it did! I replaced the mod loaded up the old save just before they're due to return and they returned. Hopefully this helps other people out. Is there any chance you could explain a little bit of what you think happened and or what you did to fix it? This is just so I have a little bit better of an understanding of what went wrong.

http://pastebin.com/04kAJbsg new pastebin for the output log


[attachment deleted by admin - too old]
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 21.08.2016)
Post by: CannibarRechter on August 21, 2016, 09:00:18 PM
On the adding skills to the bot thing, are you aware of the bit mask you have to add up to get it to work?

Edit: it's workTag. This number must match up to the sum of numbers matching the workTypeDefs.

Google for "rimworld workTag" and you will find the numbers. Just add the ones you need all together.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 21.08.2016)
Post by: Haplo on August 22, 2016, 12:50:13 PM
Quote from: CannibarRechter on August 21, 2016, 09:00:18 PM
On the adding skills to the bot thing, are you aware of the bit mask you have to add up to get it to work?

Edit: it's workTag. This number must match up to the sum of numbers matching the workTypeDefs.

Google for "rimworld workTag" and you will find the numbers. Just add the ones you need all together.

Also, the WorkTags are listed in the robots tutorial (https://ludeon.com/forums/index.php?topic=3612.msg225383#msg225383).

Quote from: Zakhad on August 21, 2016, 07:51:18 PM
...
The new error is the log I've added to maybe figure out what goes wrong in there..
The problem seems to happen in my function CalcVerbValue. In there I look for various stats to calculate a value for the firepower the pawns have with them. And with the Great Bow you have it looks like one of these stats isn't available. For now I just threw a try-catch around it all that gives me some information about the error but doesn't cause a full crash that prevents the respawning.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 21.08.2016)
Post by: Deimos Rast on August 23, 2016, 08:06:08 PM
So I figured I'd give the Misc Map Generator a whirl, and it seems to work (buildings and ruins and stuff are generated - oddly enough out of bearskin), but there is a slight issue with bugs. As in insects. I'm pretty new to RimWorld, so I've never seen a Megaspider or a Spledopede (?) before, but less than 5 minutes into a new game, I get an "Area Revealed" message for a place in the deep mountains, way underground. It's a dungeon, with a Megaspider and its insect cronies and they're starving (literally). They then proceed to dig through half the (400x400) map of mountain and attack my hovel of a base. I manage to survive, but now I have no ammo (Combat Realism mod). That was last playthrough. This playthrough there are twice as many Megaspiders coming out of the walls and I have all melee characters, who are naked (don't ask).
Is this typical behavior?
Expected cool ruins...did not expect the zerg rush  :-\
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 21.08.2016)
Post by: StormySunrise on August 24, 2016, 07:00:48 PM
Quote from: Deimos Rast on August 23, 2016, 08:06:08 PM
So I figured I'd give the Misc Map Generator a whirl, and it seems to work (buildings and ruins and stuff are generated - oddly enough out of bearskin), but there is a slight issue with bugs. As in insects. I'm pretty new to RimWorld, so I've never seen a Megaspider or a Spledopede (?) before, but less than 5 minutes into a new game, I get an "Area Revealed" message for a place in the deep mountains, way underground. It's a dungeon, with a Megaspider and its insect cronies and they're starving (literally). They then proceed to dig through half the (400x400) map of mountain and attack my hovel of a base. I manage to survive, but now I have no ammo (Combat Realism mod). That was last playthrough. This playthrough there are twice as many Megaspiders coming out of the walls and I have all melee characters, who are naked (don't ask).
Is this typical behavior?
Expected cool ruins...did not expect the zerg rush  :-\

I think its a bug with map gen, I get the bugs spawning too. Apparently the roofs are counted as "natural" therefore the bugs are likerlier to spawn there, and since there are man-made ruins there and the zerg were implemented to fight mountain bases, i think its safe to say that they spawn because the AI think its a base when its not.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 21.08.2016)
Post by: Zakhad on August 24, 2016, 11:03:47 PM
Quote from: Haplo on August 22, 2016, 12:50:13 PM

The new error is the log I've added to maybe figure out what goes wrong in there..
The problem seems to happen in my function CalcVerbValue. In there I look for various stats to calculate a value for the firepower the pawns have with them. And with the Great Bow you have it looks like one of these stats isn't available. For now I just threw a try-catch around it all that gives me some information about the error but doesn't cause a full crash that prevents the respawning.

Thanks, I've mentioned this on the hardcore sk github so they can adapt / help the mods work together.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 21.08.2016)
Post by: Haplo on August 25, 2016, 01:12:23 AM
Quote from: Deimos Rast on August 23, 2016, 08:06:08 PM
So I figured I'd give the Misc Map Generator a whirl, and it seems to work (buildings and ruins and stuff are generated - oddly enough out of bearskin), but there is a slight issue with bugs. As in insects. I'm pretty new to RimWorld, so I've never seen a Megaspider or a Spledopede (?) before, but less than 5 minutes into a new game, I get an "Area Revealed" message for a place in the deep mountains, way underground. It's a dungeon, with a Megaspider and its insect cronies and they're starving (literally). They then proceed to dig through half the (400x400) map of mountain and attack my hovel of a base. I manage to survive, but now I have no ammo (Combat Realism mod). That was last playthrough. This playthrough there are twice as many Megaspiders coming out of the walls and I have all melee characters, who are naked (don't ask).
Is this typical behavior?
Expected cool ruins...did not expect the zerg rush  :-\

Yes, sorry about that. I've also seen this phenomenon and removed the insects from my blueprints. But I think I've forgotten to actually release it? I'll look into it when I'm back at my computer.
For the Bearskin buildings. That are my Tippi. Tents should be out of leather ;)

Edit: As promised the new version is up. I've removed beds and the insects from the blueprints.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: theorial on August 25, 2016, 06:01:02 PM
Tried to change the gardening bot to a mining bot, didn't work.

Everything loads fine, no errors or anything, but once I'm in game and place the new bots, they simply will NOT activate and do their jobs. Not sure what you may need from me in terms of what I did, I followed your tutorial to the letter, only changing 'cooking' with 'mining' in your examples. I set the worktag to 65544 (65536+8) for mining. Any help would be great. Let me know what you need from me in order to solve this issue.


Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: Zakhad on August 27, 2016, 11:41:45 AM
Rofl at this rumorOF event I just had a escape pod crashlanding and i get a event to go traveling off to what I'd assume his spacecraft, Intended? lol funny I'm wondering if it'll bug out because he's not able to travel due to crashing in my region.

(http://i.imgur.com/cZK2q2E.png?1)
(http://i.imgur.com/Ti2j4it.png?1)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: CannibarRechter on August 27, 2016, 12:38:01 PM
> I set the worktag to 65544 (65536+8) for mining

Is mining "manual skilled"? Anyway, I've had success making the hauling bot mine. I believe I just included both manual dumb (4) and manual skilled (8), just to be sure, as well as the 65536 mining value.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: theorial on August 27, 2016, 03:11:16 PM
Quote from: CannibarRechter on August 27, 2016, 12:38:01 PM
> I set the worktag to 65544 (65536+8) for mining

Is mining "manual skilled"? Anyway, I've had success making the hauling bot mine. I believe I just included both manual dumb (4) and manual skilled (8), just to be sure, as well as the 65536 mining value.

According to the tutorial for where to find the information it is. For worktags it lists 'manual skilled' and 'mining'. The 65536 is from the tutorial so if that's wrong (or outdated for whatever reason), then it could be why they don't work, but I don't know where he's 'extracting' those #'s from. Like I said, no errors or anything loading them up or in, no graphical errors, they just don't do anything when I click the 'play' button on them (green triangle/arrow thing). All the other bots work just fine. Yes I had stuff set to mine, my rich explorer guy was mining but the bots refused to do anything.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: Haplo on August 28, 2016, 02:39:02 PM
The numbers are correct.
If they don't mine with 65544 it must be something else..
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: Mudder on August 28, 2016, 03:19:40 PM
When will this be updated for a15? Geeze, taking forever.  ;)

This is on my list of essential mods. Which? All of them.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: kahlzun on August 29, 2016, 10:24:06 AM
I am also anxiously awaiting the a15 release.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: Seikikai on August 31, 2016, 11:31:53 AM
I'm Having A Problem With The A14 Robots Mod. Sometimes When Robot Pawns Are In Charge Stations The Game Reset The Pawn.  I Have A Couple Of Robots That Should Be Restricted To An Area And Due This Bug The Restriction Disappears.
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: Deimos Rast on August 31, 2016, 01:54:39 PM
Didn't ya'll get the memo? A15 Misc Core has been on Steam since yesterday. And only on Steam. 8)
Unfortunately, it's just Core that's been updated so far.
But it's something!

http://steamcommunity.com/workshop/filedetails/?id=704181221 (http://steamcommunity.com/workshop/filedetails/?id=704181221)
Title: Re: [A14] Miscellaneous w MAI+Robots (V 0.14.6 / 25.08.2016)
Post by: bomberchibbi on August 31, 2016, 05:10:02 PM
I also had that bug where the robots sometimes stopped working. They needed a handrestart then and lost the area setting, is that bug already known, or is it something new?
Title: Re: [A15] Miscellaneous w MAI+Robots (V 0.15.1 / 01.09.2016)
Post by: Haplo on September 01, 2016, 06:10:09 PM
1st update to alpha 15.
The rest will be updated when alpha 15c is released, as they will destroy your savegame in previous a15 versions!
Title: Re: [A15] Miscellaneous w MAI+Robots (V 0.15.1 / 01.09.2016)
Post by: Deimos Rast on September 01, 2016, 08:53:00 PM
Quote from: Haplo on September 01, 2016, 06:10:09 PM
1st update to alpha 15.
The rest will be updated when alpha 15c is released, as they will destroy your savegame in previous a15 versions!
Thank you for the update!
Title: Re: [A15] Miscellaneous w MAI+Robots (V 0.15.1 / 01.09.2016)
Post by: AstroChimp on September 01, 2016, 09:57:46 PM
So... from what I understand, no robots for A15 yet? :(
Title: Re: [A15] Miscellaneous w MAI+Robots (V 0.15.1 / 01.09.2016)
Post by: Vesstair on September 02, 2016, 12:53:50 PM
Quote from: AstroChimp on September 01, 2016, 09:57:46 PM
So... from what I understand, no robots for A15 yet? :(

I know. I needs mah cleaning! :(
Title: Re: [A15] Miscellaneous w MAI+Robots (V 0.15.1 / 01.09.2016)
Post by: AstroChimp on September 02, 2016, 03:30:48 PM


I know. I needs mah cleaning! :(
[/quote]

Yep. It gets REEEEEALLY annoying when all the colonists I get are incapable of dumb laber. GRRRRRRR
Title: Re: [A15] Miscellaneous w MAI+Robots (V 0.15.1 / 01.09.2016)
Post by: kahlzun on September 03, 2016, 01:41:07 AM
15c is out! No pressure ;)
Title: Re: [A15] Miscellaneous w MAI+Robots (V 0.15.1 / 01.09.2016)
Post by: pktongrimworld on September 03, 2016, 02:03:14 PM
lol that was quick :)

thank you.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: Haplo on September 03, 2016, 05:13:33 PM
Full Update to Alpha 15c
Finally it is here: The full update of Miscellaneous to alpha 15c.

Warning: Some parts will destroy your savegame if you use them with alpha 15a or 15b !!!
So only use this with alpha 15c or newer !!!
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: kaptain_kavern on September 03, 2016, 05:56:38 PM
Thx a lot!
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: AstroChimp on September 03, 2016, 08:01:55 PM
Is save file 0.15.1284 A15c? If so, is it safe to use MAI and the robots with an old save?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: theubie on September 03, 2016, 08:18:21 PM
Quote from: AstroChimp on September 03, 2016, 08:01:55 PM
Is save file 0.15.1284 A15c? If so, is it safe to use MAI and the robots with an old save?

To answer the first part, yes 1284 is 15c.  The second...no clue. :)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: Haplo on September 04, 2016, 08:25:37 AM
Quote from: AstroChimp on September 03, 2016, 08:01:55 PM
Is save file 0.15.1284 A15c? If so, is it safe to use MAI and the robots with an old save?

Don't know. But most likely yes. But just try it out. What can be the worst case?  ;)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: SpaceDorf on September 04, 2016, 02:46:12 PM
You go haplo ;)

I know I prefer my mods seperated like you do it with yours, still It would be awesome if you could include the download option for "YES. ALL OF IT ! "
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: AstroChimp on September 04, 2016, 04:31:31 PM
So yeah... MAI and Robots are old save friendly, as long as your save file is from 15c. :D
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: JackHack on September 07, 2016, 12:48:50 AM
Having some issues with customized bots, they do their job and everything. But, when they return to the charging station they don't charge or reactivate on their own. I can immediately click activate and they go back out and do a full load of work again without needing to charge... the built in bots seem to work properly and display the battery etc.

I'm also seeing some harmless errors upon loading saying that all the bots already have short hashes. Not sure if its related.
Title: Bugreport: Hauling bots are repairing deadfall traps
Post by: 14m1337 on September 07, 2016, 09:55:03 AM
Hello Haplo,

look here, my hauling bots are reactivating the deadfall traps in my deathzone. I'm pretty sure this is not working as intended  ;)



[attachment deleted by admin - too old]
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: CannibarRechter on September 07, 2016, 10:01:47 AM
Hum. Is trap reactivation considered a hauling task by the base game?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: 14m1337 on September 07, 2016, 10:39:30 AM
Quote from: CannibarRechter on September 07, 2016, 10:01:47 AM
Hum. Is trap reactivation considered a hauling task by the base game?

don't know that. but I guess it has something to do with the hauling and cleaning bots being treated as colonists (they have mood, the make the other pawns get in bad mood when they die, the are getting attacked by and run away from manhunters etc.)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: Jimyoda on September 07, 2016, 10:40:25 AM
Yes, in vanilla, trap rearming is a hauling task. I just recently listed all hauling tasks on the wiki actually.

Haulers have their work cut out for them.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: 14m1337 on September 07, 2016, 10:45:56 AM
tyvm Jimyoda !

by the way, I also noticed that the bots lose their programming after the return to their recharching bays. I have to restart them manually, and they don't remember the zone that I set them to the last time they were active.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: JackHack on September 07, 2016, 05:11:15 PM
It looks like each time the bot comes out of the recharging bay that it spawns a new one rather than it being the same one. You can see this if you rename one of the bots going around. I would imagine this is why your zones aren't saving.

This causes some issues for me with a crafting bot that I made, if it crafts something that it doesn't finish on one charge then it gets put in a stockpile and will never get finished since it's a new bot and not the original creator of that item.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 03.09.2016)
Post by: CannibarRechter on September 08, 2016, 01:17:30 PM
Hi, Haplo,

I couldn't find the .cs source for the robot AI in Misc+Robots. Would you mind making that available?

Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 08.09.2016)
Post by: Haplo on September 08, 2016, 05:20:02 PM
Update of Robots
I've updated Robots. The load-> respawn bug is fixed

Quote from: CannibarRechter on September 08, 2016, 01:17:30 PM
I couldn't find the .cs source for the robot AI in Misc+Robots. Would you mind making that available?
The Source-Code for Miscellaneous (all of it) is in the first entry in the last row.
You can download it here (http://www.mediafire.com/download/hga10r20aqzh4do/Miscellaneous_Source_0153.7z)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 08.09.2016)
Post by: CannibarRechter on September 08, 2016, 05:36:10 PM
Ah, okay, I was thinking that was just the base. Thank you!
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 08.09.2016)
Post by: CannibarRechter on September 08, 2016, 06:08:01 PM
Which function in AIPawn makes the robot "dither" (e.g., fly around and do nothing, when it has nothing to do)?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 08.09.2016)
Post by: JackHack on September 08, 2016, 09:53:35 PM
Quote from: Haplo on September 08, 2016, 05:20:02 PM
Update of Robots
I've updated Robots. The load-> respawn bug is fixed

It looks like this still happens with custom bots. Any quick fix for it? Also, how can I make my custom bots recharge and continue doing their chores like the default ones do?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 08.09.2016)
Post by: Haplo on September 09, 2016, 03:32:22 PM
Quote from: CannibarRechter on September 08, 2016, 06:08:01 PM
Which function in AIPawn makes the robot "dither" (e.g., fly around and do nothing, when it has nothing to do)?

That would be this part of the ThinkTree:
<!-- Idle wander for colonists -->
<li Class="ThinkNode_ConditionalColonist">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_WanderCurrentRoom">
<maxDanger>Deadly</maxDanger>
</li>
</subNodes>
</li>
</subNodes>
</li>


Quote from: JackHack on September 08, 2016, 09:53:35 PM
It looks like this still happens with custom bots. Any quick fix for it? Also, how can I make my custom bots recharge and continue doing their chores like the default ones do?
It should automatically happen if you update the misc robots mod. The change was done inside the assembly file, so your custom bots should also automatically get them. They are only xml modified robots, aren't they?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Sarelth on September 11, 2016, 04:20:35 AM
Does using this with Prepare Carefully still require a patch file?
Currently doing a playthrough, so have not had a chance to test yet.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Haplo on September 11, 2016, 07:43:16 AM
No, alpha15 has changed how the map generation works. Because of that a patch isn't required anymore :)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Sarelth on September 11, 2016, 08:20:18 AM
That is awesome. Next playthrough is looking good.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: CannibarRechter on September 11, 2016, 08:48:41 AM
Hi, Haplo,

Would it surprise you to learn that commenting out that part of the think tree does not stop the wandering?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Haplo on September 11, 2016, 09:28:49 AM
No, because a little bit later is another one, an emergency if you want :)
<li Class="JobGiver_WanderAnywhere">
<maxDanger>Deadly</maxDanger>
</li>
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Farhca on September 11, 2016, 09:40:25 AM
I'm having issues with Misc. Robots.
I just downloaded this mod in addition to Misc. Mai and Misc. Facility as well as Misc Core.
Problem is I can't even access my colony now, when I press "load save", it gets a bit stuck on loading map then some warning shows up about extra mods that wasn't there when I saved the colony and when I press "OK" it pushes me back to main menu. It should be mentioned too that if I disable Misc. Robots all the other mods work perfectly.
And by the way I'm playing on A15b.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: 14m1337 on September 11, 2016, 12:21:02 PM
Quote from: Farhca on September 11, 2016, 09:40:25 AM
And by the way I'm playing on A15b.

you're probably answering yourself. even if other A15c mods luckily work with A15b, that doesn't automatically mean that every A15c mod must work with A15b.

what I would do:
- start a new game with all your mods. If everything's fine there, you got a conflict with your current colony.
- start a new game only with misc robots and it's requirements. if that's fine, then activate one mod after the other and start a new game everytime until you encounter the error again. tadaa, now you know which mods are producing the conflict.
- try getting the correct mod version for your game version, or update your game
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Haplo on September 11, 2016, 02:45:44 PM
And I would really advice you to update your RimWorld to alpha 15c soon.
In 15a/b was a problem that made your savegame unloadable if a mod uses special Defs. That is the reason why I didn't release most of my mods prior to 15c (and why it is defined as a 15c mod and not a 15 mod). They where a savegame killer.

So if you really want to continue using my mods with 15b I won't take any responsibilities for your savegame problems 8)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Nanao-kun on September 12, 2016, 11:38:36 PM
Is there anyway to disable the "Colonist Keys: Place/Group" function?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: night777 on September 12, 2016, 11:48:50 PM
I need my pawns to have sweet colors and gear like Mrofa's avatar!
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Haplo on September 13, 2016, 05:59:38 AM
Quote from: Nanao-kun on September 12, 2016, 11:38:36 PM
Is there anyway to disable the "Colonist Keys: Place/Group" function?
The easiest way is to do that is by going into Options->Keyboard configuration, go into the section 'Colonist Selection Keys' and set all entries to 'none' (right-click -> clear)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Nanao-kun on September 13, 2016, 11:39:25 AM
Quote from: Haplo on September 13, 2016, 05:59:38 AM
Quote from: Nanao-kun on September 12, 2016, 11:38:36 PM
Is there anyway to disable the "Colonist Keys: Place/Group" function?
The easiest way is to do that is by going into Options->Keyboard configuration, go into the section 'Colonist Selection Keys' and set all entries to 'none' (right-click -> clear)

Okay, thanks.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: dragonregure on September 13, 2016, 01:13:18 PM
I have some issue here..

So i downloaded all the mods except map generator and object..
i try load the game, but it cant, ah okay i will just simply make a new game..

But the issue is here, when i make a new game and the builder want to build something (ex:Fueled generator), the requirement material is 25 wood..?
then i try to look at other buildables, its all same! only require 25 wood??? I try to remove the Mod and all become normal again.. any sugestions?  :-\
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: 14m1337 on September 13, 2016, 06:02:03 PM
which other mods are you using ? I've read of this more often in the last few days...
I can say that I also downloaded Misc.AI some minutes ago, activated it and had no problem, so I conclude that there's another mod messing with Misc.AI - one that I do not use.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Adventurer on September 13, 2016, 06:26:52 PM
Hello Haplo. There is a conflict with the Naked ThoughtDef with the mod Psychology and Misc Robots. Would it be possible for robots to not consider themselves Naked without modifying this ThoughtDef?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: dragonregure on September 13, 2016, 08:05:12 PM
Quote from: 14m1337 on September 13, 2016, 06:02:03 PM
which other mods are you using ? I've read of this more often in the last few days...
I can say that I also downloaded Misc.AI some minutes ago, activated it and had no problem, so I conclude that there's another mod messing with Misc.AI - one that I do not use.

So you say that the conflicted mod its just Misc AI mod?
you can see my mods at picture below, curently the Misc is not active

[attachment deleted by admin - too old]
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: 14m1337 on September 14, 2016, 03:04:49 AM
Quote from: dragonregure on September 13, 2016, 08:05:12 PM
Quote from: 14m1337 on September 13, 2016, 06:02:03 PM
which other mods are you using ? I've read of this more often in the last few days...
I can say that I also downloaded Misc.AI some minutes ago, activated it and had no problem, so I conclude that there's another mod messing with Misc.AI - one that I do not use.

So you say that the conflicted mod its just Misc AI mod?
you can see my mods at picture below, curently the Misc is not active

Part A: the search for the messing-up mod
1) deactivate all mods
2) start a new game
3) check for errors: no error=continue with step 4; error: start part B
4) end game
5) activate next mod
6) repeat starting at 2)

Part B: is the mod messing up on it's own, or are there conflicts with other mods ?
1) end your current game
2) deactivate the first mod in your active mod list (skip CORE of course...)
3) start new game
4) check for the error: still present = continue with 5); not present any more = continue with part C
5) end game
6) repeat starting at 2)

Part C: proofing your results
1) end current game
2) re-activate the mod that you deactivated last
3) de-activate all mods between the mods that you identified in parts A and B
4) start a new game
5) check for the error
6a) error still present: report the issues to the makers of the identified mods
6b) error "gone": you now should have understood the system of identifying error-producing mods. just let the two already identified mods be activated, and add the "between"-mods one after another until you encounter the error again. as soon as you're sure to have indentified the group of mods that causes your troubles, inform the mod makers. they surely will try to reproduce your issue.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: dragonregure on September 14, 2016, 04:32:21 AM
Quote from: 14m1337 on September 14, 2016, 03:04:49 AM
Quote from: dragonregure on September 13, 2016, 08:05:12 PM
Quote from: 14m1337 on September 13, 2016, 06:02:03 PM
which other mods are you using ? I've read of this more often in the last few days...
I can say that I also downloaded Misc.AI some minutes ago, activated it and had no problem, so I conclude that there's another mod messing with Misc.AI - one that I do not use.

So you say that the conflicted mod its just Misc AI mod?
you can see my mods at picture below, curently the Misc is not active

Part A: the search for the messing-up mod
1) deactivate all mods
2) start a new game
3) check for errors: no error=continue with step 4; error: start part B
4) end game
5) activate next mod
6) repeat starting at 2)

Part B: is the mod messing up on it's own, or are there conflicts with other mods ?
1) end your current game
2) deactivate the first mod in your active mod list (skip CORE of course...)
3) start new game
4) check for the error: still present = continue with 5); not present any more = continue with part C
5) end game
6) repeat starting at 2)

Part C: proofing your results
1) end current game
2) re-activate the mod that you deactivated last
3) de-activate all mods between the mods that you identified in parts A and B
4) start a new game
5) check for the error
6a) error still present: report the issues to the makers of the identified mods
6b) error "gone": you now should have understood the system of identifying error-producing mods. just let the two already identified mods be activated, and add the "between"-mods one after another until you encounter the error again. as soon as you're sure to have indentified the group of mods that causes your troubles, inform the mod makers. they surely will try to reproduce your issue.

is there any mod in my list that in your mod too? so im not double checking that mod.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Dellamorte on September 14, 2016, 05:51:16 AM
My bet is on one of Izzys's mods, I have had trouble with them in the past so I no longer use them.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Haplo on September 15, 2016, 09:56:44 AM
Quote from: Adventurer on September 13, 2016, 06:26:52 PM
Hello Haplo. There is a conflict with the Naked ThoughtDef with the mod Psychology and Misc Robots. Would it be possible for robots to not consider themselves Naked without modifying this ThoughtDef?
This is the easiest way for me to do that. The alternate is that I inject the robot into the thought Def manually when the robot is spawned. I can do that, but didn't for now as I wasn't aware of conflicts.
Easiest for you right now is just to load Psychology after robots. This will overwrite the robots part and they'll be naked again, but it isn't that much of a problem anyway.

Quote from: dragonregure on September 13, 2016, 01:13:18 PM
I have some issue here..

So i downloaded all the mods except map generator and object..
i try load the game, but it cant, ah okay i will just simply make a new game..

But the issue is here, when i make a new game and the builder want to build something (ex:Fueled generator), the requirement material is 25 wood..?
then i try to look at other buildables, its all same! only require 25 wood??? I try to remove the Mod and all become normal again.. any sugestions?  :-\
Sorry I am unaware how that can happen at all. I'm pretty sure that none of my mods actively change these things, so it can only a interconnected problem with another mod. But I'm unaware of which mod can do something like that.. This sounds like all the defs are changed to these values.. Which ThingDef needs these exact values to be built?
Btw did you restart your game after activating the mod and before loading the savegame? If you don't restart previously these kind of problem can also happen..
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Haiys on September 15, 2016, 11:11:41 PM
I also get the same problem. I tried loading Misc. Core at the top of the list and robot and xtension below. Reloaded the game countless times but everything costs 25 wood to make. Currently running (from top to bottom):
Misc core
Core
Edb prepare carefully
Mad skills
Hospitality
Minituarization
Brain mod
Infused
Less rebuff
Quality Builder
Tilled soil
Moar Vanilla Turret
Wandering caravans
High caliber
Doormat
Blue prints
Animal tab
Robot (Haplo mod)
Xtension (Haplo mod)
EPOE

Game worked fine without the Misc core and robot and xtension mod. Really wanna try out my custom robots.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: dragonregure on September 16, 2016, 12:40:56 AM
Quote from: Haplo on September 15, 2016, 09:56:44 AM
Quote from: Adventurer on September 13, 2016, 06:26:52 PM
Hello Haplo. There is a conflict with the Naked ThoughtDef with the mod Psychology and Misc Robots. Would it be possible for robots to not consider themselves Naked without modifying this ThoughtDef?
This is the easiest way for me to do that. The alternate is that I inject the robot into the thought Def manually when the robot is spawned. I can do that, but didn't for now as I wasn't aware of conflicts.
Easiest for you right now is just to load Psychology after robots. This will overwrite the robots part and they'll be naked again, but it isn't that much of a problem anyway.

Quote from: dragonregure on September 13, 2016, 01:13:18 PM
I have some issue here..

So i downloaded all the mods except map generator and object..
i try load the game, but it cant, ah okay i will just simply make a new game..

But the issue is here, when i make a new game and the builder want to build something (ex:Fueled generator), the requirement material is 25 wood..?
then i try to look at other buildables, its all same! only require 25 wood??? I try to remove the Mod and all become normal again.. any sugestions?  :-\
Sorry I am unaware how that can happen at all. I'm pretty sure that none of my mods actively change these things, so it can only a interconnected problem with another mod. But I'm unaware of which mod can do something like that.. This sounds like all the defs are changed to these values.. Which ThingDef needs these exact values to be built?
Btw did you restart your game after activating the mod and before loading the savegame? If you don't restart previously these kind of problem can also happen..

Somehow it back to normal if i not using Robots mod, MAI Mod, and Incident Mod.
But yeah, i want a robot too!  ;D
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Haplo on September 16, 2016, 04:12:50 AM
Update Time:
I've updated MAI and Robots to use some energy shields as starting apparel. This way they don't generate the naked thought and the naked descriptions anymore :)

=============================

Quote from: Haiys on September 15, 2016, 11:11:41 PM
I also get the same problem. I tried loading Misc. Core at the top of the list and robot and xtension below. Reloaded the game countless times but everything costs 25 wood to make. Currently running (from top to bottom):
Misc core
Core
...
One thing that may be a big problem: ALWAYS load Core first. Never load another mod before Core, even if it also is called something Core. Mods always depend on the Core, so that needs to be loaded first.

What you can also try: make the load order: Core, (CCL if used), Misc. Core, Misc X, Misc Y, other mods..
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 16.09.2016)
Post by: Adventurer on September 16, 2016, 08:00:18 AM
Thanks for the update Haplo, appreciated.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 10.09.2016)
Post by: Haiys on September 16, 2016, 11:14:11 AM
Quote from: Haplo on September 16, 2016, 04:12:50 AM
Update Time:
I've updated MAI and Robots to use some energy shields as starting apparel. This way they don't generate the naked thought and the naked descriptions anymore :)

=============================

Quote from: Haiys on September 15, 2016, 11:11:41 PM
I also get the same problem. I tried loading Misc. Core at the top of the list and robot and xtension below. Reloaded the game countless times but everything costs 25 wood to make. Currently running (from top to bottom):
Misc core
Core
...
One thing that may be a big problem: ALWAYS load Core first. Never load another mod before Core, even if it also is called something Core. Mods always depend on the Core, so that needs to be loaded first.

What you can also try: make the load order: Core, (CCL if used), Misc. Core, Misc X, Misc Y, other mods..

Tried it...now everything costs 5 wood lol. Guess Ill have to try loading mods one at a time to see what the problem is....

EDIT: Reinstalled the game and extracted all mods (including mods other than Haplo's) and loaded in correct order solved it for me. Sorry for the hassle.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 16.09.2016)
Post by: Homeless Casey on September 18, 2016, 01:40:45 AM
I got this bug with both Misc. Robots and Misc. Incidents. I also noted that the construction costs everything was stuck at was determined by the first thing I moused over. If I tried to build a construction spot, everything was free. If I tried to build a Solar Panel, everything was 100 steel & 3 components. The build cost would remain stuck at this value even after exiting to the Main Menu and starting a New Colony. Only exiting the game reset this. It appeared I would get this bug even with only Core, Misc Core, and either Misc Robots or Misc Incidents installed
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 16.09.2016)
Post by: CannibarRechter on September 18, 2016, 07:18:05 AM
How does the personal shield not wear out and need replacing?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 16.09.2016)
Post by: Haplo on September 18, 2016, 10:23:49 AM
Most likely it will wear out in time. This is a first try and I'll see in time if it works or if it needs further improvement.  8)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 16.09.2016)
Post by: raziel86 on September 19, 2016, 09:31:47 AM
i have the same issue as homeless casey
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 19.09.2016)
Post by: Haplo on September 19, 2016, 03:03:53 PM
New Addition: Miscellaneous  Bees 'n' Honey

I've expanded Miscellaneous with the vanilla friendly mod Bees 'n' Honey.
This mod gives you the ability to find wild beehives, harvest their queen and build your own colony beehives.
Later on, when the honeycombs are fully grown, you can harvest honey from them.
You can also grow additional queen bees from them to build more behives ;D
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 16.09.2016)
Post by: Haplo on September 19, 2016, 04:07:18 PM
Quote from: raziel86 on September 19, 2016, 09:31:47 AM
i have the same issue as homeless casey

Hmm, can you please post your output_log.txt (windows) or Player.log (Linux/Mac) file when that error occures?
Hopefully it will have some informations on the issue...
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 19.09.2016)
Post by: raziel86 on September 19, 2016, 07:32:33 PM
i think i found where the problem is, but not what causses it.
i used 15.b and if you load just the core of misc. mods it works. But once you add any other misc mod it bugs the cost of building things. Tested with a new instal and with no other mods. But once i instaled the 15.c everything worked out, as far as i can tell. Try stating on your main page that its not compatible with 15.b since most people with the building cost issue are probably using 15.b i just dont know whats the issue when you use the 15.b
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 19.09.2016)
Post by: Supercheese on September 19, 2016, 10:50:05 PM
The new Beekeeping mod looks pretty...  8) ahem, sweet.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 19.09.2016)
Post by: 14m1337 on September 21, 2016, 07:38:48 AM
just to have a lil' bit of fun here ...

my two MAIs just became lovers  :o
yeah, I really hoped that would happen, and gave them proper names, but I really hadn't expected it to happen !

[attachment deleted by admin - too old]
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 19.09.2016)
Post by: Schatten on September 22, 2016, 04:53:21 PM
As for the naked/shield thing, how about making it so a recharging station with a repair thingy would also repair any personal shield on an AI? That way, it wouldn't need to be replaced. To prevent abuse (repair any shield the colony has in stock), you could make it a specific kind of shield only which can be repaired (and which only the MAI can use - kind of an "internal" shield). Alternatively, make repairs of any damage beyond one day of use horribly expensive. That way, the (initially undamaged) shield the MAI uses constantly only takes a bit of upkeep, while any other (most probably damaged) would be ineffective/expensive to repair that way. As a bonus, if you get a shield with a higher quality for instance, you can let the MAI use that, pay the repair cost, and see it as "shield upgrade". Just some ideas, since I like the idea of an android having an "internal" shield.^^

Oh, and sorry if that has been asked before, but is there a way to start out with a MAI on a new colony? Aside from cheating in the research and materials, 'cause that's boring?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 19.09.2016)
Post by: daz84uk on September 24, 2016, 09:06:41 AM
Hey Haplo, is nano storage still in the mod? I have done all the nano related research and have access to the nano scanner and printer but cant find the storage.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 19.09.2016)
Post by: magik20 on September 24, 2016, 07:45:37 PM
I'm noticing that my hauling bots are not showing up for sale from traders (i've had to use the dev tool to get a few).

also, they arent hauling for some reason.  for example theres a manhunter pack that i've killed that should get hauled into the kitchen.

attaching my error log (which shouldnt matter on this problem) and a screenshot

https://imgur.com/a/fcjrP
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 19.09.2016)
Post by: Haplo on September 25, 2016, 06:10:56 AM
Quote from: daz84uk on September 24, 2016, 09:06:41 AM
Hey Haplo, is nano storage still in the mod? I have done all the nano related research and have access to the nano scanner and printer but cant find the storage.
No, I've removed it because there are various other, better storages out there.


Quote from: magik20 on September 24, 2016, 07:45:37 PM
I'm noticing that my hauling bots are not showing up for sale from traders (i've had to use the dev tool to get a few).

also, they arent hauling for some reason.  for example theres a manhunter pack that i've killed that should get hauled into the kitchen.
...
The appearance on the traders is random, so it can be that you don't get one for a long while :)
For the no hauling bug: I know that another mod changes something with the work settings and resets them. Because of that the bots suddenly don't do their work anymore.
But I have yet to find out which mod is responsible and what I can do against that..
It will take a while to find a fix for this, sorry.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.3 / 19.09.2016)
Post by: magik20 on September 25, 2016, 07:57:04 AM
Thanks Halpo,

A clue might be that when I destroy the bots and build new ones, they started working again and so far have been fine.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 29.09.2016)
Post by: Haplo on September 29, 2016, 03:28:52 PM
BugFix-Update

I've updated Misc. Robots and Misc. Bee'n'Honey.

In Robots I've integrated an update function to check and reset their allowed worktypes every few ingame hours.
So if your Robots won't do their work anymore, let them idle for a few hours and they should hopefully reset themself :)

In Bee'n'Honey I've updated various values, so that hopefully the inventory filling bug doesn't appear anymore.
I'm not too sure that it works, but at least in my tests it didn't occure anymore.
Additionally I've changed some values of the honeycomb, the hollow trees and the honey thought.
Hopefully they are working better this way :)


New Update:
Bees'n'Honey:
-Honey production is reduced in fall and stopped in winter.
-Mead (honey-wine) can now be brewed from honey.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 01.10.2016)
Post by: Devlah on October 01, 2016, 07:55:16 PM
I'm wondering if it may be possible to add crafting of HaulerBots and CleanerBots to some workstation bill?  I realize it's largely a question of balance, but logically, if I can build an Enhanced MAI, I should have no problem building a Roomba.

Would it be possible for me to edit one of the .xml files to accomplish this, or are we talking full-blown MOD here?

I often prefer the HaulerBots and CleanerBots because they don't add a pseudo-colonist , and it seems a bit overkill to build an expensive MAI just to haul things.  I find they often get destroyed quickly during a raid or manhunter invasion because they wander all over the map, and often get caught in a crossfire, as well as being targeted by enemies. 

Although I suppose a solution to that would be to have them dock at their station when there's no job instead of wandering....
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 01.10.2016)
Post by: EldVarg on October 01, 2016, 08:15:42 PM
In Robots++ you can build Cleaners and haulers:
https://ludeon.com/forums/index.php?topic=26151.0
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: Razorcake_ on October 02, 2016, 03:27:52 PM
Um idk if its only me but when I install anyone of the robot mods and launch the game it makes everything cost 25 wood or 25 steel plz help
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 01.10.2016)
Post by: 14m1337 on October 02, 2016, 07:38:25 PM
you're not the first one who experiences this. this may be caused by a combination of mods, or a hash collision (ask the modders for more information about that). for example, I'm using all MAI, Robots, Robots++ and I have NO problems.
you could try changing your mods' loading order to solve your problem. if that doesn't work, you should deactivate some of your mods until the error is gone. if you find out a combination of mods that cause the error please share the information !!!
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: Expresso on October 03, 2016, 02:41:38 AM
Quote from: Razorcake_ on October 02, 2016, 03:27:52 PM
Um idk if its only me but when I install anyone of the robot mods and launch the game it makes everything cost 25 wood or 25 steel plz help

It is not the first time I've noticed complaint about the quota value of 35/25. I use fashion Robots, Robots + Robots ++ and do not feel voiced concerns. Most likely the problem is caused by the use of other mods
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 01.10.2016)
Post by: Canute on October 03, 2016, 04:40:48 AM
Just a question,
it is by default that the nano printer/scanner are sold by traders ?
Or does it is just a mod conflict currently with my game ?

If they are sold by traders by default, you should made these 2 items minified, because after i bought them they got build right at the place they land.
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: Haplo on October 03, 2016, 04:52:57 AM
Quote from: Razorcake_ on October 02, 2016, 03:27:52 PM
Um idk if its only me but when I install anyone of the robot mods and launch the game it makes everything cost 25 wood or 25 steel plz help
The last time I heard this, it was because the game wasn't updated to 15c.
Which game version do you have? Can you post your output_log.txt file? Did you restart RimWorld? Did you start a new colony? (the last one shouldn't really be necessary, but..)

Quote from: Canute on October 03, 2016, 04:40:48 AM
Just a question,
it is by default that the nano printer/scanner are sold by traders ?
Or does it is just a mod conflict currently with my game ?

If they are sold by traders by default, you should made these 2 items minified, because after i bought them they got build right at the place they land.
Hmm I thought I had them minimized. I'll look into it, thanks :)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 01.10.2016)
Post by: thedee05 on October 05, 2016, 02:48:51 PM
I am excited to try this. I would love to see some of these things too.
https://ludeon.com/forums/index.php?topic=24827.msg255943#msg255943
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 01.10.2016)
Post by: Haplo on October 05, 2016, 04:48:47 PM
I think my version handles a good part of your suggestions.
For some part I'm unwilling to do them, because it will be too complex without any real benefit.
For your wax ideas: I thought about adding the wax part. I've just left it out because.. do we really need candles?
For the medicine part: This can be easily added via honey+healroot as the resource.. Maybe.. Not sure yet..
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 01.10.2016)
Post by: Serenity on October 05, 2016, 05:03:51 PM
I haven't really tried the bee hives yet as my boreal forest save game broke when I was getting around to it ( :( ) and now I'm doing extreme desert, but I think it said something that flowers are good for bees, which makes sense of course. But do regular crops work too? Could I put a bee hive in a greenhouse?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: lc-soz on October 06, 2016, 12:01:38 AM
I can't use the "Miscellaneous_Robots_0154" mod. I'm playing RimWorld 15c version 15.1282. The screenshot I took was with only the core mod and the Robots.

[attachment deleted by admin - too old]
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Canute on October 06, 2016, 02:06:32 AM
Quote from: luc-soz on October 06, 2016, 12:01:38 AM
I can't use the "Miscellaneous_Robots_0154" mod. I'm playing RimWorld 15c version 15.1282. The screenshot I took was with only the core mod and the Robots.
Read the 1. page again, you need the Miscellaneous 'CORE' part installed before the robots part.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Canute on October 06, 2016, 02:51:25 AM
QuoteAlternatively you can brew mead (honey-wine) from the honey.
Did you install this yet ?
I couldn't find any recipe to made this.
Maybe add honey as ingredent like milk and sugar ?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: lc-soz on October 06, 2016, 03:35:07 AM
Quote from: Canute on October 06, 2016, 02:06:32 AM
Quote from: luc-soz on October 06, 2016, 12:01:38 AM
I can't use the "Miscellaneous_Robots_0154" mod. I'm playing RimWorld 15c version 15.1282. The screenshot I took was with only the core mod and the Robots.
Read the 1. page again, you need the Miscellaneous 'CORE' part installed before the robots part.

I know that. When I "writed" core mod I was talking about Miscellaneous 'CORE' coming first. Still the same problem. Thank you anyway.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Canute on October 06, 2016, 05:57:39 AM
Do you use a different lang. then engl. ?
Does you used any mod that change the Rimworld Core before ? Just delete Core and unpack rimworld again.
Did you used any of the Misc. Mod before and just overwrite the old folder with the new version ? Try to delete the old folder and unzip it again.

Normaly there shouldn't be any problems. So there must be any other irregularies.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Haplo on October 06, 2016, 03:22:22 PM
Quote from: Canute on October 06, 2016, 02:51:25 AM
QuoteAlternatively you can brew mead (honey-wine) from the honey.
Did you install this yet ?
I couldn't find any recipe to made this.
Maybe add honey as ingredent like milk and sugar ?
Did you take a look at the brewery? I've added the mead recipe to it :)

Quote from: luc-soz on October 06, 2016, 12:01:38 AM
I can't use the "Miscellaneous_Robots_0154" mod. I'm playing RimWorld 15c version 15.1282. The screenshot I took was with only the core mod and the Robots.
...
I know that. When I "writed" core mod I was talking about Miscellaneous 'CORE' coming first. Still the same problem. Thank you anyway.

I have heard that some people still experience this, but normally it should be harmless... I think.....
You could try to debug-place some robots on your map, start them, save and re-load it. If it's loading without problems after a game restart then you should be fine using it.
If not then I'm sorry but I can't help you. The problem comes from the vanilla code and it's nothing I can change.. :(
It was partially fixed in a15c and will hopefully be completely fixed in alpha 16..
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: lc-soz on October 06, 2016, 04:08:42 PM
Quote from: Haplo on October 06, 2016, 03:22:22 PM
I have heard that some people still experience this, but normally it should be harmless... I think.....
You could try to debug-place some robots on your map, start them, save and re-load it. If it's loading without problems after a game restart then you should be fine using it.
If not then I'm sorry but I can't help you. The problem comes from the vanilla code and it's nothing I can change.. :(
It was partially fixed in a15c and will hopefully be completely fixed in alpha 16..

I get the same error when I play with others 12 mods. There's a chance the install this mod will affect others mods? And I can use it in the save I'm already playing (4 years already..)?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Canute on October 06, 2016, 04:17:38 PM
Quote from: Haplo on October 06, 2016, 03:22:22 PM
Quote from: Canute on October 06, 2016, 02:51:25 AM
QuoteAlternatively you can brew mead (honey-wine) from the honey.
Did you install this yet ?
I couldn't find any recipe to made this.
Maybe add honey as ingredent like milk and sugar ?
Did you take a look at the brewery? I've added the mead recipe to it :)
Ok, my mistake i was sure i copied the new version over , but it looks i didn't do it.
Found the mead recipe now.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Haplo on October 06, 2016, 05:01:11 PM
Quote from: luc-soz on October 06, 2016, 04:08:42 PM
...
I get the same error when I play with others 12 mods. There's a chance the install this mod will affect others mods? And I can use it in the save I'm already playing (4 years already..)?
I can't guarantee anything. My mods shouldn't affect other mods as far as I know, but I'm not 100% sure, sorry.
Your old mod will not have some things (like the hollow trees of bees), but most stuff should work.
But you should just test it. I mean 'What could possibly go wrong,' right? ;)
Just don't overwrite your original save and you'll always have a backup available to revert to ;D
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: lc-soz on October 06, 2016, 06:55:40 PM
Quote from: Haplo on October 06, 2016, 05:01:11 PM
Quote from: luc-soz on October 06, 2016, 04:08:42 PM
...
I get the same error when I play with others 12 mods. There's a chance the install this mod will affect others mods? And I can use it in the save I'm already playing (4 years already..)?
I can't guarantee anything. My mods shouldn't affect other mods as far as I know, but I'm not 100% sure, sorry.
Your old mod will not have some things (like the hollow trees of bees), but most stuff should work.
But you should just test it. I mean 'What could possibly go wrong,' right? ;)
Just don't overwrite your original save and you'll always have a backup available to revert to ;D

Okay, thank you for the support. :)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Canute on October 07, 2016, 10:05:39 AM
MAI and robots wear an energy field as default appareal now. And it is Ok that that object isn't dropable.
But when you try to equip anything on MAI/robot the energy field AND the one you try to equip disappear.
You need to drop the energy field before to equip something safe.
Not a very big deal since robots and MAI never equip things by their own.

But whats about some research about the energy field.
More armor, movent bonus, global work bonus.
The nanite asssembler restore missing bodyparts of the MAI, he should restore the enrgy field too, when the MAI don't wear anything and recharge.
BTW. does the nanite assembler works on robot recharger too, most of my robots got missing Com. units.

Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Haplo on October 07, 2016, 12:04:21 PM
The missing Com unit is intentional. That is my try to reduce their interaction with normal colonists. I haven't found any other way to disable their speak ability :)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: lc-soz on October 07, 2016, 12:24:28 PM
Quote from: Haplo on October 06, 2016, 05:01:11 PM
But you should just test it. I mean 'What could possibly go wrong,' right? ;)
Just don't overwrite your original save and you'll always have a backup available to revert to ;D

I tested for for arroud 3 hours without any problem, thanks :D
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: duduluu on October 08, 2016, 10:20:45 AM
Hello, Haplo!
I'd like to translate you mods to Chinese.
Could you allow add the language data to your mods?
So that player those subscribe you steam workshop can use your mod in Chinese.
If it's ok, tell me your email by messege, I'd be grateful to you!
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Haplo on October 08, 2016, 02:52:50 PM
No, sorry, no email from me :)
But you can add the files to your post and I'll add them to the mod.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: lc-soz on October 10, 2016, 03:22:31 PM
I was using Misc.  Robots alone and buying robots normally, but after intall Misc. MAI in my game there've been more than 5 robot traders without any robots (before every robot trader had robots). Print in attachment.

[attachment deleted by admin - too old]
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: TobinSamael on October 11, 2016, 04:52:14 PM
I'm probably just being daft, here, but are the links to the A14 versions still available? (They're presumably still up on MediaFire, but I don't have the links themselves.) As you know, CCL is still on A14, so I haven't jumped to 15 yet.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Haplo on October 12, 2016, 06:15:27 AM
No, the alpha14 Versions are only available on nexusmod.
There are all my previous versions.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: faltonico on October 12, 2016, 05:58:33 PM
Hello there,
I had a railgun drop from a raid, and i'm only using:
Misc. core
Misc. training
Misc. robots
Misc. MAI
Misc. incidents

o.O
Nice weapon.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: Haplo on October 13, 2016, 06:17:14 AM
Hehe, lucky you :)
The raiders must have been rather rich to afford it in the first place. 8)
Nice, but rather deadly if used against you I think?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 15.10.2016)
Post by: Litcube on October 15, 2016, 01:59:14 PM
Was SHIT-Q & SHIFT-E removed from the mod?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 15.10.2016)
Post by: Canute on October 15, 2016, 04:47:36 PM
No, but it only works if you got an active tac. computer.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 05.10.2016)
Post by: faltonico on October 15, 2016, 11:47:50 PM
Quote from: Haplo on October 13, 2016, 06:17:14 AM
Hehe, lucky you :)
The raiders must have been rather rich to afford it in the first place. 8)
Nice, but rather deadly if used against you I think?
My defenses took care of them xD
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 15.10.2016)
Post by: Canute on October 16, 2016, 02:38:54 AM
Mostly i found these weapons on rumors and anomalies.

But Haplo can't you unhide the railgun for stockpiles ?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 15.10.2016)
Post by: lc-soz on October 18, 2016, 01:28:26 PM
When robots (cleaning and hauling) are destroyed my colonist feel debuff in mood (colonist died), it is supposed to be like that?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Haplo on October 18, 2016, 06:11:56 PM
Quote from: lc-soz on October 18, 2016, 01:28:26 PM
When robots (cleaning and hauling) are destroyed my colonist feel debuff in mood (colonist died), it is supposed to be like that?
Sorry, as the robots are changed pawns, I can't influence the colonists to not get the debuff...

Quote from: Canute on October 16, 2016, 02:38:54 AM
...
But Haplo can't you unhide the railgun for stockpiles ?

The new Miscellaneous Core has the Railgun visible in the menu.

UPDATE
I've updated Miscellaneous Core with the following changes:
- Various text, price and other values are slightly modified.
- The Railgun is now available in stockpile menus.
- BugFix: The colonist group keys (6..9, 0, Backspace) are now disabled while you enter something into an input field.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: MercuryDoll on October 23, 2016, 06:01:52 PM
Is there absolutely no way of "upgrading" a MAI once it has been activated? I had a cargopod drop an inactive MAI shortly after the start of a new game and though i could use the helping hand, so i used the spare materials i found to activate her but she didn't do much outside of cutting trees and hauling stuff.
Was that a design decision or is it a technical limit?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: faltonico on October 26, 2016, 08:57:55 AM
Hi there!
Please help me with a couple of questions:
Is MAI able to get any disease by default? and, What does a mod needs to do to get MAI sick of any disease?

Thank you in advance! =)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Simulacrum0 on October 26, 2016, 04:33:12 PM
Haplo can you make it so incidents treasureDefs can use categories and trader tags?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Canute on October 26, 2016, 05:28:33 PM
Quote from: faltonico on October 26, 2016, 08:57:55 AM
Hi there!
Please help me with a couple of questions:
Is MAI able to get any disease by default? and, What does a mod needs to do to get MAI sick of any disease?
You know, MAI isn't a human or biological being. It is an anorganical being with a integrated circuit "brain".
Theoretical a computer virus can infect it (berserk). Or bacteria which eat anorganic structure(carcinome) or nanites which deconstruct slowly it(blood loose).
But none are currently in the game/mod, but i think Haplo can add this kind in his incidents mod, or seperate one because they can adds robots and MAI.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: faltonico on October 26, 2016, 06:01:56 PM
Quote from: Canute on October 26, 2016, 05:28:33 PM
You know, MAI isn't a human or biological being. It is an anorganical being with a integrated circuit "brain".
Theoretical a computer virus can infect it (berserk). Or bacteria which eat anorganic structure(carcinome) or nanites which deconstruct slowly it(blood loose).
But none are currently in the game/mod, but i think Haplo can add this kind in his incidents mod, or seperate one because they can adds robots and MAI.

Are you hypothesizing or are you stating facts? because one of my MAIs got sick and died of a disease, and i had even the option to eat it.
The thing is that i don't know if that is because of a mod (because that disease is specific to that mod) or is because they can be sick by design. Cause i think i have heard him somewhere to say that MAI is a swapped colonist or something like that.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Canute on October 27, 2016, 02:42:20 AM
Ok, i wasn't aware that a MAI can get a regular disease, never encounter that myself. More details about it need to say haplo.
Yes MAI and robts you can force to eat/drink, but they don't want do it finaly.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: 14m1337 on October 27, 2016, 07:18:46 AM
Quote from: Canute on October 27, 2016, 02:42:20 AM
Ok, i wasn't aware that a MAI can get a regular disease, never encounter that myself. More details about it need to say haplo.
Yes MAI and robts you can force to eat/drink, but they don't want do it finaly.

you can even force them to wear tools and toolbelt from the "RightToolForTheJob"-mod
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: viesic007 on October 30, 2016, 11:58:21 AM
I have a problem with the Robots mod, every time I activate it, it- either changes the build cost of everything to a single value, or removes the build cost entirely. Is this happening to anyone else?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Canute on October 30, 2016, 03:40:14 PM
Build cost, robots ??  I think you mean the MAI not the robots.

Do you know there are serveral raw resouces they are labeld as "small" ? You can identiy them when they stack over 75 to 500.
This is maybe your problem, it requiere 20 gold or silver (can't remember) at the bill, that means you need 20 x20 of it.

Is that your problem ?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: viesic007 on October 30, 2016, 04:28:44 PM
Quote from: Canute on October 30, 2016, 03:40:14 PM
Build cost, robots ??  I think you mean the MAI not the robots.

Do you know there are serveral raw resouces they are labeld as "small" ? You can identiy them when they stack over 75 to 500.
This is maybe your problem, it requiere 20 gold or silver (can't remember) at the bill, that means you need 20 x20 of it.

Is that your problem ?
Sorry on not making it clear enough, I meant that once I activate the Misc. Robots part of the modpack the cost of constructing literally everything freezes on the cost of the first item you mouse over.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Canute on October 31, 2016, 02:09:27 AM
Did you activate the Misc. Core part before the Robot part ?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: drats666 on October 31, 2016, 02:36:03 AM
having some issues with creating a new bot. followed the tutorial listed in this thread but it is throwing errors. the bot is a research bot and it is not giving it the skill it needs to do its job. Other bots I have made are working fine. the researcher bot shows up but does not have researcher skill. hope someone can help.

here is the snipets of my researcher bot.
AIRobot_Races.xml
<ThingDef Class="AIRobot.ThingDef_AIRobot" ParentName="BaseAIRobot">
    <defName>AIRobot_ResearcherBot</defName>
    <label>Researcher Bot</label>
    <description>Why research new things with your inefficent mind when you can have a robotic brain do it for you?</description>
    <uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>
    <statBases>
<MarketValue>750</MarketValue>
<MoveSpeed>2.50</MoveSpeed>
<Flammability>1.0</Flammability>
<ComfyTemperatureMin>-20</ComfyTemperatureMin>
<ComfyTemperatureMax>40</ComfyTemperatureMax>
<LeatherAmount>0</LeatherAmount>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>80</defaultCooldownTicks>
        <meleeDamageBaseAmount>1</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
      </li>
    </verbs>
<race>
<thinkTreeMain>AIRobot</thinkTreeMain>
<thinkTreeConstant>AIRobotConstant</thinkTreeConstant>
<intelligence>Humanlike</intelligence>
<makesFootprints>false</makesFootprints>
<nameCategory>HumanStandard</nameCategory>
<body>AIRobot</body>
<baseBodySize>0.6</baseBodySize>
<baseHungerRate>0.5</baseHungerRate>
<baseHealthScale>0.6</baseHealthScale>
</race>
<recipes>
</recipes>

<normalHeadGraphicPathMulti>Things/AIRobot/AIRobot_Head_Alpha</normalHeadGraphicPathMulti>
<refreshBaseInfosMax>2000</refreshBaseInfosMax>
<refreshQuickMax>25</refreshQuickMax>
<incapToExplosionCounter>200</incapToExplosionCounter>

<passionLevel>0</passionLevel>
<startingSkillLevel>10</startingSkillLevel>
<enhancedAI>false</enhancedAI>

<workTag>2</workTag>
<workTypeDefs>
<li>Research</li>
</workTypeDefs>

<!-- Debugging
<showAsColonist>True</showAsColonist> -->

  </ThingDef>


AIRobot_PawnKinds.xml
<PawnKindDef>
<defName>AIRobot_ResearcherBot</defName>
<label>Researcher Bot</label>
<race>AIRobot_ResearcherBot</race>
<combatPower>999999</combatPower>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Spacer</backstoryCategory>
<isFighter>false</isFighter>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/AIRobot/GardenerBot</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>3</drawSize>
<shadowData>
<volume>(0.4, 0.2, 0.4)</volume>
<offset>(0,0,0)</offset>
</shadowData>
</bodyGraphicData>
</li>
</lifeStages>
<weaponMoney>
<min>0</min>
<max>0</max>
</weaponMoney>
<weaponTags>
<li>Gun</li>
</weaponTags>
<apparelTags>
<li>Spacer</li>
</apparelTags>
<apparelMoney>
<min>0</min>
<max>0</max>
</apparelMoney>
<apparelIgnoreSeasons>true</apparelIgnoreSeasons>
<apparelAllowHeadwearChance>0</apparelAllowHeadwearChance>
<backstoryCryptosleepCommonality>0</backstoryCryptosleepCommonality>
<forceNormalGearQuality>false</forceNormalGearQuality>
</PawnKindDef>


AIRobot_Buildings_RechargeStation.xml
<ThingDef Class="AIRobot.ThingDef_AIRobot_Building_RechargeStation" ParentName="AIRobotRechargeStationBase">
<defName>AIRobot_RechargeStation_ResearcherBot</defName>
<label>ResearcherBot Base Station</label>
<description>This station comes equipped with a specialized robot.</description>
<graphicData>
<texPath>Things/Building/AIRobot_RechargeStation/AIRobotRechargeStation_GardenerBot</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(1,1)</drawSize>
<damageData>
<rect>(0.05,0.05,0.95,0.95)</rect>
</damageData>
</graphicData>
<minifiedDef>AIRobot_MinifiedRechargeStation</minifiedDef>
<fillPercent>0.25</fillPercent>
<statBases>
<MaxHitPoints>50</MaxHitPoints>
<Beauty>0</Beauty>
<WorkToMake>3000</WorkToMake>
<MarketValue>750</MarketValue>
</statBases>
<costList>
<Steel>50</Steel>
<Component>3</Component>
</costList>

<secondaryGraphicPath>Things/Building/AIRobot_RechargeStation/AIRobotRechargeStation_Empty1</secondaryGraphicPath>
<spawnThingDef>AIRobot_ResearcherBot</spawnThingDef>
<rechargeEfficiency>1.0</rechargeEfficiency>
</ThingDef>


here is a screenshot of the error http://prntscr.com/d146kp (http://prntscr.com/d146kp)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Haplo on November 01, 2016, 06:13:37 AM
Yes, sorry. That may be one of the two or three hard-coded not usable skills.
I've disabled a few to reduce the needed calculation time for all backstories. With all available it took too long to calculate all possible backstories, so I've disabled two or so to reduce the needed possibilities a bit.
I think it was social, fighting and research? I'm not 100 sure right now without looking into the code.. But I'm rather sure that research is one of them. So this isn't a possible robot without changes in the c# code, sorry.
Edit: FYI: Only the worktags Artistic and Intellectual are disabled. Unfortunately Intellectual is needed for research, sorry.


For the problem with the costs: do you play alpha 15c previous versions are NOT supported!
And did you restart after activation?
Did you also have it activated in the correct sequence? Core... Misc Core, Other Misc Mods...
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: drats666 on November 01, 2016, 08:57:44 PM
that is pretty sad to hear :( made a firefighter bot, animal specialist bot and a warden bot, working on textures for them.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: faltonico on November 01, 2016, 10:51:21 PM
Hey Haplo! a Straightforward question for you.
How do i make MAI not able to get sick from radiation (from Rimushima mod) and/or toxic buildup (form toxic fallout)?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Haplo on November 04, 2016, 08:01:45 AM
Short answer: If she gets ill right now, then you cant prevent it..
I thought I built some code to remove it automatically, but I didn't test it lately so it may not work anymore..
Or.. No sorry, that was for injuries, not illnesses..
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Wishmaster on November 04, 2016, 02:15:00 PM
I noticed the hauling and cleaning bots can capture prisoners. Is it meant to be possible ?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: faltonico on November 04, 2016, 03:19:38 PM
Quote from: Haplo on November 04, 2016, 08:01:45 AM
Short answer: If she gets ill right now, then you cant prevent it..
I thought I built some code to remove it automatically, but I didn't test it lately so it may not work anymore..
Or.. No sorry, that was for injuries, not illnesses..

Thank you =)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Domar on November 05, 2016, 12:02:15 AM
Hi there, I'm having trouble in A15 with the Incidents, MAI, and Robots add-ons, each of them gives a an error for objects loaded, such as "TacticalComputer already has short hash", the other ones giving this error are AIPawn_Constructor, AIPawn, AIPawnE, AIPawn_RechargeStation, AIPawn_RechargeStation2x, AIRobot_Cleaner, AIRobot_Hauler, AIRobot_RechargeStation_Cleaner, and AIRobot_RechargeStation_Hauler, is there any way to quickly fix these issues? I can load a map fine(or so it seems), but after a few days ingame I'll get some weird graphical bugs that make the map unplayable, these are the only errors the log is spitting out.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Canute on November 05, 2016, 04:10:00 AM
Did you run Misc mods before and just update them to a newest version ?
If yes, delete all Misc mods, and unzip them again and check if this helps.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Haplo on November 05, 2016, 08:40:41 AM
Quote from: Domar on November 05, 2016, 12:02:15 AM
Hi there, I'm having trouble in A15 with the Incidents, MAI, and Robots add-ons, each of them gives a an error for objects loaded, such as "TacticalComputer already has short hash", the other ones giving this error are AIPawn_Constructor, AIPawn, AIPawnE, AIPawn_RechargeStation, AIPawn_RechargeStation2x, AIRobot_Cleaner, AIRobot_Hauler, AIRobot_RechargeStation_Cleaner, and AIRobot_RechargeStation_Hauler, is there any way to quickly fix these issues? I can load a map fine(or so it seems), but after a few days ingame I'll get some weird graphical bugs that make the map unplayable, these are the only errors the log is spitting out.

These are issues from the base game. They should be corrected somewhat in alpha 15c.
Are you using 15c? This mod doesn't work with 15a/b.
Will the errors still appear when you fully restart the game?
But unfortunately the short hash problem is not something I can change.
There will be additional changes in alpha 16 to correct the last issues with this problem. But for now they shouldn't make any problems anymore when you're on 15c.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: faltonico on November 05, 2016, 09:03:32 PM
Hello Haplo!
I just wanted you to know that your bots cannot get sick... they made it all the way into a nuclear fallout.
How different are them to MAIs?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Haplo on November 06, 2016, 10:16:23 AM
Hmm I'll have to look into it. I may have changed the way the robots handle that.. But yes, the robots code got some serious updates lately and I may have changed this too..
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: duduluu on November 07, 2016, 12:10:13 PM

Hi! Haplo!
We finished the translation for your Misc. Mods and Power Switch Mod.
https://github.com/RimWorld-zh/Haplo-Mods-zh
Would you add these files to your mods?

Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Haplo on November 08, 2016, 11:23:19 AM
Thank you for your hard work!
I'll add them to the mods soon ;D
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Hydromancerx on November 09, 2016, 08:30:14 PM
In the Map Generator mod how do I make a huge parking lot that covers the whole map?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Haplo on November 10, 2016, 12:04:45 AM
Make it the mapsize - 2 and activate the center map flag.
You can test the center map flag previously with a smaller blueprint ;)
Title: the mai shield
Post by: pyr0kid on November 20, 2016, 08:57:35 PM
is there anyway to replace or repair the shields that MAIs spawn with?

edit: this game just loves fucking with me. so, i guess the nano thing does heal that aswell. also while im making an edit, any idea how to turn off this verification crap?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: SSven on November 26, 2016, 01:24:35 AM
Hi there it seems robots addition screws up the game a little bit; cant change material of buildings. Well, i can but they still accept wood only. They still build "slate wall" with the wood but it still wants wood. Gives back wood after deconstruction. Version alpha15b. Only Misc Core and robots are loaded, core first and robots second. all other mods are disabled and restarted the game after disabling other mods.

What is going on? This > https://gyazo.com/50c35217a811baf0c0c203223846c333
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Canute on November 26, 2016, 03:07:48 AM
QuoteVersion alpha15b
Most of the mods, special the ones who are marked with A15c, didn't work (well) with previous rimworld version.
You should update and check if that helps.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: SSven on November 26, 2016, 04:51:03 AM
Updating seems to be helpful, thanks Canute!
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: HeruAsatru on December 11, 2016, 10:07:35 AM
I seem to have a problem where the frames drop to 10-20 when the Hauling Bots have nothing to do and are idly wandering around. Any idea what I can do about that besides deactivating them when there's nothing to do?
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Haplo on December 12, 2016, 12:39:17 AM
Sorry, but there isn't anything I can do about it. The code it uses for the idling is the same code every other pawn uses. Aka vanilla code.
Hopefully this will be better in a16..
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: 14m1337 on December 12, 2016, 07:36:44 AM
how about giving a separate idle mode to the bots: if there's nothing to do, then they may go back to their base station and start reloading. after being fully loaded, they start business as usual. if there's nothing to do, and they are nearly at full energy, they could enter a waiting mode in their base station for about let's say 24 hours. and the player detects anything that needs to be done by the bot, he can activate the bot manually.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Canute on December 12, 2016, 09:14:40 AM
I think the Idle lag from robots comes , because they search for work.

Like 14m mention before, when a robots becomes idle, he should allways return to the base.
But i think the recharge process allways should maintain a fixed time, 1 ingame hour.
After these hour the robot becomes active again, and look for work. If he don't find any he just start another maintain cycle.
I don't think haplo will change this for A15 but for A16 he should change the idle robots. :-)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Thundercraft on December 20, 2016, 01:18:33 AM
PTW.

Also, is it too soon to ask if A16 updates are in the pipeline? (Misc. MapGenerator is what I miss most.)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Trinan on December 20, 2016, 04:09:30 PM
I have the problem that my May as need has Codependent to May2, May3 May 4 May 5 May6 .. what does that mean ??

All 6 Ai are still in my Base :(
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Hammurapie on December 21, 2016, 06:51:58 AM
 MAI for a16 soon?  ::)
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: Love on December 21, 2016, 07:00:32 AM
Quote from: Hammurapie on December 21, 2016, 06:51:58 AM
MAI for a16 soon?  ::)
He's working on it, a few of his mods are updated on the Workshop and I imagine he'll update the thread when he's finished.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: 1 Kiwi on December 22, 2016, 07:59:36 PM
PTW.
Title: Re: [A15c] Miscellaneous w MAI+Robots (V 0.15.4 / 19.10.2016)
Post by: etoire on December 23, 2016, 03:17:14 PM
I had no idea how valuable those little robot haulers were to me until they were taken away. Cheerily awaiting an update to hauling robots and wishing you happy holidays.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.1 / 24.12.2016)
Post by: Haplo on December 23, 2016, 06:30:21 PM
I've updated what I currently can.
Unfortunately Robots have a breaking bug that I'm unable to fix for now.
And because of the bug hunting in Robots I didn't have time to look at Mai and Objects.
Incidents will not be updated for now. I will most likely rework it completely to integrate the current caravan functionality later on.

But on the positive side: I've added a MapGen version for generating Faction bases.
You are also invited to make your own bases and add them to the blueprints on GitHub (https://github.com/HaploX1/RimWorld-MapGenBaseBlueprints). They will then incorporated by me and released with the next version.

A special TEST-Version of the mod can be downloaded here (http://www.mediafire.com/file/24zrpc5c5mw55gg/Miscellaneous_MapGenerator_FactionBase_BlueprintTEST_0167.zip).
This version ALWAYS takes one of the available Blueprints and NEVER the vanilla.
Just remove the available blueprint file and add your own and you can always test your blueprint by attacking enemy faction bases. :)
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.1 / 24.12.2016)
Post by: harpo99999 on December 24, 2016, 07:35:34 AM
thanks for the updates, and enjoy your beermas
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.1 / 24.12.2016)
Post by: Azeyrt on December 25, 2016, 02:59:12 PM
Of the many mods I use, this one is my favorite :)
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.1 / 24.12.2016)
Post by: Tig2 on December 25, 2016, 03:19:41 PM
Bees !! I whose wondering when someone sniff a grate potential in this topic! Grate! Thank You for that Christmas present !
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.1 / 24.12.2016)
Post by: Hydromancerx on December 26, 2016, 06:40:05 AM
This community has so many talented modders. Someone must be able to help save this mod. You guys are smart people! I know you can do it!!
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.1 / 24.12.2016)
Post by: Didact04 on December 26, 2016, 08:54:22 AM
Quote from: Hydromancerx on December 26, 2016, 06:40:05 AM
save this mod

The mod doesn't need saving, it requires re-wiring. This tends to be rather laborious and tedious, and must be done by someone who understands the code. Learning how to use existing code looks scarier than making it yourself and learning it that way.

Someone stepping up would potentially help divide the work load, but the mod's life doesn't depend on it.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.1 / 24.12.2016)
Post by: Azeyrt on December 26, 2016, 04:54:27 PM
Will you never be able to fix Robots? Please keep us updated
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 26.12.2016)
Post by: Haplo on December 26, 2016, 05:03:23 PM
I'm not willing to say never. When I have a bit time after christmas I'll take a look into converting the robots to be animals instead of over configured colonists as they are now. Maybe then they'll work again.
BUT this will not be something that is ready anytime soon(TM)...


PS:
I've updated the MapGenerator to fix a problem with active Scythers at game start.
Additionally I've expanded the faction base generator to suport power conduits placed under walls.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 26.12.2016)
Post by: magik20 on December 26, 2016, 05:05:46 PM
Quote from: Haplo on December 26, 2016, 05:03:23 PM
I'm not willing to say never. When I have a bit time after christmas I'll take a look into converting the robots to be animals instead of over configured colonists as they are now. Maybe then they'll work again.
BUT this will not be something that is ready anytime soon(TM)...


PS:
I've updated the MapGenerator to fix a problem with active Scythers at game start.
Additionally I've expanded the faction base generator to suport power conduits placed under walls.

as long as these robots eat kibble and not my freaking lavish meals!
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 26.12.2016)
Post by: Smexy_Vampire on December 26, 2016, 08:24:17 PM
Quote from: magik20 on December 26, 2016, 05:05:46 PM
Quote from: Haplo on December 26, 2016, 05:03:23 PM
I'm not willing to say never. When I have a bit time after christmas I'll take a look into converting the robots to be animals instead of over configured colonists as they are now. Maybe then they'll work again.
BUT this will not be something that is ready anytime soon(TM)...


PS:
I've updated the MapGenerator to fix a problem with active Scythers at game start.
Additionally I've expanded the faction base generator to suport power conduits placed under walls.

as long as these robots eat kibble and not my freaking lavish meals!

lol thay never needed to eat just use there batterys and rest but as animals will R.I.P drug abused robots on luci
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: qxevtnulu on December 31, 2016, 05:11:54 AM
Thinks for the guy who developed this mod, especially the "Misc. MAI" mod . It's great and funny. Hope to play the mod of " Misc.  MAI" in version A16 soon. Happy new year!
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: 14m1337 on December 31, 2016, 07:54:28 AM
Quote from: qxevtnulu on December 31, 2016, 05:11:54 AM
Thinks for the gay who developed this mod [...]

you mean guy, don't you ? :D
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 26.12.2016)
Post by: Thundercraft on December 31, 2016, 10:15:56 AM
Quote from: Haplo on December 26, 2016, 05:03:23 PM
...When I have a bit time after christmas I'll take a look into converting the robots to be animals instead of over configured colonists as they are now. Maybe then they'll work again.
BUT this will not be something that is ready anytime soon(TM)...

Nice! Sounds like a plan.

I do wonder if converting the robots into animals instead of being colonists might allow them to play nice with the Combat Realism mod. Just a thought I had. But then, I'm something of an optimist. ;D
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Azeyrt on December 31, 2016, 02:52:32 PM
is MAI updatable?
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Canute on December 31, 2016, 05:49:01 PM
Just wait a few weeks, he is working first on the robots, and it looks he need to rework the robots-code to work for A16 but that wasn't the first time.

Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Haplo on January 02, 2017, 08:41:16 AM
Just a small status update:
I was downed by a re-visit of my christmas flu over the last few days and am still not much better.
Because of that it will take a while longer until I'll start my work on Robots and the other missing mods of Miscellaneous.. Sorry..
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Canute on January 02, 2017, 09:59:05 AM
Don't worry the vacation time is over, now the people got less time to play and ask for mod updates :-)

Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Azeyrt on January 02, 2017, 02:56:04 PM
Thank you :)
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Smexy_Vampire on January 02, 2017, 05:32:48 PM
Quote from: Haplo on January 02, 2017, 08:41:16 AM
Just a small status update:
I was downed by a re-visit of my christmas flu over the last few days and am still not much better.
Because of that it will take a while longer until I'll start my work on Robots and the other missing mods of Miscellaneous.. Sorry..
get well man :D
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: diegoloretti on January 02, 2017, 06:24:32 PM
Can you add a way to craft the Railgun? I fell in love with the weapon. Been having to add through EDP mod.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Canute on January 02, 2017, 06:32:57 PM
I bet he never will do this.
The railgun is a special weapon you only can get from the exploration event.
And from high-tech pirates/faction, thats at last i got a few ones.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Azeyrt on January 02, 2017, 09:43:25 PM
The railgun doesn't really belong in this mod anyways
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: RazorHed on January 03, 2017, 03:23:23 AM
How do you get bee queens?
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Canute on January 03, 2017, 04:15:12 AM
Main source, look for tree stumps at the map, they can appear anywhere if that biome support it.
Sometimes exotic trader can sell them.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Azeyrt on January 04, 2017, 03:26:12 PM
Exotic traders have worked for me.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: vv1911 on January 04, 2017, 06:22:12 PM
when will the robots be available
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: szypkiyakwonsz on January 05, 2017, 04:02:20 AM
Quote from: vv1911 on January 04, 2017, 06:22:12 PM
when will the robots be available

When it will be. I am not even involved in mod making and it annoys me as hell that You can't wait patiently and doesn't even care with capital letter or goddam exclamation mark. Yeah, grammar nazi stuff, but it changes the feeling of the sentence.

Haplo is doing us a favor for maintaining this awesome mod, cut the crap with those annoying questions in pretentious tone.

GRRRRRRRRR.

Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: TimTumm on January 05, 2017, 10:57:44 AM
I could not detect a "tone" in those 6 words.  Then again, I am a psychopath. :)
Sometimes mods get abandoned, and sometimes the new version makes a mod impossible. There should be a non-confrontational way to ask if the mod owner is planning to continue or not, without offending him.  A "ping" if you will.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Der Failer on January 05, 2017, 12:23:24 PM
Haplo stated (https://ludeon.com/forums/index.php?topic=3612.msg287726#msg287726) several (https://ludeon.com/forums/index.php?topic=3612.msg289056#msg289056) times (https://ludeon.com/forums/index.php?topic=3612.msg292265#msg292265)* now, that an update is in progress, but the robots will need a bigger rework and therefore the update will take some time (so it will be done sometime between now and the heat death of the universe).
Point is: It is done, when it is done.
*Individual links!
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: vv1911 on January 05, 2017, 12:39:56 PM
Quote from: szypkiyakwonsz on January 05, 2017, 04:02:20 AM
Quote from: vv1911 on January 04, 2017, 06:22:12 PM
when will the robots be available

When it will be. I am not even involved in mod making and it annoys me as hell that You can't wait patiently and doesn't even care with capital letter or goddam exclamation mark. Yeah, grammar nazi stuff, but it changes the feeling of the sentence.

Haplo is doing us a favor for maintaining this awesome mod, cut the crap with those annoying questions in pretentious tone.

GRRRRRRRRR.

i didnt asked yu but the def dipshit

User received a warning for this post.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Haplo on January 05, 2017, 04:43:24 PM
Hmm, this is the first time I had to issue a warning for someone in my own mod post..
So I ask you all, please remain calm and be a bit patient.

Yes, I know that some of you really are impatiantly waiting for Robots, but my currently re-visiting flu makes it hard to do any concentration work for longer than 5min. It slowly gets better, but this really killed my plans to finish the alpha 16 updates in 2016.
And as I'm not the only one down with it, I have not too much time for computer work. Family comes first, sorry.

On another note:
I do have a version of robots finished, that most likely will work. But it is only a quick and dirty fix, that doesn't really fix the problem, but circumvents the resulting error.
Because of that I'm unwilling to release it. Instead I'm trying to make a conversion where I'll try to use the animal mechanic.
This I've just started on and am unsure if it really works as I hope it will. But we'll see..
I'm not sure if the versions will be compatible is also one reason why I'm unwilling to release the QuickFix version. They may make problems later on if the older version is active and then the newer one uses a completely different mechanic..

Additionally I'm doing some bugfixing and am working on updating the remaining mod parts.
Though Incidents will not be updated anytime soon, as I will rework it later on to use the caravan functionality.

Hmm, anything more I've forgotten?

Yes, thank you guys for all the get-well-wishes.
I feel very honoured to get them. Thank you very much! ;D
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: JDcollie on January 05, 2017, 07:20:17 PM
Get well soon! I look forward to this mod whenever it released. Take the time you need to do it right :)
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: dismar on January 05, 2017, 07:38:47 PM
OH HEY! your the one that has the bees and honey I've been hearing about! I'll have to give it a try. Thanks!
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.2 / 28.12.2016)
Post by: Azeyrt on January 06, 2017, 01:50:52 AM
Quote from: Haplo on January 05, 2017, 04:43:24 PM
Hmm, this is the first time I had to issue a warning for someone in my own mod post..
So I ask you all, please remain calm and be a bit patient.

Yes, I know that some of you really are impatiantly waiting for Robots, but my currently re-visiting flu makes it hard to do any concentration work for longer than 5min. It slowly gets better, but this really killed my plans to finish the alpha 16 updates in 2016.
And as I'm not the only one down with it, I have not too much time for computer work. Family comes first, sorry.

On another note:
I do have a version of robots finished, that most likely will work. But it is only a quick and dirty fix, that doesn't really fix the problem, but circumvents the resulting error.
Because of that I'm unwilling to release it. Instead I'm trying to make a conversion where I'll try to use the animal mechanic.
This I've just started on and am unsure if it really works as I hope it will. But we'll see..
I'm not sure if the versions will be compatible is also one reason why I'm unwilling to release the QuickFix version. They may make problems later on if the older version is active and then the newer one uses a completely different mechanic..

Additionally I'm doing some bugfixing and am working on updating the remaining mod parts.
Though Incidents will not be updated anytime soon, as I will rework it later on to use the caravan functionality.

Hmm, anything more I've forgotten?

Yes, thank you guys for all the get-well-wishes.
I feel very honoured to get them. Thank you very much! ;D

thank you :)
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: FadingFog on January 06, 2017, 06:37:29 AM
I Russified your mod Miscellaneous Bee and Honey. You can add my translation to your mod. Link -> https://www.mediafire.com/?h9ablkecc8dcqoy
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: Haplo on January 06, 2017, 02:54:18 PM
Thank you, I'll add it to the next release :)
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: pktongrimworld on January 06, 2017, 03:03:47 PM
get better soon~!
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: 14m1337 on January 06, 2017, 08:56:27 PM
did you just update the misc robots mod ? I received an update on it on steam a few minutes ago ...
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: Azeyrt on January 07, 2017, 01:26:35 PM
I dont think he did.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: carpediembr on January 07, 2017, 11:59:49 PM
I only hope that the Cleaning/Haul robot will be CR compatible.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: Haplo on January 08, 2017, 08:42:32 AM
I did update the steam version for now with a first update to a 16 as the rework will take a while.
When it doesn't bring in error reports I'll release it here too.
And for cr compatibility: I'm not sure, but I won't do a compatibility patch anytime soon if it doesn't.
I just don't have the time for it.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: 14m1337 on January 08, 2017, 09:05:26 AM
it seems to run fine. took some time to get one sold by an exotic trader, but this lil' cleaning bot now does his work in my actual colony.
Title: Re: [A16] Miscellaneous w/o MAI+Robots (V 0.16.3 / 06.01.2017)
Post by: Dacksi on January 08, 2017, 02:02:35 PM
Hello, can someone tell me why I can not activate the cleaning robot?
Do they work at all in version 16?
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: Haplo on January 08, 2017, 03:31:24 PM
I have released a test version for now that should work with a16.

BUT there is one incompatibility thats been found right now:
Fluffys WorkTabs don't play nicely with my Robots, so you can only have one mod active. WorkTabs OR Robots. Not both.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: coldcell on January 08, 2017, 06:46:03 PM
Quote from: Haplo on January 08, 2017, 03:31:24 PM
I have released a test version for now that should work with a16.

BUT there is one incompatibility thats been found right now:
Fluffys WorkTabs don't play nicely with my Robots, so you can only have one mod active. WorkTabs OR Robots. Not both.

First time using Robots. Do I need to start a totally new game for it?

I load up my save with it enabled, but I don't see the option to get the robots running, or any new research that may have come up.

Edit: Oh this is buyable only? Alright....
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: etoire on January 08, 2017, 11:23:08 PM
I'm using the Misc. Objects mod and I'm trying to use the nano replicator. It doesn't seem very intuitive. I can't control what goes in it as a material, and I've lost a few supreme guns/valuable equipment to its aggressive nomming. Am I missing a stockpile options page? I don't have any option to choose what goes inside it.

Saving and exiting while the 3d printer is printing seems to clear its memory, too. I was 3D printing an item and save/exited to remove better pathfinding to test something and I checked the printer, it no longer had the item in memory.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: Haplo on January 09, 2017, 05:12:46 AM
The printer is normally simple to use, I think:
- set the scanner to only accept the weapon you like to have.
- wait till the weapon is on the scanner (quality doesn't matter)
- Start the printer
- the printer scans the gun and calculates the needed amount of steel
- your colonists will carry the steal to it (it behaves like a stockpile with critical setting)
- the printing starts and uses the steel to build it. Don't disturb it or you may loose steel to the incomplete weapon.
- the output is the weapon in normal quality.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: Canute on January 09, 2017, 06:17:24 AM
I think he mean he can force his pawn to haul material to the printer.

Yes this is a bit irritating, the haul priority for the printer is very low, it only get delivered when mort other important haul jobs are done.

And yes, loading mosttime disturb the printing process, but "mosttimes" the material isn't lost when you start a new printing.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: FadingFog on January 09, 2017, 01:34:47 PM
Hello, I Rusified your mod Misc. Robots. You can add my translation to your mod. Link -> http://www.mediafire.com/file/eaqulbuaq43gc2u/Russian_Misc._Robots.rar
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: Senio on January 09, 2017, 01:47:41 PM
Hello, can someone tell me why I can not activate the cleaning robot?
Do they work at all in version 16?
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: Dacksi on January 09, 2017, 02:38:49 PM
For me it was when I deactivated the Fluffys WorkTabs Mod. Since then the robots are running.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: Fluffy (l2032) on January 09, 2017, 03:21:27 PM
Robots should now work again together with my work tab - just make sure you have the latest version of the work tab.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.3 / 08.01.2017)
Post by: onerous1 on January 09, 2017, 07:39:11 PM
Has anyone has trouble with the archery range? For some reason it doesn't count as a joy object when the game initial prompts you to build one. Could it conflict with other mods that as joy objects such as Additional Joy Objects?
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Haplo on January 10, 2017, 08:12:40 AM
UPDATE
Robots and MapGenerator FactionBase was updated.

Robots:
Fixed the healing. Now they heal themselfs again when they are in the recharge station.
Exception are missing parts.
I've also added the russian translation thanks to AlexDeluxe :)

MapGenerator FactionBase:
Here is one big change that makes the creation of your own bases much easier:
I've added a converter -> It converts Fluffy's Blueprint files into MapGenerator FactionBase files.

Here is the extraction from the HowTo file:
- Create your Base in RimWorld (with dev mode) and save it with the Blueprint mod. Export the blueprint!
- Open Blueprint2MapGenConverter. It will automatically try to set your path -> Savegame-folder -> Blueprints folder
- Press 'Select File' and navigate to the exported blueprint file.
- Press 'Convert File'. Now it will convert the data from the blueprint file into the format needed for the MapGeneratorFactionBase blueprints.
  The converted file gets the Prefix 'MapGenerator_'
- Pressing 'Open Folder' will open the Explorer to the folder with the created file.
- Now you have a file where the Buildings and Floors are already set. You just have to change the Name, devName and createdBy and it is usable.
- You should now at least fill out the itemData / itemLegend section or the blueprint doesn't have any items (Not doable via Fluffy's Blueprint).

- Finally upload your finished blueprint to the GitHub-Repository, or post it in the Miscellaneous page on the forum:

The files and HowTo can be found here on the forum or on GitHub:

GitHub:
https://github.com/HaploX1/RimWorld-MapGenBaseBlueprints

Forum:
https://ludeon.com/forums/index.php?topic=3612.msg287726#msg287726
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Canute on January 10, 2017, 09:27:10 AM
QuoteException are missing parts.
I hope you can fix that, hauler bot with missing leg(s) isn't that good.
What do you think about you command the robot to eat steel/plasteel to repair missing part.

QuoteThe files and HowTo can be found here on the forum or on GitHub:
Why you don't add them straight to the mod with each release ?
Or do you think people cry about licence/copyright about their blueprint they upload it there to use with your mod ?
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Raf's on January 10, 2017, 09:36:40 AM
sooo after my bot got thorn to pieces by a thrumbo the message kept appearing every second lagging my game into FPS hell, are you aware of that bug?
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: fox_kirya on January 10, 2017, 10:27:29 AM
Russian locale for misc. core: https://yadi.sk/d/0T_h9a4j38DF6K
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: FadingFog on January 10, 2017, 11:20:32 AM
[Misc. Robots] I updated the translation and corrected a few mistakes. Link -> https://www.mediafire.com/?del6nlw9i4q40zg
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: fox_kirya on January 10, 2017, 11:28:05 AM
Russian locale for Misc. Training: https://yadi.sk/d/t1N61_zp38EaER
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Haplo on January 10, 2017, 11:41:42 AM
Thank you AlexDeluxe and fox_kirya. I'll add them soon :)

Quote from: Canute on January 10, 2017, 09:27:10 AM
QuoteThe files and HowTo can be found here on the forum or on GitHub:
Why you don't add them straight to the mod with each release ?
Or do you think people cry about licence/copyright about their blueprint they upload it there to use with your mod ?

The reason is that it makes the file rather big. So why should everyone download 1.5MB when the mod can also be provided with only 0.5MB download size? And those who really want to use that, know where to find it.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Cake on January 10, 2017, 12:34:33 PM
Hi there! I just wanted to thank you for developing this mod, and continuing to update it. I really appreciate it.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: KAcidi on January 10, 2017, 12:34:59 PM
My robots do not work. I press the "activate" and nothing happens
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Canute on January 10, 2017, 01:13:07 PM
Quote from: Haplo on January 10, 2017, 11:41:42 AM
Thank you AlexDeluxe and fox_kirya. I'll add them soon :)

Quote from: Canute on January 10, 2017, 09:27:10 AM
QuoteThe files and HowTo can be found here on the forum or on GitHub:
Why you don't add them straight to the mod with each release ?
Or do you think people cry about licence/copyright about their blueprint they upload it there to use with your mod ?

The reason is that it makes the file rather big. So why should everyone download 1.5MB when the mod can also be provided with only 0.5MB download size? And those who really want to use that, know where to find it.
1.5MB = rather big, and what is Rimworld with 100MB, megantic. Not to speak about some 0day patches of AAA games gigantic.

When these blueprints don't slow the game, i don't see a reason why they arn't included to the mod by default when someone allready get the Mapgenerator he want the blueprint too.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Goldenpotatoes on January 10, 2017, 01:16:09 PM
With the Incidents system, you said you planned to make it use the new caravan system. Do you also plan on using the temp map system for the event, or just 'reach x on the map, get notification and have them walk back'?
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Senio on January 10, 2017, 01:17:27 PM
Exception ticking AIRobot_RechargeStation_Hauler2216469: System.NullReferenceException: Object reference not set to an instance of an object
  at AIRobot.AIRobot.TryFindMyBase (AIRobot.AIRobot bot) [0x00000] in <filename unknown>:0
  at AIRobot.AIRobot.Tick () [0x00000] in <filename unknown>:0
  at AIRobot.Building_AIRobotRechargeStation.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


have more more this error msg .
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: coldcell on January 10, 2017, 07:03:47 PM
Any way to repair the hauler robots?
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: carpediembr on January 10, 2017, 07:09:34 PM
Quote from: coldcell on January 10, 2017, 07:03:47 PM
Any way to repair the hauler robots?

Quote from: Haplo on January 10, 2017, 08:12:40 AM
UPDATE
Robots and MapGenerator FactionBase was updated.

Robots:
Fixed the healing. Now they heal themselfs again when they are in the recharge station.
Exception are missing parts.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Haplo on January 10, 2017, 07:44:15 PM
Quote from: Senio on January 10, 2017, 01:17:27 PM
Exception ticking AIRobot_RechargeStation_Hauler2216469: System.NullReferenceException: Object reference not set to an instance of an object
  at AIRobot.AIRobot.TryFindMyBase (AIRobot.AIRobot bot) [0x00000] in <filename unknown>:0
...

Yes, sorry. There was a bug in the hotfix. I've hotfixed the hotfix to squash this bug. ;D

Quote from: Goldenpotatoes on January 10, 2017, 01:16:09 PM
With the Incidents system, you said you planned to make it use the new caravan system. Do you also plan on using the temp map system for the event, or just 'reach x on the map, get notification and have them walk back'?
To be honest, I don't know yet. I'll think about it once I've actually started on the work.
Sorry, but I don't know yet. We'll see :)
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Senio on January 10, 2017, 10:24:00 PM
Quote from: Haplo on January 10, 2017, 07:44:15 PM
Quote from: Senio on January 10, 2017, 01:17:27 PM
Exception ticking AIRobot_RechargeStation_Hauler2216469: System.NullReferenceException: Object reference not set to an instance of an object
  at AIRobot.AIRobot.TryFindMyBase (AIRobot.AIRobot bot) [0x00000] in <filename unknown>:0
...


Yes, sorry. There was a bug in the hotfix. I've hotfixed the hotfix to squash this bug. ;D

Quote from: Goldenpotatoes on January 10, 2017, 01:16:09 PM
With the Incidents system, you said you planned to make it use the new caravan system. Do you also plan on using the temp map system for the event, or just 'reach x on the map, get notification and have them walk back'?
To be honest, I don't know yet. I'll think about it once I've actually started on the work.
Sorry, but I don't know yet. We'll see :)

thank you ,  i love this mod (cleaning bot)
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: coldcell on January 11, 2017, 04:33:32 AM
I used the 0.16.4 but I think it clashes with Robot++. Not why, but after updating Misc Robot, I saved and tried to reload and it was giving me map error. I haven't tried loading the game with the mods disabled, but since it only happened after changing Misc Robot, I can safely say it's the cause.

Not a problem though since I can still use 0.16.3.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 10.01.2017)
Post by: Stage on January 11, 2017, 11:59:49 AM
Hi Haplo!

I have a request for your mod:

Would it be possible to have an own robots-tab, where you can see a list of all your robots and set, what they are allowed to do? I have something in mind like WorkTabs, but for robots.
Sometimes I want to have my robots just do one Task, and only one (eg. stone cutting).
Or have a config option to block robots from certain tasks (what I have in mind: I want an animal-handle robot, that can not tame or train, but shear and milk).

I have way too little programming-knowledge to predict if it is possible or not, so I am appologizing in advance if this is not a valid request :)

Regards,
Stage
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: Haplo on January 11, 2017, 12:57:40 PM
I've updated Robots again to 0.16.4c.
Here the human man should be fixed and the mod should no longer cause any load problems (hopefully)
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: Senio on January 11, 2017, 01:04:51 PM
Quote from: Haplo on January 11, 2017, 12:57:40 PM
I've updated Robots again to 0.16.4c.
Here the human man should be fixed and the mod should no longer cause any load problems (hopefully)
Amazing, thank you
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: 123nick on January 11, 2017, 06:23:23 PM
Quote from: Haplo on January 11, 2017, 12:57:40 PM
I've updated Robots again to 0.16.4c.
Here the human man should be fixed and the mod should no longer cause any load problems (hopefully)

does it work with worktab now?
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: Haplo on January 11, 2017, 06:30:24 PM
When you've updated to the newest WorkTab version, then yes it should work.
Fluffy released an update yesterday fixing that problem. At least that is what I've heard.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: 123nick on January 11, 2017, 06:35:08 PM
Quote from: Haplo on January 11, 2017, 06:30:24 PM
When you've updated to the newest WorkTab version, then yes it should work.
Fluffy released an update yesterday fixing that problem. At least that is what I've heard.

AWESOME!
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: kosh401 on January 11, 2017, 06:44:51 PM
Question about mapgen: Is there a limit or range to the quantity of loot that spawns in the pre-built structures? I ask because I had a game with ~40,000 jade in a single stack inside a structure once I opened it up, and just had a new game with ~4,300 Luciferium inside a structure once I opened it up (as well as 2,250 Jade there).

I'm using Stack XXL on its default stack settings and am wondering if maybe that is what causes this during mapgen or if it's possible to happen on its own? Neither Jade or Luci stack that high on their own even with that mod so I'm curious what's up. Thanks!
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: etoire on January 11, 2017, 09:27:38 PM
I'm using your Misc Objects mod and I noticed I can't uninstall weapons from a turret. Is this intended or is my thing bugged?
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: Der Failer on January 13, 2017, 03:01:02 PM
Just noticed that Bees 'n' Honey suffers from the "buildings are build instantly" problem.
This is because in buildings <WorkToMake> has changed to <WorkToBuild>, but RW doesn't throw a error and instead just defaults it to 1 work, so it is easy to overlook.

I'm only using Bees 'n' Honey, so you may want to check for this in your other mods as well.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: caboose410 on January 13, 2017, 03:43:31 PM
Is it possible to add a combat drone? Mechanical Defense once had it and I loved it
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: Haplo on January 13, 2017, 05:10:56 PM
Quote from: kosh401 on January 11, 2017, 06:44:51 PM
Question about mapgen: Is there a limit or range to the quantity of loot that spawns in the pre-built structures? I ask because I had a game with ~40,000 jade in a single stack inside a structure once I opened it up, and just had a new game with ~4,300 Luciferium inside a structure once I opened it up (as well as 2,250 Jade there).

I'm using Stack XXL on its default stack settings and am wondering if maybe that is what causes this during mapgen or if it's possible to happen on its own? Neither Jade or Luci stack that high on their own even with that mod so I'm curious what's up. Thanks!

This is most likely a problem because of the Stack XXL. The stack that's placed is defined as a random number between 1 and max stack size...

Quote from: etoire on January 11, 2017, 09:27:38 PM
I'm using your Misc Objects mod and I noticed I can't uninstall weapons from a turret. Is this intended or is my thing bugged?
Normally if you deconstruct it (Not minifying!) then you should get your gun back. But that also results in the loss of a turret, so.. :)

Quote from: Der Failer on January 13, 2017, 03:01:02 PM
Just noticed that Bees 'n' Honey suffers from the "buildings are build instantly" problem.
This is because in buildings <WorkToMake> has changed to <WorkToBuild>, but RW doesn't throw a error and instead just defaults it to 1 work, so it is easy to overlook.

I'm only using Bees 'n' Honey, so you may want to check for this in your other mods as well.
Thanks for the info, I'll look through my mods. Most likely it's in all of my mods :)

Quote from: caboose410 on January 13, 2017, 03:43:31 PM
Is it possible to add a combat drone? Mechanical Defense once had it and I loved it
Nope, sorry.


Update
I've updated most of my mods because of the WorkToMake -> WorkToBuild problem.
Also the MapGenerator had a problem where it selected wrong materials for the blueprints without a defined material.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: Dreadfullsoul on January 14, 2017, 06:37:03 AM
Quote
HaulingBot started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
This is an issue i started having as soon as i started using quantum stockpiles.
However its only with potatos so not sure if those things are related.
anyway, got any tips about how to fix this or should i pester the quantum stockpile author?

On a sidenote, These damn haulers save my colony. they are a godsent. THANK YOU!
Title: Re: [A16] Miscellaneous w Robots (V 0.16.4 / 11.01.2017)
Post by: Dreadfullsoul on January 14, 2017, 06:39:56 AM
Quote from: Dreadfullsoul on January 14, 2017, 06:37:03 AM
HaulingBot started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

wait, There's more!
Quote
HaulingBot started 10 jobs in one tick. thinkResult=(job=HaulToCell A=Thing_RawPotatoes492228 B=(76, 0, 104) sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Hope this is usefull to you in general or you can help me solve my problem :)
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Canute on January 14, 2017, 07:22:58 AM
The "started 10 jobs in one tick." error isn't related on bots.
I got that error sometimes too and don't even use robots.
The error comes from another mod.

Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: mislavestina on January 14, 2017, 09:18:43 AM
Hi, I'm having a problem with the hauler bot, don't know if it affects the other bots, haven't tried them yet.
I have the Robots++ mod, I have loaded them properly, Misc Core, Misc Robots, Misc Robots++
I've built the hauler bot and placed it but when i press activate nothing happens and I get this error.

Could not resolve reference to object with loadID Thing_AIRobot_Hauler639809 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?
Verse.Log:Warning(String)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefResolver:NextResolvedRef()
Verse.Scribe_References:LookReference(Pawn&, String, Boolean)
Fluffy_Tabs.PawnPrioritiesTracker:ExposeData()
Verse.CrossRefResolver:ResolveAllCrossReferences()

Anyone know how to fix this?

Edit:
When I enable developer mode and try spawning the bot as a pawn I get this

Tried to generate pawn of Humanlike race AIRobot_Hauler with null faction. Setting to
Verse.Log:Error(String)
Verse.PawnGenerationRequest:EnsureNonNullFaction()
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)
Verse.<DoListingItems_MapTools>c__AnonStorey508:<>m__96A()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

And this just after that

Object reference not set to an instance of an object
  at RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo (Verse.Pawn pawn, System.String requiredLastName) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapTools>c__AnonStorey508.<>m__96A () [0x00000] in <filename unknown>:0
  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0
  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Canute on January 14, 2017, 09:57:23 AM
Did you use the Worktab mod from fluffy, and when yes, did you update it to the newest version ?

Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: mislavestina on January 14, 2017, 10:16:09 AM
I updated it, it works now, thank you very much :D
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Raf's on January 14, 2017, 11:52:22 AM
Hello Haplo, first of all awesome work i used this since the first release and is a must have for me, and second it seems like Bots can't haul slags, i don't have Fluffy's work tabs mod btw.
Edit: here is the error log if you need it
JobDriver threw exception in initAction. Pawn=Hauler Bot, Job=HaulToCell A=Thing_ChunkSlate405911 B=(153, 0, 121), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Mending.SpecialThingFilterWorker_Unroofed.Matches (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.ThingFilter.Allows (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StorageSettings.AllowedToAccept (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.StoreUtility.IsValidStorageFor (IntVec3 c, Verse.Map map, Verse.Thing storable) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Haul+<CarryHauledThingToCell>c__AnonStorey41E.<>m__67F () [0x00000] in <filename unknown>:0
  at Verse.AI.Toil+<AddFailCondition>c__AnonStorey42A.<>m__68F () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.ReadyForNextToil () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.ReadyForNextToil () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.ReadyForNextToil () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.Notify_PatherArrived () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.PatherArrived () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.StartPath (LocalTargetInfo dest, PathEndMode peMode) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Goto+<GotoThing>c__AnonStorey460.<>m__6C9 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Haplo on January 14, 2017, 02:21:15 PM
This looks more like a problem of the Mending mod.
I have no idea what the Mending.SpecialThingFilterWorker_Unroofed does, but this particular function seems to be the root of your problem. The hauling bots aren't in any way unable to haul slag or bulders. This I've just tested and they don't throw errors doing that..
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: notfood on January 14, 2017, 02:41:17 PM
He is using old version of the mending mod. Update it please.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Canute on January 14, 2017, 03:00:19 PM
We realy need an none workshop update mechanism for rimworld ! :-(
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: bullet on January 14, 2017, 03:10:52 PM
About "started 10 jobs in one tick." I had the same problem with autoseller mod, after disabling this mod - all alright
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Dreadfullsoul on January 14, 2017, 03:16:56 PM
Quote from: Canute on January 14, 2017, 07:22:58 AM
The "started 10 jobs in one tick." error isn't related on bots.
I got that error sometimes too and don't even use robots.
The error comes from another mod.
Well so far i havent encountered this error in this alpha but ok i guess.

and if you are asking me about the work tab then yes to both of those questions.

Quote from: bullet on January 14, 2017, 03:10:52 PM
About "started 10 jobs in one tick." I had the same problem with autoseller mod, after disabling this mod - all alright
I dont use autoseller for numerous reasons.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Raf's on January 14, 2017, 04:26:21 PM
Quote from: notfood on January 14, 2017, 02:41:17 PM
He is using old version of the mending mod. Update it please.
thx a lot, this website is a bit confusing for me to use so i didn't notice the mod updated, also thx Haplo for the fast response. Still getting some errors but it's probably because the Bots++ mod assent updated like your mods did.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Lucifer on January 15, 2017, 09:38:40 AM
When is MAI gonna be updated? The title says it is but the download says it isn't.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Canute on January 15, 2017, 09:47:25 AM
the title say "Re: [A16] Miscellaneous w Robots " i don't read anything with MAI.
You need to wait for "Re: [A16] Miscellaneous w MAI+Robots "

But you need to wait a bit, i think haplo still works on robot finetuning.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: jokolokox on January 15, 2017, 02:03:36 PM
Hey I am new to modding and I can't get the robots to work. I did not look at previous posts about this because I have no idea of what is going on. This pops up every time I spawn an AI bot:  (see attachments) It's the same thing as Raf's. like with "Tried to generate pawn of Humanlike race AIRobot_Hauler with null faction. Setting to" :Object reference not set to an instance of an object. I downloaded the latest files "Jan 14" started a new colony and the same errors kept on happening. I also have an attachment of my mod load. Help!

[attachment deleted by admin due to age]
Title: Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
Post by: Haplo on January 16, 2017, 12:24:33 AM
Do Not spawn the robot itself. Do spawn the recharge station.
You can't spawn the robot via the Dev tools directly.
Title: Re: [A16] Miscellaneous w Robots (V 0.16.6 / 16.01.2017)
Post by: filippe999 on January 18, 2017, 02:18:51 PM
Is MAI updated for A16?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Haplo on January 18, 2017, 03:24:29 PM
Update
MAI is finally here!
After some heavy bug hunting I think that MAI is ready for her comeback. 8)


On another note:
I've also finished my conversion of Robots to use the animal pawns.
This makes the pawn creation much easier and better as I don't need to create a special Pawn Generator nor a Background and similiar things.
The Robots WIP can be downloaded here (http://www.mediafire.com/file/vcyx7dzpve1gccl/Miscellaneous_Robots_WIP_0161.zip).
But caution: They will not be officially released in a16 as they are INCOMPATIBLE to the current Robots.
Because of this I will replace them in a17 and for a16 it is only available as a test version.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: pktongrimworld on January 18, 2017, 03:30:11 PM
sweeeeeet

Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: coldcell on January 18, 2017, 03:37:56 PM
Sweet!

Is Robot or MAI compatible with CR? Since they now use animal pawns?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Haplo on January 18, 2017, 03:41:33 PM
You can try the WIP Robots with CR. They MAY work with CR.
If MAI works.. IDK, sorry..

But as you mentioned it.. I do have a CR update for Misc Core somewhere.. Will post that later also :)
(Sorry no CR update for now for Objects and Trainings!)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Icefrenzy on January 19, 2017, 02:25:07 AM
Quote from: Haplo on January 18, 2017, 03:24:29 PM
Update
MAI is finally here!
After some heavy bug hunting I think that MAI is ready for her comeback. 8)


So I just downloaded and tried Mai but I started lagging and found this on the logs:



Exception ticking MAI: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.ThingDef,System.Collections.Generic.List`1[Verse.Thing]].get_Item (Verse.ThingDef key) [0x00000] in <filename unknown>:0
  at Verse.ListerThings.Remove (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.ThingUtility.UpdateRegionListers (IntVec3 prevPos, IntVec3 newPos, Verse.Map map, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Thing.set_Position (IntVec3 value) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.TryEnterNextPathCell () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.PatherTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at AIPawn.AIPawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Canute on January 19, 2017, 02:32:24 AM
Did you install just MAI or did you install the Misc. Core too ?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Icefrenzy on January 19, 2017, 02:42:27 AM
Quote from: Canute on January 19, 2017, 02:32:24 AM
Did you install just MAI or did you install the Misc. Core too ?

I do have the Core Installed via Steam along with the Misc Robots and Misc Robots++
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Icefrenzy on January 19, 2017, 02:54:26 AM
Quote from: Icefrenzy on January 19, 2017, 02:42:27 AM
Quote from: Canute on January 19, 2017, 02:32:24 AM
Did you install just MAI or did you install the Misc. Core too ?

I do have the Core Installed via Steam along with the Misc Robots and Misc Robots++

Oh and Mai looks like this for some reason
(http://puu.sh/trxDW/19397d77b5.PNG)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Haplo on January 19, 2017, 03:23:26 AM
Hmm, looks like Mai got the errors from Robots now..
Strangely it doesn't occure in all my testings...
Nonetheless, I'll fix it when I'm home this evening :)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: ADM-Ntek on January 19, 2017, 09:19:49 AM
how do i get the brain pal and nano storage things i can´t find them anywhere?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Canute on January 19, 2017, 10:47:18 AM
Brainpals you can rarely find at traders, excotic,protestic and pirates.

Nano storage isn't supported/updated anymore.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Senio on January 19, 2017, 11:45:52 AM
Wow,MAI is finally here ;D ;D ;D ;D ;D ;D ;D
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 18.01.2017)
Post by: Senio on January 19, 2017, 11:46:30 AM
Quote from: Senio on January 19, 2017, 11:45:52 AM
Wow,MAI is finally here ;D ;D ;D ;D ;D ;D ;D
But old save game cant load, next time open a new game  ;D ;D ;D
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: Haplo on January 19, 2017, 01:39:12 PM
HotFix:
I've hotfixed MAI as it seems she got infected by a bug I thought was on Robots only.. :(
Now she should work again without the pathing errors.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: Icefrenzy on January 19, 2017, 03:03:24 PM
Quote from: Haplo on January 19, 2017, 01:39:12 PM
HotFix:
I've hotfixed MAI as it seems she got infected by a bug I thought was on Robots only.. :(
Now she should work again without the pathing errors.
Hey thanks for the update!
Although shes moving now but her head is still missing it seems. Is that just me or anyone else getting it?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: Icefrenzy on January 19, 2017, 03:31:32 PM
Quote from: Icefrenzy on January 19, 2017, 03:03:24 PM
Quote from: Haplo on January 19, 2017, 01:39:12 PM
HotFix:
I've hotfixed MAI as it seems she got infected by a bug I thought was on Robots only.. :(
Now she should work again without the pathing errors.
Hey thanks for the update!
Although shes moving now but her head is still missing it seems. Is that just me or anyone else getting it?

Oh and there's also alot of traits added to the Prepare Carefully mod that its almost impossible to select a Childhood Backstory without lagging or scrolling over alot of traits.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: Cainen on January 20, 2017, 05:22:26 AM
Well on top of instant build times for everything related to MAI, MAI definitely doesn't work with Combat Realism so you can strike that one from your list.  She errors out with these every time the game tries to outfit her, which is really really often, and wanders around infinitely instead.

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.RightTools.EquipRigthTool (Verse.Pawn pawn, RimWorld.StatDef def) [0x00000] in <filename unknown>:0
  at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: Haplo on January 20, 2017, 06:39:43 AM
Thanks for the info. I've added MAI to the Not Compatible list :)

Quote from: Icefrenzy on January 19, 2017, 03:31:32 PM
Hey thanks for the update!
Although shes moving now but her head is still missing it seems. Is that just me or anyone else getting it?

Oh and there's also alot of traits added to the Prepare Carefully mod that its almost impossible to select a Childhood Backstory without lagging or scrolling over alot of traits.
Hmm, has someone else the missing head problem? I can't repro it on my side :(
For the Backstories: They are created when a MAI is generated and removed when MAI is running around. I'm not sure if PC spawns the pawns to show them, but it looks like it..
Unfortunately I'm not sure if I can do something about it.. I'll take a look, but can't promise anything.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: joaonunes on January 20, 2017, 09:55:02 AM
Are there any known incompatibilities between this mod (the robots, to be specific) and the other mods? I have a pretty large mod list and when I press the Activate button on the robots nothing happens...
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: Senio on January 20, 2017, 11:01:06 AM
Hi Haplo
MAI can't load old save.
Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: Icefrenzy on January 20, 2017, 05:36:29 PM
Quote from: Haplo on January 20, 2017, 06:39:43 AM
Thanks for the info. I've added MAI to the Not Compatible list :)

Quote from: Icefrenzy on January 19, 2017, 03:31:32 PM
Hey thanks for the update!
Although shes moving now but her head is still missing it seems. Is that just me or anyone else getting it?

Oh and there's also alot of traits added to the Prepare Carefully mod that its almost impossible to select a Childhood Backstory without lagging or scrolling over alot of traits.
Hmm, has someone else the missing head problem? I can't repro it on my side :(
For the Backstories: They are created when a MAI is generated and removed when MAI is running around. I'm not sure if PC spawns the pawns to show them, but it looks like it..
Unfortunately I'm not sure if I can do something about it.. I'll take a look, but can't promise anything.

Hey I managed to find the cause at my side. Its the Beard Mod Framework I recently got for the hair layering of hats. As for the traits it was a 1 time bug but was fixed after I reordered my load order. (Dammit Steam and your Workshop bugs!) But anyway cheers for the Mai bot!
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: LordMunchkin on January 21, 2017, 04:34:22 AM
Small question; is there any other mod that adds a weapon called "railgun?" I'm noticing several new generic looking weapons in my game including a revolver, carbine, and battle rifle. They look really cool but I have no idea where they came from (no mod I'm using says it adds them).
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: Canute on January 21, 2017, 05:23:24 AM
So far i know the Railgun with the 52 range and 2 burst shoots are from this mod.
Revolver can be from Call of Chutulu some faction, now Rimarsenal or maybe some other.


Wall-E accident:
I wanted to pack my pawn and important stuff to move closer to the ship to leave the planet.
Uninstall the hauler and cleaner bots and pack them into the transport with all other stuff and pawns, launched pod. Abandon the old colony.
At the new position, the pawn looked confused at the placed EMPTY hauler/cleaner station and wait for someone to do the hauling job.


Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 19.01.2017)
Post by: vv1911 on January 21, 2017, 07:54:59 AM
so if i understand it the bug that make the mai do 10 things in 1 tik is now fixed and the cleaner and hauler bug to
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: Haplo on January 21, 2017, 06:46:21 PM
Update:
Fixed a small bug in Robots
Fixed (hopefully) the pathing and the 10 ticks bug in MAI
Disabled the flower search when gamespeed >= 3 in Bees'n'Honey
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: Canute on January 22, 2017, 04:37:23 AM
A little request,
could you add a button to the robot station to focus on the active robot ?
Sometimes i am searching for one, and can't find it :-)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: DrKaine on January 22, 2017, 07:39:53 AM
When I activate MAIs, they are incapable of all tasks except for cleaning and hauling. Enhanced MAIs only also get Shooting, Melee, and Research. Is this a bug on my end, or an intentional nerf?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: Canute on January 22, 2017, 08:54:40 AM
Did you do all the MAI researches before you active it/her ?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: DrKaine on January 22, 2017, 09:40:20 AM
Quote from: Canute on January 22, 2017, 08:54:40 AM
Did you do all the MAI researches before you active it/her ?
Woops! Please ignore me, I am an unattentive fool. Thanks for pointing out my (in hindsight) obvious oversight.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: Madman666 on January 22, 2017, 10:07:46 AM
Those haulers are soo good to me) So I made them look like this in my run))
(https://s27.postimg.org/a53zkwcxf/Hover_Bot_back.png)(https://s29.postimg.org/6emcagn6v/Hover_Bot_side.png)

So cool) Even one of them are soo good for colony)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: vv1911 on January 22, 2017, 11:56:00 AM
the MAI 10 ticks bug isnt fixed atleast by me
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: Haplo on January 22, 2017, 12:30:06 PM
Can you post your output_log file, please?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: vv1911 on January 22, 2017, 12:43:24 PM
Quote from: Haplo on January 22, 2017, 12:30:06 PM
Can you post your output_log file, please?
how do you do that
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: Haplo on January 22, 2017, 02:36:38 PM

From [A16] HELP: How to Install and Update All Types of Mods (https://ludeon.com/forums/index.php?topic=6223.0)
...
HOW TO REPORT BUGS AND/OR ISSUES
...
You can get here by going to where the Rimworld.exe/.app file is located. For PC users, open the RimWorld1135Win_Data file. For macs, you should find it in this string of files: /Users/[your user name]/Library/Logs/Unity/Player.log. For Linux: /home/[your username]/.config/unity3d/Ludeon Studios/RimWorld/Player.log. Inside should be the Output_log.txt file.
...
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: Icefrenzy on January 23, 2017, 08:57:47 AM
Quick question, does the game account the robots as a colonist (Besides MAI) during raids? Just wondering if the game scales up the raid and incident difficulties while accounting the bots as a colonist
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: EldVarg on January 23, 2017, 09:04:20 AM
Quote from: Madman666 on January 22, 2017, 10:07:46 AM
(https://s27.postimg.org/a53zkwcxf/Hover_Bot_back.png)(https://s29.postimg.org/6emcagn6v/Hover_Bot_side.png)

Nice graphics :).
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: filippe999 on January 23, 2017, 09:15:23 AM
Yay MAI is up on A16
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: Madman666 on January 23, 2017, 09:33:36 AM
Quote from: EldVarg on January 23, 2017, 09:04:20 AM
Quote from: Madman666 on January 22, 2017, 10:07:46 AM
(https://s27.postimg.org/a53zkwcxf/Hover_Bot_back.png)(https://s29.postimg.org/6emcagn6v/Hover_Bot_side.png)

Nice graphics :).

Thanks)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Haplo on January 24, 2017, 04:28:38 PM
Update Time
I've again updated a few of my mods:
- MAI
With Mai I hopefully fixed the problem, where the activation of Mai deleted the Assembler.

- Training
The Training objects can now be minified and therefore repositioned :)

- MapGenerator FactionBase
The MapGenerator got a deeper overhaul where I fixed various problems.
Problems like no roof and the stack limit is now max 45.
I've added a new tag techLevelMax to limit the usage of a blueprint to a max techlevel
And various small things I have forgotten..
Additionally there are some new blueprints added, thanks to BOX.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Draegon on January 24, 2017, 07:32:13 PM
Is there only a male option for MAI?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Haplo on January 25, 2017, 12:44:29 AM
No, when you activate her you select the gender (m or f)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: vv1911 on January 25, 2017, 04:22:01 AM
the mai 10 ticks bug isnt fixed for me
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Haplo on January 25, 2017, 06:22:27 AM
Please post the full error from the output_log.txt file or the file itself.
I can't fix something when I don't know where the problem comes from :(
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: vv1911 on January 25, 2017, 06:34:58 AM
i cant do it because i downloaded a ton of mods and the length is more then 20k so it dont let me do post it
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Canute on January 25, 2017, 08:15:41 AM
- use archiv tools to compress the file.
- attachment can be upto 600k.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: gendalf on January 25, 2017, 12:04:49 PM
Shouldn't the core just be an empty plugin, while the features optional as mods, like I don't really want the BrainPals
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Canute on January 25, 2017, 12:08:17 PM
Currently not,
but basicly you are right he could move the Brainpals to the Misc.  Objects.
And the Railgun too, if they are at Core too.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Warforyou on January 25, 2017, 05:18:36 PM
Y robot traders no sell robots? How do I get them? My town used to order a couple of them from exotic goods some two years ago. No trace of them in our galaxy ever since.

***
Can't it be that their presence is affected by population limit?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Canute on January 25, 2017, 05:46:07 PM
Robot trader should have robots, but not guaranteed.
But the chances are higher then to get them from an exotic goods trader.
You should check your friendly faction if they can send you exotic good caravan's and then order then every 3 days.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: raziel86 on January 25, 2017, 06:15:43 PM
will you be updating the events mod?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Neros on January 26, 2017, 08:04:39 AM
I am getting an error with the Training Facilities mod, something about a version being wrong.

[attachment deleted by admin due to age]
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: AN7AG0NIS7 on January 26, 2017, 10:11:45 PM
Is there any way to repair or replace MAI's energy field? The "Tattered apparel" warning is making me sad.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Haplo on January 27, 2017, 03:11:48 AM
Quote from: Neros on January 26, 2017, 08:04:39 AM
I am getting an error with the Training Facilities mod, something about a version being wrong.
That is strange. I it should be set correctly.. The folder normally also doesn't have the version number in it.. Did you extract it correctly? If you go into the mod folder, is there a folder about? Or is it in a sub folder in there?

Quote from: AN7AG0NIS7 on January 26, 2017, 10:11:45 PM
Is there any way to repair or replace MAI's energy field? The "Tattered apparel" warning is making me sad.
Right now? No. I wanted to do something about it, but have simply forgotten..
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Neros on January 27, 2017, 05:44:22 AM
Looked at it, and it was an extraction error.. Been extracting mods who was "inside" a folder. So I had extracted into a training folder :P
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: AN7AG0NIS7 on January 27, 2017, 06:15:29 AM
Quote from: Haplo on January 27, 2017, 03:11:48 AM
Quote from: AN7AG0NIS7 on January 26, 2017, 10:11:45 PM
Is there any way to repair or replace MAI's energy field? The "Tattered apparel" warning is making me sad.
Right now? No. I wanted to do something about it, but have simply forgotten..
Alright, no worries. I thought there was something that could restore MAI's energy field back to 100% that I was missing. Good to know!
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: szypkiyakwonsz on January 29, 2017, 06:35:35 PM
Any chance of getting the CR compatibility patch for MAI? I didn't want her to feel op, so she's currently mostly doctoring our troops, but she told me she's crawing for the fight.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Lt.Havoc on January 30, 2017, 04:29:50 AM
Well, I think I got a bug in my game that is caused by this mod, its that error where some Traders no longer work because and I found the error here by searching for it on page 108.
Here is the error log: https://gist.github.com/HugsLibRecordKeeper/78ade2815c8104279b711cc24c82efed

Basically its this error:
QuoteSystem.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PawnGenerationRequest.EnsureNonNullFaction () [0x00000] in <filename unknown>:0
  at AlienRace.AlienPawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at RimWorld.StockGenerator_Slaves+<GenerateThings>c__Iterator161.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.TraderStockGenerator+<GenerateTraderThings>c__Iterator164.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.TradeShip.GenerateThings () [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_OrbitalTraderArrival.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

I think Misc Robots might cause this, if that should not be the case, I apologize and would be glad to be pointed into the right direction regarding that problem.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Haplo on January 30, 2017, 05:55:51 AM
Sorry, but Robots have Robots or AIRobots as a namespace, not AlienRace.
Unfortunately I don't know which mod uses the namespace AlienRace and though can't point you to the right direction.. :(

Edit: Maybe this might be the mod your searching for: Humanoid Alien Framework (https://ludeon.com/forums/index.php?topic=29353.0)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 24.01.2017)
Post by: Lt.Havoc on January 30, 2017, 06:16:12 AM
Well, I already spoke with the author of that mod and he stated that his mod couldn't possibly cause that error, but I am going to post this error and the log in that thread and see what he says.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on January 31, 2017, 02:23:47 PM
Update
Today I've updated MAI to fix some problems:
-MAI can now travel via caravan. The need for sleep is disabled while in the caravan.
-The problem with being unable to give her clothes/armor is fixed
-Also the shielding now repairs itself while she is recharging. If you dropped it, the recharge station also allows for a recreation as long as she hasn't anything els in her inventary.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: TerrorThomasCao on January 31, 2017, 04:03:37 PM
Nice, good job, Haplo, great mod still
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on January 31, 2017, 05:50:16 PM
Quote-MAI can now travel via caravan. The need for sleep is disabled while in the caravan.
What do you think about Energy cell meals ? She can eat them to replenish sleep.
Since she don't need to eat on regular colony duty, she would rather use the recharge station then to eat them. But you can force to eat them to let her work over night.
To create them, just build empty cells and connect them to the powergrid, after they got charged with 100-1000W they transform into an stackable item.
I know at the past there was a mod which did the same to create batteries for some recipies.

Quote-Also the shielding now repairs itself while she is recharging. If you dropped it, the recharge station also allows for a recreation as long as she hasn't anything els in her inventary.
Don't forget to add these feature to robot stations.
Personaly i try to replace the energy shield with some other speed enhanced appearals but MAI's littles brothers should have it too.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: AN7AG0NIS7 on January 31, 2017, 10:49:11 PM
Quote from: Haplo on January 31, 2017, 02:23:47 PM
-The problem with being unable to give her clothes/armor is fixed
-Also the shielding now repairs itself while she is recharging. If you dropped it, the recharge station also allows for a recreation as long as she hasn't anything els in her inventary.

Haplo, I love you! Perfect timing too. I just launched 30 colonists into space last night and only have 16 MAIs left.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: szypkiyakwonsz on February 01, 2017, 06:58:34 AM
Quote from: AN7AG0NIS7 on January 31, 2017, 10:49:11 PM
Haplo, I love you! Perfect timing too. I just launched 30 colonists into space last night and only have 16 MAIs left.

Wtf, someone is actually rescuing his colonist instead of watching as they die in utter sorrow as their colony is turning to ashes by raiders and centipides? Didn't know that aspect of the game.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: AN7AG0NIS7 on February 01, 2017, 07:10:06 AM
It's not my fault my colonists refuse to die! 0 deaths in 8 in-game years!  :P
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Mst on February 02, 2017, 08:07:09 AM
Sorry if this have already been asked. I read the statement in OP but is there any chance I can add Robots and MAI to my existing save?
Now I have only training facility and no core.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: TerrorThomasCao on February 02, 2017, 12:52:15 PM
I've done it with several saves including one last night, as long as you have no conflicting mods which vary from person to person, it should be fine, but always back up your files as a safeguard
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Mst on February 02, 2017, 12:53:46 PM
Thanks! I'll try.

So if there is nothing red or yellow in a debug window it's all good or only time will tell?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on February 02, 2017, 01:53:23 PM
- add the mods at last, and restart Rimworld.
- when rimworld start without error msg. load your safegame
- When you don't get errors, all got. when you get errors just safe another game, don't overwrite.  And load that again.
- when you still got errors, remove the mods and play without. Or start a new colony.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Mst on February 02, 2017, 01:56:44 PM
Quote from: Canute on February 02, 2017, 01:53:23 PM
- add the mods at last, and restart Rimworld.
- when rimworld start without error msg. load your safegame
- When you don't get errors, all got. when you get errors just safe another game, don't overwrite.  And load that again.
- when you still got errors, remove the mods and play without. Or start a new colony.
Thanks for the help! It's my first modded playthrough so lots for me to learn.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: 123nick on February 02, 2017, 05:24:05 PM
sorry if this was fixed , but im using the steam version so it should be most recent version, but, when one of my MAI got kidnapped , she now spams errors to the log about going to the recharge station. (http://i.imgur.com/OGPWniZ.png)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on February 03, 2017, 04:11:53 AM
Hehe kidnapped MAI, shouldn't she explode as goodbye gift for the kidnapper ?
Do you use  the latest version, when MAI don't need to sleep on caravans or a previous ?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: FreyaMaluk on February 03, 2017, 01:24:01 PM
@Haplo just wanted to thank you for the Training Facilities mod. It's amazing :) and it is compatible with CR version 1.6.9.7 :)
Lucky me!
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on February 03, 2017, 04:53:25 PM
It really is working completely?
With an earlier version it needed some code modified or the pawns simply didn't reloaded their weapons and just stood around doing nothing until the joy time was done..
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: FreyaMaluk on February 03, 2017, 08:12:30 PM
Quote from: Haplo on February 03, 2017, 04:53:25 PM
It really is working completely?
With an earlier version it needed some code modified or the pawns simply didn't reloaded their weapons and just stood around doing nothing until the joy time was done..
I can confirm that it gives both xp and joy as intended... maybe is my mod list?? I've spent a lot of time reading and looking for compatibles mods and compatible mod order :) should I send it to you?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Seeker89 on February 03, 2017, 11:37:40 PM
So I got MAI hooked on Luciferium... but he won't carry one around or take it every six days like he should... without me telling him too.

Am I suppose to be able to hook him on that? will he die if I take him off?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: gendalf on February 04, 2017, 05:45:02 PM
suggestion: Add a button to move the screen to the hauling/cleaning robot location, when the robot station is selected.
also it seems like their speed is affected by terrain even though they look like a hovering quadcopter robot.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Ledaren on February 08, 2017, 06:43:11 AM
Hello Haplo, I've just make MAI with Cooking tech researched, but she was activated with cooking work disabled.

Opening the save files, I can see the MAI get unique backstory which I believe dictate what she can do and not. She got ManualSkilled OFF because I didn't do the Construction Research (I check the misc source for this relation). In my understanding, bcause cooking have tags :

  <workTags>
    <li>Cooking</li>
    <li>ManualSkilled</li>
  </workTags>

By having ManualSkilled OFF, it will not let MAI to do Cooking, Crafting,Growing and other jobs that have ManualSkilled tags? If this is true, then I suggest to make the construction research as prerequisites for researches that associated with those jobs to avoid confusion.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: jpinard on February 11, 2017, 04:04:41 AM
 Nice mod!
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: MaxP on February 12, 2017, 07:42:56 AM
Why the MAI cannot carry anything in inventory?
With CR it can use guns, but can't fire cause it hasn't any ammo to reload.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: gendalf on February 13, 2017, 09:20:07 AM
Maybe add a psychopath trait to all bots, it's pretty funny that  they care that they've 'seen dead body' when carrying it.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.6 / 22.01.2017)
Post by: Instructor on February 16, 2017, 10:03:26 PM
Quote from: Icefrenzy on January 23, 2017, 08:57:47 AM
Quick question, does the game account the robots as a colonist (Besides MAI) during raids? Just wondering if the game scales up the raid and incident difficulties while accounting the bots as a colonist

I couldn't find an answer to this question. Would anyone oblige please?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Jan2607 on February 17, 2017, 03:08:56 PM
How can I repair a damaged cleaning bot? I thought, it would regenerate over time if you deactivate it, but that didn't work.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: adecoy95 on February 20, 2017, 08:12:32 PM
what is the benefit of the manned turrets as opposed to just using your colonists? the turret has a weaker cover % than sandbags so i dont understand the benefit. if they were automated turrets that would be different ofc
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on February 21, 2017, 01:58:37 AM
The benefit is to place a brawler kind pawn on it without mood penalty.
But a brawler with shield would be better at the 1. line to absorb damage.
Or a sniper once the enemies comes closer for more firepower at closer range.


Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: lordmatiz on February 21, 2017, 11:54:42 AM
Is it possible to harvest/remove Bionic BrainPal from prisoner?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: duduluu on February 22, 2017, 07:07:12 AM
Hey, Haplo.
There are two bug in Misc.Core Chinese translations.
I'm sorry and I have fixed them.
https://github.com/RimWorld-zh/Haplo-Mods-zh
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on February 23, 2017, 04:08:36 PM
Thanks, I've updated it and will upload it in the next days :)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: thedee05 on March 05, 2017, 03:27:49 PM
I really like the Bees 'n' Honey mod. I have some ideas for it and made some graphics for fun.   
The current system of pulling bees from trees is great. I also like the boxes, honey, flower system and mead. Perhaps vegetables could have a boost if in the hive zone. Ability to reinstall hives. Uninstalled hives slowly use honey until it hits 0 and then the hive health declines.

Additional garden hive boxes could be built or upgraded. These can have a beauty value. I used the hive boxes from the mod and then added to them.
(http://i.imgur.com/9mp0xqb.png) (http://i.imgur.com/heblgOR.png) (http://i.imgur.com/04CIJQb.png)
Level 1 - Can produce 10 frames of honey
Level 2 - Can Produce 20 Frames of honey and 1 new queen a year.
Level 3 - Can produce 30 frames of honey and 2 new queens a year.

Frames of Honey can be to be spun in an extractor to get extra honey but no wax or a butcher's table bill can extract honey for less honey but wax too.
(http://i.imgur.com/sAB9Nuc.png)

Honey Extractor allows a bill to extract honey but produces no wax.
(http://i.imgur.com/E7G2w0E.png)

Wax can be use to make candles or combines with healroot to make medicine.
Wax
(http://i.imgur.com/AjsQNH2.png)
Candle
(http://i.imgur.com/cfkMFIU.png)
I updated the mead bottle because I put my mead in clear bottles IRL and it doesn't look like beer bottles that way.
(http://i.imgur.com/jp8HQvp.png)(http://i.imgur.com/rmLwcll.png)

Pulling frames for the boxes requires a beekeeper's suit or pawns take damage. This could allow for Bee allergy health condition.
Bee allergy(low) = Pain 15%
Bee Allergy(Medium) = 15% Pain, -10% Breathing.
Bee Allergy(High) = 20% Pain, -70% Breathing

Veil
(http://i.imgur.com/YGg8jCX.png)
Jacket
(http://i.imgur.com/htPp1Ai.png)

And I made a tiny little bee for fun. I tried to make it near the size of seeds that float around.
(http://i.imgur.com/Aa7hlts.png)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Casal0x on March 06, 2017, 12:52:04 PM
Help i install miscellaneous:core and robots bot it dont work... I intalled from workshop.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Igan on March 06, 2017, 05:20:31 PM
Question: I was creating a new scenario and I saw the Railgun available in the editor menu. I never noticed how much I miss that weapon since last time I played (A13-14). I created the scenario to start with that weapon in the sole survivor mode.

Is there a legal way to craft/obtain the Railgun in game? (Rather than spawning it wih the dev menu).
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on March 07, 2017, 06:24:13 AM
@thedee05: Nice work there and a few nice ideas also. I'm not sure I want to make a full production chain, as that would be too complex to remain vanilla friendly, but some things may be added :)
Do you mind if I use some of your graphics if I do that?

@Casal0x: This should only happen if you have a download error, or you didn't activate it in the mod menü?
Nonetheless, it would help to determine the Problem if you can provide the output_log.txt file. zipped it should be small enough to be attached to the post

@Igan: Currently only some mod factions use them, because the Price is too high for vanilla faction creation. And no, it isn't buyable. It can be found in some ruins, (MapGen) and later on in the incident ruins when it's again available.
But until then the only way to currently obtain it is the debug way or heavy armor factions (with luck).
It is intentionally a really rare weapon as it is rather good ;D
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: thedee05 on March 07, 2017, 08:25:39 AM
Haplo, yeah, I understand. Please feel free to use them. I made them for your mod specifically.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Dr_Zhivago on March 08, 2017, 08:03:48 AM
Not sure if this is an incompatibility with "Seeds Please" mod or what it might be. However, I have been having issues with MAI only when they're trying to do farming tasks. The MAI that is assigned to farming will freeze up for a while, not moving, and this error log will come out. Eventually the MAI moves on to another task. Here's what one of the error logs looks like. Let me know if you need more info.

MAI Farmer started 10 jobs in one tick. thinkResult=(job=SowWithSeeds A=(165, 0, 44) B=Thing_SeedHaygrass1658520 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIPawn.AIPawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on March 08, 2017, 09:31:34 AM
I thought Haplo solved the 10 jobs in one tick problem.
Do you use the latest version, did you delete the old folder(s) before you copy/unzip the new ones ?

Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Dr_Zhivago on March 08, 2017, 09:56:27 PM
I'm using the Steam Version, but I believe it is up to date.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: rogerbacon on March 09, 2017, 10:37:43 PM
When trying to load a game saved with this mod in effect I get the following null reference exception:
Exception in SetupToils (pawn=Angel, job=InstallWeaponOnTurretBase A=Thing_Gun_LMG835009 B=(139, 0, 249)): System.NullReferenceException: Object reference not set to an instance of an object
  at TurretWeaponBase.JobDriver_HaulToCellAndDoWork.Toils_TryToAttachToWeaponBase (Verse.Pawn actor, TargetIndex thingInd, TargetIndex cellInd) [0x00000] in <filename unknown>:0
  at TurretWeaponBase.JobDriver_HaulToCellAndDoWork+<MakeNewToils>d__4.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on March 10, 2017, 01:15:10 PM
Quote from: Dr_Zhivago on March 08, 2017, 09:56:27 PM
I'm using the Steam Version, but I believe it is up to date.
This looks more like a problem of the more seeds job. Mai uses the basic pawn job handling, but maybe seeds please job needs something that Mai doesn't have, I don't know. But it really looks like the problem is an incompatibility between Mai and seeds..

Quote from: rogerbacon on March 09, 2017, 10:37:43 PM
...
Hmm you've saved while a colonist was on the way to install a weapon, correct? Looks like I have to take a look at the save function of that job..
Thanks for the info  :D
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: faltonico on March 10, 2017, 02:30:36 PM
Quote from: Haplo on March 10, 2017, 01:15:10 PM

Hmm you've saved while a colonist was on the way to install a weapon, correct? Looks like I have to take a look at the save function of that job..
Thanks for the info  :D
That is happening with at least clutter and more joy objects as well (there may be more), game crashes on load if there is a blueprint of theirs on the map, they might appreciate you posting your fix here :)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Ruisuki on March 16, 2017, 09:15:36 PM
whoa thje training facility is up to date a16? Awesome
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Ruisuki on March 24, 2017, 09:09:24 PM
for shooting training mod...am i just supposed to shoot at it? because right clicking bnrings up no options. Only the melee dummy brings it up
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Tgr on March 25, 2017, 01:06:07 PM
Hi, Misc core's implants seem to conflict with some of the other medical mods unless it's loaded last.

I think it's fair to ask whether adding the implants to a core mod creating possible incompatibility issues is warranted or whether it should be a separate plugin. (that said it's a minor issue considering it's a load order thing.)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Th0s on March 25, 2017, 05:37:50 PM
Is there a way to put the robots into a zone so they stop going out and dying to mad animals or raiders?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Dr_Zhivago on March 25, 2017, 07:11:49 PM
Quote from: Th0s on March 25, 2017, 05:37:50 PM
Is there a way to put the robots into a zone so they stop going out and dying to mad animals or raiders?

Activate the robot, click on them, and then set their zone from "unrestricted" to your preferred zone. (click the grey box that says unrestricted)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Ruisuki on March 26, 2017, 08:48:46 AM
for shooting training mod...am i just supposed to shoot at it? because right clicking bnrings up no options. Only the melee dummy brings it up after I drop my weapon. Whats the difference between the shooting target the mod adds and me just shooting at a wall? Just the HP difference??

The archery dummy also offers me nothing
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Madman666 on March 26, 2017, 05:43:28 PM
Quote from: Ruisuki on March 26, 2017, 08:48:46 AM
for shooting training mod...am i just supposed to shoot at it? because right clicking bnrings up no options. Only the melee dummy brings it up after I drop my weapon. Whats the difference between the shooting target the mod adds and me just shooting at a wall? Just the HP difference??

The archery dummy also offers me nothing

Archery target is only joy object. Ranged dummy adds a joy activity that slowly increases shooting skill, but you can't assign a person to do it - they might do it on their own in their free (joy) time.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Ruisuki on March 27, 2017, 12:03:45 AM
Quote from: Madman666 on March 26, 2017, 05:43:28 PM
Quote from: Ruisuki on March 26, 2017, 08:48:46 AM
for shooting training mod...am i just supposed to shoot at it? because right clicking bnrings up no options. Only the melee dummy brings it up after I drop my weapon. Whats the difference between the shooting target the mod adds and me just shooting at a wall? Just the HP difference??

The archery dummy also offers me nothing

Archery target is only joy object. Ranged dummy adds a joy activity that slowly increases shooting skill, but you can't assign a person to do it - they might do it on their own in their free (joy) time.
so both the archery and shooting dummies ae used by pawns on their own and cant be manually chosen by the player unlike the martial dummy?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Madman666 on March 27, 2017, 05:04:00 AM
Quote from: Ruisuki on March 27, 2017, 12:03:45 AM
so both the archery and shooting dummies are used by pawns on their own and cant be manually chosen by the player unlike the martial dummy?

Yes, at least in my experience. I didn't even know that you can use martial dummy by assigning someone to it, they always just did it on their own.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on March 27, 2017, 06:15:10 AM
QuoteShooting Target
   Train up your shooting ability. Joy and training possible!
Martial Arts Dummy
   Train your martial arts ability. Joy and training possible!
Archery Target
   Your colonists like to shoot some arrows for joy. **Joy only**

Looks like haplo have to fix something.
The Shooting target should be able to force a pawn to it.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Ruisuki on March 27, 2017, 08:02:12 AM
yeah i assumed the joy shooting would be done on their won but was expecting a bill to shoot for exp. so far nobodys even used the joy archery or shooting dummies.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on March 28, 2017, 02:49:12 PM
Hm, I thought I had tested it.. The shooting dummy should pop a right click menu, if your selected pawn has a ranged weapon equipped. If that isn't the case, then I have to take a look into what I did wrong this time...
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Ruisuki on April 08, 2017, 08:18:42 PM
Quote from: Haplo on March 28, 2017, 02:49:12 PM
Hm, I thought I had tested it.. The shooting dummy should pop a right click menu, if your selected pawn has a ranged weapon equipped. If that isn't the case, then I have to take a look into what I did wrong this time...
Yeah i have vanilla pistols and snipers and nothing pops up. Any luck on your end? I added it mid save if that helps
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on April 14, 2017, 06:33:39 PM
I'm sorry, but I can't repro it on my side.
As you can see in the screenshot, the right click on the training dummy when a pawn is selected DOES create a float menu.
The only instance when it is not created in my test is, if the dummy is outside the allowed work area..

[attachment deleted by admin due to age]
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on April 15, 2017, 02:08:28 AM
Very curious, i said too that it didn't worked and i tested it with my colony i used at that time. And it didn't worked.

And then i just add Misc.Training my newest one, and it worked.

It only could be a conflict with the mods i used in the past. So when anyone else expierence these problem, please post your modlist too.

Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Ruisuki on April 15, 2017, 04:23:22 AM
I only installed a few weeks ago, should I delete and reinstall? Also is there somewhere I can just copy the modlist from and just paste it? or do i have to type out each mod manually, its quite a lot
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on April 15, 2017, 04:45:24 AM
Under config you find modconfig.xml, a text file with the name of all active mods.
But just post it when you are sure it didn't work.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on April 16, 2017, 12:45:41 AM
If it's a mod conflict you can try to move Misc. Training to the end of the mod list.
This way it's loaded last and MAYBE will overwrite the problematic mod call.. Maybe..
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: zidey on April 25, 2017, 05:57:58 AM
not sure if im doing something wrong, but i can't research the robots. ive seen in a youtubers video that i should have a robotics research option but i dont have one. I only seem to have one for mobile ai.

http://imgur.com/a/7F4KQ

thats my mod list with how ive got them all loaded. (the images are the wrong way around, core is at the top)


Ive tried with just misc robots active, installed via steam and then tried a manual install.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on April 25, 2017, 06:22:56 AM
Misc Robots don't provide a robotics Research. I only provide the Hauler and Cleaner as buyable from Traders.
What you're searching is something like Misc Robots++. As far as I know there are currently two addon mods out there that expand on Misc Robots. :D
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: zidey on April 25, 2017, 08:04:27 AM
Quote from: Haplo on April 25, 2017, 06:22:56 AM
Misc Robots don't provide a robotics Research. I only provide the Hauler and Cleaner as buyable from Traders.
What you're searching is something like Misc Robots++. As far as I know there are currently two addon mods out there that expand on Misc Robots. :D

Ahhh! thank you! that was the issue! they didn't have it showing in their mods list on their video which is what confused me!
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: zeMonsta on May 06, 2017, 02:26:07 AM
Is it normal for the hauling and cleaning bots to die of malnutrition? My bots seems to always die in about 10 days of malnutrition. Couldn't find any info on this, so maybe this a bug or conflict with other mods? Running A16 standalone with Miscellaneous_Robots_0166.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on May 06, 2017, 03:32:39 AM
No that shouldn't happen.
Did you install Misc. Core too ?
If yes, try to move them both at the end of the mod list and look if this still happen.
And when it still happen you maybe can post an errorlog with hugslib, but don't await a fix for the A16 version anymore since Haplo allready working on A17.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: zeMonsta on May 06, 2017, 03:59:36 AM
Quote from: Canute on May 06, 2017, 03:32:39 AM
No that shouldn't happen.
Did you install Misc. Core too ?
If yes, try to move them both at the end of the mod list and look if this still happen.
And when it still happen you maybe can post an errorlog with hugslib, but don't await a fix for the A16 version anymore since Haplo allready working on A17.

Ok, good to know :)

Yes, I have the Misc. Core installed and it's loaded before the Misc. Robots. I tried moving them to the end of the list but that didn't seem to help. I'll try to check if I can get the log for when it happens. Would be good to know though how the food levels for the bots should work. Should they even ever go down or should they fill up at the base station?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on May 06, 2017, 04:01:23 AM
Yes, sorry. Robots wont get a fix anymore as the a17 version is already up and running. The system is now quite different to the a16 robots. In a16 they were modified colonists. In a17 they will be modified animals.  8)

Normally the food should be updated to 100 whenever it falls under 98%. So yours behave strangely  ;D
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: zeMonsta on May 06, 2017, 04:13:35 AM
Quote from: Haplo on May 06, 2017, 04:01:23 AM
Yes, sorry. Robots wont get a fix anymore as the a17 version is already up and running. The system is now quite different to the a16 robots. In a16 they were modified colonists. In a17 they will be modified animals.  8)

Normally the food should be updated to 100 whenever it falls under 98%. So yours behave strangely  ;D

Ok, thanks for the update. I went through my other mods and problem seems to be with another mod,  "Realistic Starvation". The problem was apparently fixed with the newer version of that mod (like yesterday). Will try that or remove that mod if the problem persists.

-fixed starving animals alert
-removed debug message for pawns with no hunger need (mechanoids)
-Haplo's Misc. Robots compatibility: robots no longer get hungry

https://ludeon.com/forums/index.php?topic=31548.0

Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: zeMonsta on May 06, 2017, 05:12:48 AM
Quote from: zeMonsta on May 06, 2017, 04:13:35 AM
Ok, thanks for the update. I went through my other mods and problem seems to be with another mod,  "Realistic Starvation". The problem was apparently fixed with the newer version of that mod (like yesterday). Will try that or remove that mod if the problem persists.

-fixed starving animals alert
-removed debug message for pawns with no hunger need (mechanoids)
-Haplo's Misc. Robots compatibility: robots no longer get hungry

https://ludeon.com/forums/index.php?topic=31548.0

Yup, upgrading to the latest version of Realistic Starvation fixed my problem. May the Misc. robots now live happily ever after :)
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on May 07, 2017, 03:15:36 AM
Quote from: Haplo on May 06, 2017, 04:01:23 AM
In a16 they were modified colonists. In a17 they will be modified animals.  8)
Does that mean, you can't give them anymore extra appearal. You can't force them anymore to haul/clean or draft them to move them out of danger ?

Then they are just Minions which can't reproduce themself :-(
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Kassidoo on May 07, 2017, 07:28:08 AM
Hi

I've got a question, both relating to A17, and 16. Is it possible to make a robot that only does a certain Sub-job? As an example, the hauling robots not only haul, they move furnitures, burn corpses in crematorium and fill barrels with Wort. Is it possible to make it <Only> haul items?
I use the mod Fluffy breakdowns, and while it removed the annoying breakdown event, my builders spend way to much time maintining components. So I wanted to make a robot, a maintenance robot, that only does the sub-job of maintaining components, not everything builder related. Is this possible?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on May 07, 2017, 06:52:54 PM
@Kassidoo: That's not possible with my robots. Sorry.

Info for A17:
I'm close to finishing a new Job:

Job: Weapon Repair
   Do you have your best weapon in an awful condition, but various worse weapons of the same kind just laying around?
   Now you can repair your weapon with spare parts from similiar weapons (as long as you have a mechanic table)

Effectively it adds a floatmenu to all weapons if you have a mechanic table and a second weapon of that type available.
Your smith will then repair your selected weapon for 25 to 40% of the health of the second weapon.
For now this is an prioritize job only. No automatic settings.

What do you guys think about it? Is it useful or more of the unuseful kind?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Ghasty on May 07, 2017, 08:41:42 PM
Quote from: Haplo on May 07, 2017, 06:52:54 PM
@Kassidoo: That's not possible with my robots. Sorry.

Info for A17:
I'm close to finishing a new Job:

Job: Weapon Repair
   Do you have your best weapon in an awful condition, but various worse weapons of the same kind just laying around?
   Now you can repair your weapon with spare parts from similiar weapons (as long as you have a mechanic table)

Effectively it adds a floatmenu to all weapons if you have a mechanic table and a second weapon of that type available.
Your smith will then repair your selected weapon for 25 to 40% of the health of the second weapon.
For now this is an prioritize job only. No automatic settings.

What do you guys think about it? Is it useful or more of the unuseful kind?

This sounds like a great idea. Very simple way to deal with that legendary weapon losing durability.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Elodie on May 07, 2017, 09:21:00 PM
Is it possible to make gunner robots that can load and operate mortars, for example? It's potentially rather overpowered, but I've had times where all my pawns are capable of fighting, but I still have to keep some in the back at the mortars despite needing all hands at the front line, like today when 425 tribals attacked my base.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on May 08, 2017, 03:17:52 AM
Quote from: Haplo on May 07, 2017, 06:52:54 PM
Job: Weapon Repair
   Do you have your best weapon in an awful condition, but various worse weapons of the same kind just laying around?
   Now you can repair your weapon with spare parts from similiar weapons (as long as you have a mechanic table)

Effectively it adds a floatmenu to all weapons if you have a mechanic table and a second weapon of that type available.
Your smith will then repair your selected weapon for 25 to 40% of the health of the second weapon.
For now this is an prioritize job only. No automatic settings.

What do you guys think about it? Is it useful or more of the unuseful kind?
Similar suggestion appeared for the Mending table a while ago.
Basicly it is a good nearly realistic solution.
But i would prefer when you dismante any weapon into spareparts and with this spareparts you could repair any weapon.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on May 08, 2017, 03:35:56 AM
I've specially not used that way because it would add a whole supply chain, which I don't want to do.
(Btw. isn't the mending table doing it a bit like that? Only with repair kids?)
For this I just wanted to do a simplistic variant and this was the only way I could think of to make it which wasn't too complicated to do.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on May 08, 2017, 05:00:43 AM
Yep, the mending table use repair kits, crafted from steel+cloth to repair weapons and appearal from it.
This made it universal useable.
The solution i suggest is a mix, you can't craft these repair from "nothing" (steel and cloth are nearly nothing:-)) you need to dismantle weapons to get repair kits. But you can use these kits to repair other weapon too. At this way it is a bit universal but still limited.

Your way isn't bad either just more limited.
You will never be able to repair these rare Railguns.
And any way to repair is better then no way to repair ! :-)

Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Dr_Zhivago on May 08, 2017, 05:03:02 AM
Quote from: Haplo on May 07, 2017, 06:52:54 PM
Job: Weapon Repair
   Do you have your best weapon in an awful condition, but various worse weapons of the same kind just laying around?
   Now you can repair your weapon with spare parts from similiar weapons (as long as you have a mechanic table)

It's not a bad idea, but with all of the repair mods/benches out there, I'm not sure how useful it'd really be.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on May 08, 2017, 12:57:19 PM
Yes, you're right. Most likely noone will notice it, but we'll see :)

@Canute:
You're also right. With this mod my Railgun will never be repairable :)
Depends of how it goes, maybe I'll add a second possibility to dismantle weapons into weapon parts. And then provide an option for repairing them with these weapon parts.. We'll see :)

For now I'll provide it as a seperate mod, but when the interest for it is low, I'll just drop it into the objects..
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: blaxblade on May 18, 2017, 10:42:12 AM
I have a texture problem with MAI; He has no head
How can i fix?
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on May 18, 2017, 10:54:09 AM
Try to delete the Misc. Mai folder and unzip/copy it again.
Maybe a damaged file.

Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: blaxblade on May 19, 2017, 05:18:47 AM
No, i have replaced the folder, but mai continues to have no head
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Canute on May 19, 2017, 06:50:36 AM
Any mod thats modifies hair or head ?
Maybe a errorlog made from/with hughslib ?
Or attach the output_log.txt  from the data folder.
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: blaxblade on May 19, 2017, 08:36:25 AM
I have no mod modifying head or hair; i have only mod which introduce weapons, tecnology, and star wars mod
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Haplo on May 19, 2017, 11:22:23 AM
Please attach your output_log.txt so we can take a look.
Without it it's hard to figure out what the problem might be..
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Patrick on May 21, 2017, 05:54:13 AM
Hey There So Im Struggling To Find Materials To Make Hauling/Cleaning/Etc Robots I Have The Misc. Robot and The Misc. Robot++ And The Core So Can Anyone Help Me Because Im Dumb....
Title: Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
Post by: Dr_Zhivago on May 21, 2017, 06:12:04 AM
Quote from: Patrick on May 21, 2017, 05:54:13 AM
Hey There So Im Struggling To Find Materials To Make Hauling/Cleaning/Etc Robots I Have The Misc. Robot and The Misc. Robot++ And The Core So Can Anyone Help Me Because Im Dumb....

With Robots++ you can craft the robots and the "Robotics Workbench" but it all requires research to craft. Starting with "Robotics: Fundamentals". Then you can create bills at the workbench. You need components to craft robotic matrixes, and you need matrixes to craft the robots themselves. For more detail look at the recipes on the bench and then do the math to figure out what exactly you need.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: Haplo on May 24, 2017, 03:54:50 PM
Here it is, the
Updates to Alpha 17 are out! :)
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: gaultesian on May 24, 2017, 06:46:53 PM
Woot!  Congrats.  However, is there any back-engineered A16 versions out there?
I am looking for the misc core.  I upgraded to A17, and I have the new Misc mods for my new game, but I have a backup of A16,and I would love to use the MAI robot (I literally downloaded it today on Steam, and came home and found A17 has loaded over my mods).

When A17 MAI comes out, I can't wait.  Of all the mods out there with bots and helpers, the MAI seems to be the most intriguing.

Cheers, and love your work.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: Haplo on May 25, 2017, 03:26:29 AM
You can always find old version on Nexus.
See the link on the first page.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: gaultesian on May 25, 2017, 06:13:33 AM
Yeah, I tried to find a A16 version in the mix of the nexus mods, but could not find a miscellaneous core (MAI was there).  I guess this is OK, as I can wait for a revamped MAI in the future (good things come to those who wait).

One question:  seeing that the Misc. Robots++ only now has hauler and cleaner (cook, builder, crafter and er bots no longer in the package), does that mean they may be superseded by a revamped MAI , or is that just paring down while A17 code is being integrated into a revamped Misc. Robots?

Cheers.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: Canute on May 25, 2017, 09:12:02 AM
Misc Robots++ is another mod, not from haplo.
And alaestor the author of that mod didn't update it to A17 yet.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: gaultesian on May 25, 2017, 02:29:21 PM
Thanks for the clarification Canute.  I am still navigating my way through all the mod and mod authors, so it's great to get clarification.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: blaxblade on May 27, 2017, 07:18:53 PM
I have this problem only with cleaner bot

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at RemoteExplosives.WorkGiver_DetonatorWire.ShouldSkip (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work.PawnCanUseWorkGiver (Verse.Pawn pawn, RimWorld.WorkGiver giver) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

How can i fix It?
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: rudew on May 27, 2017, 10:48:27 PM
Haplo, Sorry if your already aware, Dont really feel like reading through all your comments, but im pretty sure your tactical computer is incompatiable with the long range mineral scanner.

Exception ticking TacticalComputer90784: System.NullReferenceException: Object reference not set to an instance of an object
  at TacticalComputer.CompLongRangeAnomalyScanner.InterruptsMe (TacticalComputer.CompLongRangeAnomalyScanner otherScanner) [0x00000] in <filename unknown>:0
  at TacticalComputer.CompLongRangeAnomalyScanner.CalculateOtherActiveAnomalyScanners () [0x00000] in <filename unknown>:0
  at TacticalComputer.CompLongRangeAnomalyScanner.RecacheEffectiveAreaPct () [0x00000] in <filename unknown>:0
  at TacticalComputer.CompLongRangeAnomalyScanner.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Only happens when both are on the map at the same time.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: Haplo on May 28, 2017, 03:22:32 AM
Quote from: blaxblade on May 27, 2017, 07:18:53 PM
I have this problem only with cleaner bot

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at RemoteExplosives.WorkGiver_DetonatorWire.ShouldSkip (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work.PawnCanUseWorkGiver (Verse.Pawn pawn, RimWorld.WorkGiver giver) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

How can i fix It?
This looks like a problem in the work giver of a mod that adds remote explosives. Most likely it doesn't take into account, that the robots don't have hunger rates active. I'm not 100% sure but that is most likely the case. Which mod adds remote explosives?


Quote from: rudew on May 27, 2017, 10:48:27 PM
Haplo, Sorry if your already aware, Dont really feel like reading through all your comments, but im pretty sure your tactical computer is incompatiable with the long range mineral scanner.

Exception ticking TacticalComputer90784: System.NullReferenceException: Object reference not set to an instance of an object
  at TacticalComputer.CompLongRangeAnomalyScanner.InterruptsMe (TacticalComputer.CompLongRangeAnomalyScanner otherScanner) [0x00000] in <filename unknown>:0
  at TacticalComputer.CompLongRangeAnomalyScanner.CalculateOtherActiveAnomalyScanners () [0x00000] in <filename unknown>:0
  at TacticalComputer.CompLongRangeAnomalyScanner.RecacheEffectiveAreaPct () [0x00000] in <filename unknown>:0
  at TacticalComputer.CompLongRangeAnomalyScanner.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Only happens when both are on the map at the same time.
Thanks for the info. I'll have to fix this, but unfortunately I am not at my computer until tomorrow most likely..
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: Love on May 28, 2017, 03:50:50 AM
Quote from: Haplo on May 28, 2017, 03:22:32 AMThis looks like a problem in the work giver of a mod that adds remote explosives. Most likely it doesn't take into account, that the robots don't have hunger rates active. I'm not 100% sure but that is most likely the case. Which mod adds remote explosives?

Probably this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=761379469
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: blaxblade on May 28, 2017, 04:31:11 AM
Quote from: Love on May 28, 2017, 03:50:50 AM
Quote from: Haplo on May 28, 2017, 03:22:32 AMThis looks like a problem in the work giver of a mod that adds remote explosives. Most likely it doesn't take into account, that the robots don't have hunger rates active. I'm not 100% sure but that is most likely the case. Which mod adds remote explosives?

Probably this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=761379469

it could be, i have remote explosive mod; but the previous version of remote explosive and robot did not have compatibility issues, I previously used cleaner bot for activate explosive traps
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: BaumMitBart on May 28, 2017, 07:53:57 AM
Is there any download link for the A16 version of Misc. Training?
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: Haplo on May 28, 2017, 08:11:02 AM
All my old versions can be found on Nexus.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: BaumMitBart on May 28, 2017, 08:48:44 AM
Thx mate - as i have stated in another mod thread: i am far too stupid to find any versions...
Big thx for the fast response.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.1 / 24.05.2017)
Post by: Diver on May 28, 2017, 11:31:19 AM
Do you plan to add the "Set forced target" Function to your Turrets? Like on the vanilla Turrets.
That would be really helpful and sometimes life saving...
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.2 / 28.05.2017)
Post by: Haplo on May 28, 2017, 04:51:11 PM
Update:
I've done some updates:
-Weapon Repair got it's patch updated to reduce loading times
-Turret-Bases hopefully the replace bug is now fixed
-Tactical Computer got a fix for the Long Range Scanner bug
-Robots also got a fix or three:
   -- Incompatible workgivers circumvented
   -- Cleaners doing gardener work fixed
   -- Air drops with dead robots fixed
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.2 / 29.05.2017)
Post by: Doomdark64 on May 30, 2017, 05:27:58 AM
Please Haplo for the love of god make MAI available for alpha 17 its the best mod out there and the only one not working.
Regards.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.2 / 29.05.2017)
Post by: DimensionalGamer on May 30, 2017, 03:37:53 PM
Been having issues with my robots. Neither the original robots nor the "Misc. Robots++" robots do anything other than wander and charge.
The most I can figure out would be that it is due to a outdated reference but I don't know how to fix it.

I also included my mod list in the attachment

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.MissingMethodException: Method not found: 'Verse.GenClosest.ClosestThingReachable'.
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00042] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ThinkNode_JobGiver.cs:33
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00115] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:162
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:166)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:452)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:398)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:128)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)


[attachment deleted by admin due to age]
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.2 / 29.05.2017)
Post by: Haplo on May 30, 2017, 03:43:22 PM
This error: Method not found: 'Verse.GenClosest.ClosestThingReachable'. should not be possible in A17 as it is a vanilla method.
Are you sure you're playing with Alpha 17 (0.17.1546)?
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.2 / 29.05.2017)
Post by: Haplo on May 30, 2017, 03:45:07 PM
Quote from: Doomdark64 on May 30, 2017, 05:27:58 AM
Please Haplo for the love of god make MAI available for alpha 17 its the best mod out there and the only one not working.
Regards.
I will work on MAI as soon as the other mods stop throwing out bugs :)
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.2 / 29.05.2017)
Post by: DimensionalGamer on May 30, 2017, 04:24:30 PM
Quote from: Haplo on May 30, 2017, 03:43:22 PM
This error: Method not found: 'Verse.GenClosest.ClosestThingReachable'. should not be possible in A17 as it is a vanilla method.
Are you sure you're playing with Alpha 17 (0.17.1546)?

Just noticed that I was playing a older version. Thank you.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.2 / 29.05.2017)
Post by: Doomdark64 on May 30, 2017, 08:00:39 PM
Quote from: Haplo on May 30, 2017, 03:45:07 PM
Quote from: Doomdark64 on May 30, 2017, 05:27:58 AM
Please Haplo for the love of god make MAI available for alpha 17 its the best mod out there and the only one not working.
Regards.
I will work on MAI as soon as the other mods stop throwing out bugs :)
You sir are the new god :)
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Love on May 30, 2017, 08:12:26 PM
I know Robots++ isn't exactly your purview, but the author said that a bug afflicting his crafting robots is beyond his ability to fix and given your mod is the dependency, I'm wondering if you can take a look at it: https://ludeon.com/forums/index.php?topic=26151.msg336847#msg336847
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: DenVildeHest on May 30, 2017, 09:09:38 PM
Edit:
Nevermind, fixed the below issue by reinstalling game and moving mods around a bit. Never found out who the culprit was though.
I got an odd bug and suspect it might be related to your mod. I claimed one of the ruins which your mod probably generated. The building is being treated as a building by the game, except my colonists are able to shoot out of it. Even though I built a roof on it. Sometimes they hit the walls though.
Here is the output.log (https://pastebin.com/NTDF45q5)
Here is a video of it (https://www.youtube.com/watch?v=Wn3UwccuAO0)
Either its cause of a mod incompatibility or its me beeing a noob and this is somehow supposed to happen. Haven't noticed this before though. It's a newly generated map and the one before it I spawned right next to a similar building where I was shot AT from inside a building by some weird looking alien guys.
Edit: Ok it might not be related to your mod cause I just build a small building and colonists can still shoot through it. Any help in finding the cause is much appreciated but I guess I need to go deactivate mods till I find the sinner.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Antariell on May 31, 2017, 01:09:02 PM
Have a problem with MAI robots (A17)
When I try to create any robot through the console it gives me this error:
ArgumentException: curve has start/end point with y > 0
  at Verse.Rand.ByCurve (Verse.SimpleCurve curve, Int32 sampleCount) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateRandomAge (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapTools>c__AnonStorey5BE.<>m__B60 () [0x00000] in <filename unknown>:0
  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0
  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
(Filename:  Line: -1)
Order download mods:
Core
misc.core
misc.robots
misc.robots++
Output log:
https://gist.github.com/24e99ce7132fe9424c1b0f7d01ccf007
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Cabdono on May 31, 2017, 01:25:02 PM
Quote from: Antariell on May 31, 2017, 01:09:02 PM
Have a problem with MAI robots (A17)
When I try to create any robot through the console it gives me this error:
ArgumentException: curve has start/end point with y > 0
  at Verse.Rand.ByCurve (Verse.SimpleCurve curve, Int32 sampleCount) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateRandomAge (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapTools>c__AnonStorey5BE.<>m__B60 () [0x00000] in <filename unknown>:0
  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0
  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
(Filename:  Line: -1)
Order download mods:
Core
misc.core
misc.robots
misc.robots++
Output log:
https://gist.github.com/24e99ce7132fe9424c1b0f7d01ccf007

MAI hasn't been updated for A17, it says so in the title and even the download link o.o
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Love on May 31, 2017, 02:26:19 PM
Quote from: Love on May 30, 2017, 08:12:26 PM
I know Robots++ isn't exactly your purview, but the author said that a bug afflicting his crafting robots is beyond his ability to fix and given your mod is the dependency, I'm wondering if you can take a look at it: https://ludeon.com/forums/index.php?topic=26151.msg336847#msg336847

I know you replied to this thread already but you seem to be under the impression 1.7.3 fixed this and it did not I'm afraid.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Haplo on June 01, 2017, 11:13:05 AM
Actually it did fix the issue. You just need to reset the robots: 8)
https://ludeon.com/forums/index.php?topic=26151.msg337692#msg337692
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: thinkpad on June 02, 2017, 12:27:13 AM
Is it possible to make BrainPals craftable?  I have near 20 people and want to swap their brains out and just buying them from traders will take forever
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Canute on June 02, 2017, 02:02:36 AM
Possible yes, but haplo the author allready said no at the past.

If you want craftable brain implants, use one of the 2 medicin mods.
Ofcourse they arn't that good like the bionic brainpal's.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: thinkpad on June 02, 2017, 02:41:08 AM
Is there a way to edit the one of the XML files to make it craftable, this would be for personal use only not redistributed.  If you don't want that knowledge out there you can PM me the info to edit it 
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Canute on June 02, 2017, 05:02:14 AM
There is no easy way to edit the xml.
Because to be balanced you would need a
- research first
- a proper workbench
- not to speak what kind of materials.

Maybe ask at the EPOE thread for a addon to craft the brainpals at the adv. bionic workbenches.

If you don't care about the balance, spawn some brainpals with the dev. console and destroy the proper amout of silver you pay normaly at the trader.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: thinkpad on June 02, 2017, 11:16:04 PM
Yeah I ending up doing that Canute
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Elldar on June 04, 2017, 03:14:06 AM
Where can I find A16 version of this mods? or can i use A17 version on A16 without problems? I'm playing on older version since not all mods are updated to newest yet
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Haplo on June 04, 2017, 12:06:46 PM
Old versions can always be found on nexus.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Doomdark64 on June 07, 2017, 04:25:57 AM
Is there an eta for MAI mod?. the bot ones that are out now are ok but mai you can  arm them and use them as secirity you cannot do anything with them on the other mods apart from their programmed uses.
Regards.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Plasmatic on June 07, 2017, 05:03:00 AM
Quote from: Doomdark64 on June 07, 2017, 04:25:57 AM
Is there an eta for MAI mod?. the bot ones that are out now are ok but mai you can  arm them and use them as secirity you cannot do anything with them on the other mods apart from their programmed uses.
Regards.

Sure, When it's done :)

Haplo said he'll get to work patching MAI over when the other mods stop kicking out errors, that is to say, nobody knows!

EDIT: Don't get me wrong I REALLY want MAI functional as well, but I'd rather have it fully functional than barely hanging together spamming the log and crashing shit.
Title: Re: [A17] Miscellaneous w/o MAI+Robots (V 0.17.3 / 30.05.2017)
Post by: Doomdark64 on June 07, 2017, 07:58:18 AM
All Haplos mods are mint and  i hope he doesnt get sick of doing them.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.3 / 07.06.2017)
Post by: Haplo on June 07, 2017, 03:50:04 PM
I've uploaded a PREVIEW build for MAI.

Unfortunately I have not much time to test her much.
Because of that I've only released a first preview build for now.

The official release (+steam) will be later when I've found a bit more time to test her..
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.4 / 07.06.2017)
Post by: gaultesian on June 07, 2017, 08:49:06 PM
Just testing out MAI now.  Seem to work fine.  The Automatic AI Assembler is supposed to work on its own, but it requires 500 stell and 350 silver.  I cannot seem to get anyone to bring over the materials from storage, and I cannot order anyone to do so.  The Assembler does not have an order bill tab, so I cannot direct it to make an MAI. Otherwise, I placed two MAI's into my game (dev mode).   THe Nanite machine works as directed...the workers will fill it with plasteel automatically, and the MAI 'bed' works like a charm.

I have over 50 mods going at any time, and your MAI mod does not feed me error dialog, so that is a positive sign :).
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.4 / 07.06.2017)
Post by: Draegon on June 07, 2017, 10:33:59 PM
There seems to be a bug with cleaner bots where they won't go back to their station even when on low energy, I just had one cleaning pretty close by and it just conked out because it ran out of energy. It didn't even try to go back. Is there a reason this is happening or is it a true bug?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.4 / 07.06.2017)
Post by: Ignoral on June 08, 2017, 09:17:43 AM
Same here, robots are dying because they won't go back to the recharge station, was working fine yesterday.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.3 / 07.06.2017)
Post by: Doomdark64 on June 08, 2017, 10:15:21 AM
Quote from: Haplo on June 07, 2017, 03:50:04 PM
I've uploaded a PREVIEW build for MAI.

Unfortunately I have not much time to test her much.
Because of that I've only released a first preview build for now.

The official release (+steam) will be later when I've found a bit more time to test her..
You sir are magnificent!!. Thanks for your hard work getting MAI up and running so quick.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.5 / 08.06.2017)
Post by: Haplo on June 08, 2017, 11:10:50 AM
Quote from: Ignoral on June 08, 2017, 09:17:43 AM
Same here, robots are dying because they won't go back to the recharge station, was working fine yesterday.

Yes, sorry. I've fixed a bug (party bug) and created a new one (don't recharge me bug).
Hopefully it's fixed now in 0.17.5.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.5 / 08.06.2017)
Post by: gaultesian on June 08, 2017, 07:24:45 PM
So, any idea on how to use the AI Assembler?  It's just sitting in the corner of the room, collecting dust.  No one is supplying it with the steel and silver (I have lots of both), and there is no way to manually supply it.


***NEVERMIND...I figured it out *smacks head* ****
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.5 / 08.06.2017)
Post by: Canute on June 09, 2017, 03:30:59 AM
Yeah, the assembler is a bit unique.
The best you can describe it as stockpile for steel/silver with Important priority.
Nothing you can do to force to haul to the assembler.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.5 / 08.06.2017)
Post by: gaultesian on June 09, 2017, 05:25:57 AM
I was expecting a Bill tab to pop up, but instead, it was done in the bottom menu options (just press Activate!).  I never looked down there.  It never ceases to amaze me how blind I can be, even when something is clearly in front of my face.

I have tested out the assembler, production recharge bed, and the different skill sets in the research tree for the variety of MAIs and it works without any issues on my side.

Thanks for a great mod!
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.5 / 08.06.2017)
Post by: Haplo on June 09, 2017, 11:56:18 AM
Thanks for the info. Then I guess I can officially release MAI  8)
And yes I'm aware that the assembler really needs to be overhauled sometime soon(tm)  ;D
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: Chalkie on June 10, 2017, 04:24:19 AM
Is there a way to tell the robots (haul, cleaning, etc) to stick within an area. For example, the home area?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: Neren on June 10, 2017, 06:12:15 AM
You can do it the same way as with animals. However robots don't show up in any tabs so you have to set them manually one by one: when you select robot there are several color boxes under his name in left down corner, click on the third box (there should be something like "unrestricted" or name of one of your areas) and choose desired area.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: gaultesian on June 10, 2017, 12:10:23 PM
A side note about the MAI:  they can and will marry humans (and their own).  Cool!  Not sure if it was intentional, but I like the dynamic.

Oh, and by the way, do not let one of your human colonists pick a fistfight with a totally enhanced melee combat MAI....one of my more cantankerous colonists got put in the hospital for quite some time  ;).

Great work!
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: Raf's on June 10, 2017, 12:56:29 PM
Can someone enlighten me? after i started updating this mod and added some other this error keeps poping up:
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentDef.TargetAllowed (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (IIncidentTarget target) [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)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I assume it as something to do it your mode since after i updated all mods i had (i only had the latest version of bots before) the game started running a little better (before it was a slide show) or is it something completely unrelated?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: Jimbob_ on June 10, 2017, 01:15:32 PM
Can Anyone help with this?

Got temperature for null map.
Verse.Log:Error(String)
Verse.GenTemperature:TryGetTemperatureForCell(IntVec3, Map, Single&)
Verse.GenTemperature:GetTemperatureForCell(IntVec3, Map)
BeeAndHoney.CompTimedRespawn:get_TicksUntilRespawnAtCurrentTemp()
BeeAndHoney.CompTimedRespawn:CompTickRare()
Verse.ThingWithComps:TickRare()
Verse.ThingOwner:ThingOwnerTickRare(Boolean)
Verse.Pawn_InventoryTracker:InventoryTrackerTickRare()
Verse.Pawn:TickRare()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: Plasmatic on June 11, 2017, 12:44:36 AM
Quote from: Neren on June 10, 2017, 06:12:15 AM
You can do it the same way as with animals. However robots don't show up in any tabs so you have to set them manually one by one: when you select robot there are several color boxes under his name in left down corner, click on the third box (there should be something like "unrestricted" or name of one of your areas) and choose desired area.

Theres a mod called "base robots" that adds a tab for robots, where you can rename and restrict them, it seems to work with the hauling and cleaning bots, but I've not yet tested with MAI.

Might be something to look into adding support for if needed, it's a great tool if you are like me and prefer to have robots instead of humans (robots can be replaced!)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: Canute on June 11, 2017, 03:48:01 AM
QuoteTheres a mod called "base robots" ...  but I've not yet tested with MAI.
Must be a steam mod, didn't see this at the forum yet.
MAI isn't a robot it is an android colonist and can be used and listed like your regular pawns.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: Haplo on June 11, 2017, 03:27:00 PM
Quote from: Raf's on June 10, 2017, 12:56:29 PM
...
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentDef.TargetAllowed (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (IIncidentTarget target) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
...
Sorry, that looks like the Storyteller tries to fire an incident but fails due to a problem with the target.
But it doesn't give any infos about which incident..
Sorry, but I can't really help you with that :(

Quote from: Jimbob_ on June 10, 2017, 01:15:32 PM
Can Anyone help with this?

Got temperature for null map.
Verse.Log:Error(String)
Verse.GenTemperature:TryGetTemperatureForCell(IntVec3, Map, Single&)
Verse.GenTemperature:GetTemperatureForCell(IntVec3, Map)
BeeAndHoney.CompTimedRespawn:get_TicksUntilRespawnAtCurrentTemp()
This looks like a bug in BeeAndHoney.
I will fix it, thanks for the info :)

Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: Deathend on June 11, 2017, 03:39:53 PM
Lol just found that my only hauler bor tier 2 is wounded in the leg from a burn. is there a way to "treat" it? or a plan to add that option?

note: its not a scar its a normal wound

another thing bots nametags dont show so sometimes is hard to find them, not having a nametag is in the mod or i am buged?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.6 / 09.06.2017)
Post by: Plasmatic on June 11, 2017, 04:43:11 PM
Quote from: Deathend on June 11, 2017, 03:39:53 PM
Lol just found that my only hauler bor tier 2 is wounded in the leg from a burn. is there a way to "treat" it? or a plan to add that option?

note: its not a scar its a normal wound

another thing bots nametags dont show so sometimes is hard to find them, not having a nametag is in the mod or i am buged?

I'm pretty sure bots heal over time, unless something is completely destroyed. scars and wounds should heal over time though.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: pasghetti on June 11, 2017, 05:41:30 PM
where can I find the old versions for A16, its not labeled on nexus
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: cartercow on June 12, 2017, 12:39:02 AM
Hey, my cleaning bots keep dying and I'm not sure why. I usually remember to recall them during dangerous events so they don't get killed, but maybe I forgot to this last raid.

Is it possible to make the bots flee/be recalled back to station automatically? And it'd be even better if there was a notification whenever a bot is in danger. Thanks :)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Plasmatic on June 12, 2017, 03:13:56 AM
Quote from: cartercow on June 12, 2017, 12:39:02 AM
Hey, my cleaning bots keep dying and I'm not sure why. I usually remember to recall them during dangerous events so they don't get killed, but maybe I forgot to this last raid.

Is it possible to make the bots flee/be recalled back to station automatically? And it'd be even better if there was a notification whenever a bot is in danger. Thanks :)

I've started limited my bots to areas inside my base cause the predators in my biome apparently think metal is tasty..
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: cartercow on June 12, 2017, 11:18:44 AM
Quote from: Plasmatic on June 12, 2017, 03:13:56 AM
Quote from: cartercow on June 12, 2017, 12:39:02 AM
Hey, my cleaning bots keep dying and I'm not sure why. I usually remember to recall them during dangerous events so they don't get killed, but maybe I forgot to this last raid.

Is it possible to make the bots flee/be recalled back to station automatically? And it'd be even better if there was a notification whenever a bot is in danger. Thanks :)

I've started limited my bots to areas inside my base cause the predators in my biome apparently think metal is tasty..

That's a good idea, but in my case, my cleaning bots have always died within my base. My hauling bots haven't died at all. I think it's because they move faster.
I actually just spent a few minutes watching my cleaning bot because its energy was lower than both notches (it was on about 4%), and it appears that it died because it  did not automatically return to its charging station and ran out of battery. I think that's probably a bug?
Also, it'd be nice if, instead of becoming permanently disabled when out of energy, bots became downed instead, and had to be brought back to the charging station (rescued) by a colonist or a hauling bot.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Haplo on June 12, 2017, 11:47:42 AM
Do you have the newest version running?
I've overhauled the recharge code so that a bot with <10% should be FORCE return to the base..
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Deathend on June 12, 2017, 02:26:21 PM
https://gyazo.com/3a1e7d9aa4f011717ad1a8043ccfdcc2

here is the image, the wound was made with a mod weapon and the last raid was somwere close to half a qarter ago sooooo no its not healing at all, maybe cause it was a mod weapon?

Note: Ok i think its not your robot, i think they are a Robots++ maybe?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Haplo on June 12, 2017, 05:39:16 PM
Robots++ is based on my robots, so..
But yes, currently I haven't added anything to heal them..
Maybe I'll add something to the recharge station, so that they will be healed while recharging..
Hmm...
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Deathend on June 13, 2017, 12:33:47 PM
i can imagine it as little wielding arms inside the station that work on the robot as it recharges, i like it XD

or maybe a separate bench for repairs working as a medical bed for robots
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: cartercow on June 14, 2017, 04:15:03 AM
I updated the mod and haven't had any problems with the cleaning bot since. Thanks for the fix!
Would you consider adding a robots workbench so that crafters can fix/upgrade bots? It might be OP to make the robots from scratch, but it'd be cool to modify the robots. In particular I'd like to upgrade the cleaning bot's movement and work speed.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Plasmatic on June 14, 2017, 04:21:55 AM
Quote from: cartercow on June 14, 2017, 04:15:03 AM
I updated the mod and haven't had any problems with the cleaning bot since. Thanks for the fix!
Would you consider adding a robots workbench so that crafters can fix/upgrade bots? It might be OP to make the robots from scratch, but it'd be cool to modify the robots. In particular I'd like to upgrade the cleaning bot's movement and work speed.

I would love the ability to repair the disabled bots so I dont have to buy 10000 base stations just to get working bots :)

On a side note, the MAI's can't carry very much can they? They are only wearing armor, a helmet, using a sniper and carrying a melee weapon, and when I go to use them in a caravan their carry values are negative.. while the rest of my colonists have up to 13kg more to carry..
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Mr_Man on June 16, 2017, 04:45:32 PM
For Training Facility, any plans to bring compatibility to those running Combat Extended? Thanks!
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: MrEprize on June 17, 2017, 09:38:52 PM
There seems to be a problem manufacturing Enhanced Female MAI droids.  It does not make a difference which Enhanced I select it always comes out Male.  I think it may have to do with the 0716 update or my game is borked.  Not game breaking just an FYI.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: wwWraith on June 18, 2017, 01:48:53 PM
A little suggestion to Training mod: is it possible to allow using training dummies for pawns that have required weapon not equipped but in the inventory? It would be very nice to use with PeteTimesSix's SimpleSidearms mod, for example.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Rexaurius on June 18, 2017, 02:02:22 PM
Can someone make MAI compatible with EPOE? it would be cool to give MAI a better arm or leg
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: s44yuritch on June 18, 2017, 02:10:22 PM
What looks like a bug with MAI: if they ever catch fire, they don't try to extinguish themselves, and instead go on continuing what they were doing. If you draft them then they start running around as people on fire do, still not trying to beat the fire out. Other people can however put the fires out on them (will need to chase them first).
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: remtsoy on June 23, 2017, 05:57:02 AM
I don't get how MAI research works.

Steps I have done:
1. Researched ai production.
2. Researched ai mining.
3. Created ai building bench.
4. Created a MAI thing.
5. Activated with AI core.

I'we got a cool looking robot with lvl 7 skills at weapons, melee and intellectual, but no mining. (I haven't done research on AI intellectual btw)
rimworld v17b.v0.17.1557.

Got the same results without other mods (only misc.core and misc.mai)
misc.core was loaded before misc.mai
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Canute on June 24, 2017, 03:53:08 AM
QuoteJob: Weapon Repair
   Do you have your best weapon in an awful condition, but various worse weapons of the same kind just laying around?
   Now you can repair your weapon with spare parts from similiar weapons (as long as you have a mechanic table)

Doh,di doh doh doh.
After looking long time for a any mechanic table, nothing to build, nothing to spawn with the dev. tool (could be an incident thing like the railgun) i looked at the XML and found
<li>TableMachining</li>
Machining table, not mechanic ! :-)

And maybe mention too, that you need to right click on the weapon you want to repair, there are no extra repair bills at the table.

Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: lorebot on June 26, 2017, 03:23:28 PM
Is anyone else having/reporting any issues with Bees'n'Honey?

I just started playing with it a day or two ago and I finally did the research to build my own beehives. I built them immediately next to my crops thinking the crops would count as flowers for the bees to use to make honey, but the hives still said Flowers 0/50 so I put down some flower plots nearby with daylilies...still 0/50...tried all the other types of flowers, no joy.

I'm not sure how Bees'n'Honey goes about detecting flowers for the beehives, but it's possible that Vegetable Garden is interfering with it. As much as I love the idea of honey, mead, and apiaries, if I have to choose between VG and the bees, I'll be choosing VG.

EDIT: I moved Bees'n'Honey above Vegetable Garden in the load order and that seems to have resolved the issue. I can't say for sure it's a load order issue or if I just needed to restart/reload the game, but it seems fixed now so I'll just call it a win and keep an eye out for further trouble. :)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Haplo on June 29, 2017, 03:18:11 AM
Another possibility might also if you've checked it too soon.
The flower check is done rather rare, so that might also a possibility. Maybe, maybe not..

@Canute: Thanks for the info. I'll update my descriptions (haven't even noticed I wrote it wrong) :)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: lorebot on June 29, 2017, 07:27:48 AM
Quote from: Haplo on June 29, 2017, 03:18:11 AM
Another possibility might also if you've checked it too soon.
The flower check is done rather rare, so that might also a possibility. Maybe, maybe not..

You could be right. I noticed that when I build new beehives they start at 0/50 instead of immediately matching their neighbor and it can take a while for them to check their area for flowers.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Canute on June 29, 2017, 04:33:09 PM
haplo,
i got an idea about a starting scenario's with only 2-3 MAI's and maybe 1-2 bots. But it isn't possible to create MAIs as starting pawns .
But then i realized too, starting with only MAIs it would be to easy too. They don't need food, allways good mood.

But the main question are, could you made it possible to start as or with MAIs ?

Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: wwWraith on June 29, 2017, 05:27:58 PM
Quote from: Canute on June 29, 2017, 04:33:09 PM
haplo,
i got an idea about a starting scenario's with only 2-3 MAI's and maybe 1-2 bots. But it isn't possible to create MAIs as starting pawns .
But then i realized too, starting with only MAIs it would be to easy too. They don't need food, allways good mood.

Heh, I made such scenario for myself, too :) It semi-works, you start with 2 human pawns but at the moment of their arrival they disappear and became replaced by MAIs. Prepare Carefully doesn't help, even their genders are random. And because of that replacement it seems like some things related to start are missing and it may lead to strange errors later.

And it's not so easy as it seems at first. One of the problem is that you cannot force MAI to do anything when they want to recharge, so any raid or other incident may become quite dangerous if you have no human colonists. There are other special things, so actually it's enough interesting experience.

I put my scenario in attachment, it would be great if you or someone else will make some use of it. It isn't polished, but I hope you 'll excuse it now :)

[attachment deleted by admin due to age]
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Canute on June 30, 2017, 06:49:41 AM
Thanks wwWraith,
that mod works well, to bad you need to have the MAI researched researched, or the MAI's are just armed researcher but can't even build their own research bench.

I modified it a bit, so no resources spawn, but many ship chunks, it it is like a ship crash.
And it is like i though, a perfect scenario for beginner pretty easy start even on extreme biomes.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: wwWraith on June 30, 2017, 09:49:18 AM
I haven't added the MAI research to not allow them to start to reproduce immediately :) And because they know how most things work but still have to figure out how to make them from the scratch. And resources instead of ship chunks as they were not crashlanded but planned their landing... Just as they have some different logic and a little experience of what is survival in rimworld, their plan may look strange for us humans :) It was like "Why do these humans need that wood and cloth and whatever, we will build our new sweet home from shiny plasteel and our robots will do the most things for us as it was in our glitterworld, what could possibly go wrong with this..." But of course it was just my roleplaying idea, you are free to use it as you like :)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: tobi1449 on July 01, 2017, 07:26:33 AM
When I've researched the honey stuff, my base started to get filled up with randomly spawning honey, please help, I'm drowning in it x(

Jokes aside, this is the error:
Exception ticking Brown: System.NullReferenceException: Object reference not set to an instance of an object
  at BeeAndHoney.CompTimedRespawn.SpawnDefAndVanishSelf () [0x00000] in <filename unknown>:0
  at BeeAndHoney.CompTimedRespawn.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingOwner.ThingOwnerTickRare (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
  at Verse.Pawn_InventoryTracker.InventoryTrackerTickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.TickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

And here (https://gist.github.com/cf8b2ca179516a11a089c9dd89f48904) is the full log.

Edit: apparently this happens when a queen bee is held inside a pawn's or pet's inventory and dies. It can't despawn but every time it tries it spawns honey instead.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: MercuryDoll on July 02, 2017, 07:56:02 PM
Quote from: tobi1449 on July 01, 2017, 07:26:33 AM
When I've researched the honey stuff, my base started to get filled up with randomly spawning honey, please help, I'm drowning in it x(

Jokes aside, this is the error:
Exception ticking Brown: System.NullReferenceException: Object reference not set to an instance of an object
  at BeeAndHoney.CompTimedRespawn.SpawnDefAndVanishSelf () [0x00000] in <filename unknown>:0
  at BeeAndHoney.CompTimedRespawn.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingOwner.ThingOwnerTickRare (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
  at Verse.Pawn_InventoryTracker.InventoryTrackerTickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.TickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

And here (https://gist.github.com/cf8b2ca179516a11a089c9dd89f48904) is the full log.

Edit: apparently this happens when a queen bee is held inside a pawn's or pet's inventory and dies. It can't despawn but every time it tries it spawns honey instead.
Can confirm this, a tradecaravan's muffalo had a queenbee in their inventory and kept spawning honey.
Exception ticking Muffalo1581619: System.NullReferenceException: Object reference not set to an instance of an object
  at BeeAndHoney.CompTimedRespawn.SpawnDefAndVanishSelf () [0x00000] in <filename unknown>:0
  at BeeAndHoney.CompTimedRespawn.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingOwner.ThingOwnerTickRare (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
  at Verse.Pawn_InventoryTracker.InventoryTrackerTickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.TickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.7 / 11.06.2017)
Post by: Haplo on July 03, 2017, 06:30:03 AM
Thanks for the info, I'll look into it when I'm home :)

Edit:
The Update of Bee'n'Honey is out.
Please try out version 0.17.8. This should fix the re-spawn error.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Canute on July 03, 2017, 04:43:58 PM
Haplo,
just notice the weapon repair thing ignore the forbid of any item.
I order a pawn to repair a weapon, but forbid these weapon afterwards to cancel the job.
But the pawn carry the forbidden weapon to the workbench, get another and repair it. The weapon is still repaired and forbidden on the workbench.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: faltonico on July 03, 2017, 06:30:06 PM
Hello there!
Do the expedition incidents have the same long, long (LONG!!) time to complete as in A15?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Haplo on July 04, 2017, 06:23:23 AM
The expedition incidents don't work like in a15 anymore.
Now they create targets on the map where you can go to.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: faltonico on July 04, 2017, 09:53:47 AM
Thank you for your reply!
I'll eventually give it try one more time.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Dima_ on July 05, 2017, 07:08:47 PM
seems my hauling bot just spends more time wandering than hauling anything. it might have something to do with it trying to haul certain things, but not being able to or not wanting to, because i've noticed when i set a bunch of colonists to haul and they start hauling, the bot then eventually starts hauling again.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Canute on July 06, 2017, 04:54:30 AM
Do you use maybe a storage mod ?
When someone haul from/to a stockpile tile/storage this storage becomes locked until the hauling process is finished.
In example you got skully's pallets/skips and just assign 1 for steel. But there are 3 hauler and many stacks of steel.
Only one hauler will haul to this storage.
Solution, build more even when the first isn't even nearly full, or create a small stockpile next to it with lower priority.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Dima_ on July 06, 2017, 04:56:59 AM
Quote from: Canute on July 06, 2017, 04:54:30 AM
Do you use maybe a storage mod ?
When someone haul from/to a stockpile tile/storage this storage becomes locked until the hauling process is finished.
In example you got skully's pallets/skips and just assign 1 for steel. But there are 3 hauler and many stacks of steel.
Only one hauler will haul to this storage.
Solution, build more even when the first isn't even nearly full, or create a small stockpile next to it with lower priority.

that's not it. i have no storage mods, and plenty of stockpiles.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Sempius on July 10, 2017, 07:57:55 PM
Hi, I'm having an issue with this mod: when using EdB Prepare Carefully, upon arrival, one of my pawns will always turn into a MAI. Is this common and quickly fixable?
Title: [BUGish] MAI started a social fight..
Post by: Vastrix on July 11, 2017, 04:51:07 AM
first of all, nice mod! :)

As for the bug, not much to clarify really..
(https://puu.sh/wGRnO/a18a26afac.png)

(https://puu.sh/wGRt7/3fde34e6da.png)
You owe me a finger! ;(

If you have any further questions, I'd happily answer them! :)
cheers, o/

Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Vastrix on July 11, 2017, 05:13:56 AM
Also, they can marry?
(https://puu.sh/wGRSc/333e516e29.png)

Can we get little baby MAI's as well? :)
(https://puu.sh/wGShP/def18fb769.gif)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Canute on July 11, 2017, 06:05:36 AM
MAI's are Artifical inteligence not stupid robots. Ofcourse they start social fights, can fall in love and marry others like other Alien races too.
If you want dumb working robots, you should use the robots from Misc++.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Vastrix on July 11, 2017, 06:53:43 AM
Quote from: Canute on July 11, 2017, 06:05:36 AM
MAI's are Artifical inteligence not stupid robots. Ofcourse they start social fights, can fall in love and marry others like other Alien races too.
If you want dumb working robots, you should use the robots from Misc++.
(https://puu.sh/wGVkb/ba0bdf2908.png)
You sir, just lied!

plus, every half decent developer who created a >= human level AI, hardcodes the three+ laws of robotics.. :/
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Canute on July 11, 2017, 09:13:41 AM
Asimov's law, no not every developer and MAI's don't got these, or you couldn't use them to defend your colony or use them as doctor to treat/operate patients.

And about the "unable to feel anything" they still can run emotion simulation, and do you remember StarTrek TNG, Data and Tasha Yar ... or the 200 year man ? :-)


Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Vastrix on July 11, 2017, 10:53:45 AM
Quote from: Canute on July 11, 2017, 09:13:41 AM
Asimov's law,
A completely unnecessary correction but yes
unless you wanted to look smart? :/

Quote from: Canute on July 11, 2017, 09:13:41 AM
no not every developer and MAI's don't got these, or you couldn't use them to defend your colony or use them as doctor to treat/operate patients.
I don't quite understand the red part..? :s
But you'd have to be a seriously irresponsible developer, or extremely curious. either way I'm fairly certain that I taught my colonists not to mess with entropy :/

Quote from: Canute on July 11, 2017, 09:13:41 AM
And about the "unable to feel anything" they still can run emotion simulation, and do you remember StarTrek TNG, Data and Tasha Yar ... or the 200 year man ? :-)
I don't no :(
That's from before my time..
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Canute on July 11, 2017, 01:42:06 PM
Quote from: Vastrix on July 11, 2017, 10:53:45 AM
Quote from: Canute on July 11, 2017, 09:13:41 AM
no not every developer and MAI's don't got these, or you couldn't use them to defend your colony or use them as doctor to treat/operate patients.
I don't quite understand the red part..? :s
But you'd have to be a seriously irresponsible developer, or extremely curious. either way I'm fairly certain that I taught my colonists not to mess with entropy :/
Look, MAI can wield weapons and use them against any other attacker. Wouldn't that against the 1. rule you mention ? With that rule all MAIs need to be pacifists.
When a MAI should operate a patience he need to hurt the patient. Yes sure at the end the patient might be at better condition then before. But the fact is he need to hurt before, which is against the 1. rule.

Thats why a MAI is a true AI, and don't got any restrictions.


Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 03.07.2017)
Post by: Vastrix on July 12, 2017, 03:41:37 AM
Quote from: Canute on July 11, 2017, 01:42:06 PM
Look, MAI can wield weapons and use them against any other attacker. Wouldn't that against the 1. rule you mention ? With that rule all MAIs need to be pacifists.
When a MAI should operate a patience he need to hurt the patient. Yes sure at the end the patient might be at better condition then before. But the fact is he need to hurt before, which is against the 1. rule.

Thats why a MAI is a true AI, and don't got any restrictions.

Huh, yea, forgot about that, good point ;)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: gaultesian on July 13, 2017, 05:30:01 PM
Looks like I got this error in my latest game.  I researched all the requisite techs and when doing the bill order for the MAI, and it completes, the message that an enhanced MAI is posted, but it still remains dormant, and I do not get the MAI in my colonist list.  Here is the error:

Error while creating AIPawnE.
Cannot cast from source type to destination type.
STACK:
  at AIPawn.AIPawnGenerator.GeneratePawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIPawn.Building_AIPawnCreator:Tick()
AIPawn.Building_AIPawnCreatorEnhanced:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I have tested this error with the Psychology mod on and off (had to start a new game, otherwise it will give me a continuous error dialog when I inactivate it on a current game.  On a new game, without psychology on, the MAI work like a charm.  When psychology is activated, it will not allow the MAI to activate.

Cheers,
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Dexios_Divine on July 16, 2017, 12:35:19 PM
So i got all the research for mai and tried building her, got the bench required but none of my pawns are putting the resources into it, turned it on and everything, not sure whats the bug, I did install the mod in a save I already had so maybe thats why its broken? Do i have to do a new save to have mai work properly?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on July 16, 2017, 12:56:56 PM
No.
So long you don't have stockpiles with critical priority for Steel/silver your hauler will slowly fill the assembler.
The jow to fill the assembler got low priority, so when your hauler are busy with other work, maybe you should create a special area to include the assembler and your stockpile and assign a hauler to it.

You can't force to fill the assembler. Don't forget to press Start each time you load a safegame.

Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Warforyou on July 17, 2017, 05:26:07 PM
Quote from: gaultesian on July 13, 2017, 05:30:01 PM
Looks like I got this error in my latest game.  I researched all the requisite techs and when doing the bill order for the MAI, and it completes, the message that an enhanced MAI is posted, but it still remains dormant, and I do not get the MAI in my colonist list.  Here is the error:

Error while creating AIPawnE.
Cannot cast from source type to destination type.
STACK:
  at AIPawn.AIPawnGenerator.GeneratePawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIPawn.Building_AIPawnCreator:Tick()
AIPawn.Building_AIPawnCreatorEnhanced:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I have tested this error with the Psychology mod on and off (had to start a new game, otherwise it will give me a continuous error dialog when I inactivate it on a current game.  On a new game, without psychology on, the MAI work like a charm.  When psychology is activated, it will not allow the MAI to activate.

Cheers,

The same there for me.

EDIT

Nevermind, just updated Psychology and everything works perfect now!
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: abracadabra on July 23, 2017, 12:35:43 PM
Quote from: Warforyou on July 17, 2017, 05:26:07 PM
The same there for me.

EDIT

Nevermind, just updated Psychology and everything works perfect now!
I updated Psychology and MAI still does not activates.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: FurtherV on July 27, 2017, 04:10:45 AM
I am playing with a big modset right now, including Combat Extended A17 and EPOE 2.0 and, well, when I try to deactivate a MEI it gives a job error. https://pastebin.com/PiixtCw3

Im not sure if the error is based on EPOE or CE. Can anyone help me? Also it would be nice if it could get fixed ^^
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: abracadabra on July 27, 2017, 11:18:20 AM
Quote from: FurtherV on July 27, 2017, 04:10:45 AM
I am playing with a big modset right now, including Combat Extended A17 and EPOE 2.0 and, well, when I try to deactivate a MEI it gives a job error. https://pastebin.com/PiixtCw3

Im not sure if the error is based on EPOE or CE. Can anyone help me? Also it would be nice if it could get fixed ^^
QuoteNote: With this patch the following parts are definitely compatible with Combat Realism: 'CORE', MapGenerator, MapGenerator FactionBase.
For the other parts I can't guarantee that they will work with CR!
Definitely NOT working are: Training, Objects, MAI
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Valor on August 01, 2017, 07:02:17 PM
Quick question: What counts as flower for Beehive? I use Hardcore.SK, And have my hive between cotton, coffee and wheat fields. Also some random green grass etc. Still 0/50.

Thank you
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on August 02, 2017, 02:47:05 AM
Flowers are mosttimes these things you can plant and don't give anything to harvest.
Daylily,Dandelions,...
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Valor on August 02, 2017, 04:54:03 AM
One more strange thing, I have several beehives together. One has 254/50 flowers in range, and two others, directly next to it have 0/50.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on August 02, 2017, 06:19:10 AM
Let a few ingame hours pass without using speed 3 and they should update
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: carpediembr on August 02, 2017, 09:50:32 AM
Not sure if something happened or a RNG fucked me over, but Anomaly event created a new "World map", when I sent a caravan over, there was nothing on the map.

I had both computers.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on August 02, 2017, 09:55:24 AM
These encounter got a timelimit, you are sure you arrived there before the time went up.
Or did you enter the encounter map, and nothing special was there ?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: carpediembr on August 02, 2017, 10:13:47 AM
Quote from: Canute on August 02, 2017, 09:55:24 AM
These encounter got a timelimit, you are sure you arrived there before the time went up.
Or did you enter the encounter map, and nothing special was there ?

I did arrive before the time went up and on the encounter map there was nothing special there.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Valor on August 02, 2017, 06:55:47 PM
Quote from: Haplo on August 02, 2017, 06:19:10 AM
Let a few ingame hours pass without using speed 3 and they should update

Thanks, I give it a try!
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: TastyCookies on August 03, 2017, 04:35:21 PM
Your mods are great! Thank you for taking the time to make them. I just have a question though, I am getting this error and I was wondering if this one is coming from Misc. MAI? I have one Human AI and one Enhanced Human AI and they are able to sleep but I have to click this bed that's for them to recharge as they won't go on their own.

Error Log
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at AIPawn.HelperAIPawn.FindRechargeStationFor (AIPawn.AIPawn sleeper, AIPawn.AIPawn traveler, Boolean sleeperWillBePrisoner, Boolean checkSocialProperness, Boolean forceCheckMedBed) [0x00000] in <filename unknown>:0
  at AIPawn.HelperAIPawn.FindRechargeStationFor (AIPawn.AIPawn p) [0x00000] in <filename unknown>:0
  at AIPawn.JobGiver_RechargeEnergy.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on August 04, 2017, 06:54:56 AM
Yes, that looks like a MAI problem..
Do you have the newest version? I thought I fixed this error :(
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: TastyCookies on August 04, 2017, 07:11:15 AM
I have version 0.17.8a, it's not a game-breaking error it just pops up every now and then. My MAIs (humans) are not able to sleep autonomously, I have to direct them to sleep.   
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Napple on August 04, 2017, 09:12:11 PM
Error while creating AIPawnE.
Cannot cast from source type to destination type.
STACK:
  at AIPawn.AIPawnGenerator.GeneratePawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIPawn.Building_AIPawnCreator:Tick()
AIPawn.Building_AIPawnCreatorEnhanced:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I get this error every time i try to activate mai. also when i generated a mai using dev mode they used normal human bodies.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: CrazyNord on August 06, 2017, 08:19:55 AM
Hy

I Got this error when activating the regular cleaner and haulerbots ( not sure if other ones give same i only have these...)

http://imgur.com/a/4gPXH

I did some testing with my modlist and I found out that when disabling " Don't Shave Your Head A17.0 " the error is fixed. You or other users might find this useful, it fixed it for me.

Thanks for useful mods, good luck :)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: tonsrd on August 08, 2017, 08:21:40 AM
@haplo can you look at this thread/"mod"
https://ludeon.com/forums/index.php?topic=29003.0

more robots / ideas
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: kupukupu on August 15, 2017, 08:54:46 PM
how to get rid destroyed bot and base [hauler and cleaner bots]?

because in my play there isn't a deconstruct button or there is a way to repair it ?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on August 16, 2017, 03:12:40 AM
currently no. Repairing will be coming in a future release.
Some trader buy them for a peanut. The empty base station for some good money.

Use the dev. tool destroy to get ride of the robot corpses, or destroy them with some frag grenades.
And sell or deconstruct the base stations.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: jhonjhon on August 21, 2017, 12:31:39 PM
Thank you for making this mod. Love it.
One question: Can I mod xml and make bots live forever? I don't like the fact that they get broken and I cant repair them.. logic thing would be to make them live forever at least for my taste. If there is a way to do it via xml modding please let me know.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on August 21, 2017, 01:28:36 PM
If you notice a damage robot, you can use the dev. tools.
Open the debug action menu, one of the icons on top which appear if you enable Developer mode.
Enter Heal at the search field, and you get Heal random injury, then click at the robot with the damage a few times.
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: lumina2183 on August 21, 2017, 06:04:26 PM
a little help please, how can i another list of blueprint in the map generator? and can i add it before i start? thanks. this is a very good mod btw.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Lupin III on August 21, 2017, 07:32:03 PM
There is a small issue with (I guess) combat extended and the shooting targets. When pawns have to reload at the shooting range I get "No joyKind!" errors. Doesn't break the game and unless I just installed a new mod I have the console auto-open  disabled anyway, so I don't even see it. Just wanted to let you know ;) .
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: DoctorFowl on August 22, 2017, 01:32:04 PM
Is it possible for MAI to be moved to another tab? Much like the Base Robots do with theirs?
I find it very annoying that she is in the same tab as my colonists, especially if we get lots of MAIs.

Thanks in advance, other than the tab thingy, best robots mod around! ;D
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on August 22, 2017, 02:17:27 PM
No DoctorFowl,
no extra tab for slaves, munchies and MAI's. MAI's are a full integrated pawns, just like other Alien race just not organic.
Title: Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
Post by: Haplo on August 23, 2017, 03:23:48 AM
Quote from: lumina2183 on August 21, 2017, 06:04:26 PM
a little help please, how can i another list of blueprint in the map generator? and can i add it before i start? thanks. this is a very good mod btw.
You can just add a new blueprint to the blueprint folder. Please take a look into the help folder for how it is set up.
If you want to get it into the official release, send the blueprint file to me or add it to the GitHub I've set up for this.

Quote from: Lupin III on August 21, 2017, 07:32:03 PM
There is a small issue with (I guess) combat extended and the shooting targets. When pawns have to reload at the shooting range I get "No joyKind!" errors. Doesn't break the game and unless I just installed a new mod I have the console auto-open  disabled anyway, so I don't even see it. Just wanted to let you know ;) .
Combat Extended is officially not supported by Misc. Training and a few other of my mods (see first page).
The issue you have is something that would require a dll patch, which I have no time for currently, sorry.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: ChJees on August 23, 2017, 04:41:53 AM
With the little i have i used MAI i notice that all buildings from the mod build instantly. A oversight? Also i am using the Steam version.

Also they behave weirdly when they are hurt and you got a hospital. Will try to go to the non-medical recharging station bed no matter what.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: macicka on August 23, 2017, 04:22:36 PM
Quote from: Warforyou on July 17, 2017, 05:26:07 PM
Quote from: gaultesian on July 13, 2017, 05:30:01 PM
Looks like I got this error in my latest game.  I researched all the requisite techs and when doing the bill order for the MAI, and it completes, the message that an enhanced MAI is posted, but it still remains dormant, and I do not get the MAI in my colonist list.  Here is the error:

Error while creating AIPawnE.
Cannot cast from source type to destination type.
STACK:
  at AIPawn.AIPawnGenerator.GeneratePawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIPawn.Building_AIPawnCreator:Tick()
AIPawn.Building_AIPawnCreatorEnhanced:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I have tested this error with the Psychology mod on and off (had to start a new game, otherwise it will give me a continuous error dialog when I inactivate it on a current game.  On a new game, without psychology on, the MAI work like a charm.  When psychology is activated, it will not allow the MAI to activate.

Cheers,

The same there for me.

EDIT

Nevermind, just updated Psychology and everything works perfect now!

I have the same problem, I tried to update psychology, tried different mod load order but nothing helped.
Anyone know what to do please??
Thanks
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on August 25, 2017, 06:34:38 AM
Sorry, but MAI just isn't compatible to Psychology.
This is not something that I have any ability to change, only Psychology can do something about the problem behind that error. :(
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: christianmc1101 on August 27, 2017, 08:09:48 AM
I have a question to the bees:
What Plants are counted as Flowers?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: thealmightycolonist on September 03, 2017, 01:18:00 PM
i can't get the MAIs activated.It doesn't work
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on September 03, 2017, 03:37:05 PM
When you say MAI activate, you allready have produced a MAI corpse.

At these MAI corpse you can open a bill to select what kind of MAI you want activated.
Do you got the nessesary resources, and a skilled pawned to do the job ?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Nanobytez on September 08, 2017, 01:18:15 PM
Is repairing weapons still a thing? Can't figure out how to do it.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on September 08, 2017, 01:31:17 PM
Why it should become not a thing ? :-)
- do you got a mashining table.
- do you own 2 weapons of the same kind.
then right click at one of these weapon, and you get the repair option, and the other weapon which get used as sparepart should be highlight.

Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Nanobytez on September 08, 2017, 02:13:54 PM
The Machining table? As in the table that you break down mechanoids at? I have it. I have like 300 sniper rifles. Only gives me an option to equip.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on September 13, 2017, 05:05:21 PM
If you have the machining table build and lots of sniper rifles, then this should work:
-Select the pawn who should do the work
-Right-Click a sniper, (best one of the best quality, but which is damaged)
-Select 'Repair with parts from other weapon'
->It should show you which sniper will be the spare part.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Luckspeare on September 15, 2017, 04:18:44 AM
I noticed the English strings could use some copy-editing, so I thought I would do it and provide you the English translation files (https://drive.google.com/open?id=0B5_CPzMNesn4VmY0NDdoTDBQdWs) in case you'd like to integrate them.

I took some liberties to expand or adjust language where I thought it would get the intended meaning out better.  Please feel free to take or leave whatever you like.

And thank you for the mod!
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Kori on September 16, 2017, 01:29:06 AM
Hello Haplo, don't we need a patch for Combat Extended anymore, or why is the link striked out?

Also whenever I have visitors they are eating my honey. Do you know what could be causing this?  :-\
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Nanobytez on September 16, 2017, 11:46:36 PM
Only asks me to equip the sniper or any weapon really. :(
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: faltonico on September 17, 2017, 01:33:26 AM
I recently played A17 with the robots mod, i saw bots didn't have a nametag anymore, also they cannot be told to haul anything manually.
Is that because of the new way you did bots (resembling animals) or is it some kind of a weird mod conflict on my part?.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on September 17, 2017, 03:03:00 AM
Quote from: Nanobytez on September 16, 2017, 11:46:36 PM
Only asks me to equip the sniper or any weapon really. :(
Do you have the Misc_core mod installed too ?
Maybe create a Share log link if you got hugslib installed.
When you don't see the repair option when you right click you might missing something.

Quote from: faltonico on September 17, 2017, 01:33:26 AM
I recently played A17 with the robots mod, i saw bots didn't have a nametag anymore, also they cannot be told to haul anything manually.
Is that because of the new way you did bots (resembling animals) or is it some kind of a weird mod conflict on my part?.
It is because the A17 robots are animals now and not pawn anymore.
I don't like this change too, you can't order them and you can't equip them with stuff. 
Currently i use mainly Minions as hauling (bots) i can heal and enhance them with ADS bionics.
The bot you need to heal with Dev. tools.

Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Smellfungus on September 17, 2017, 11:26:25 AM
Any chance of a new interface for Misc Object Turrets? :p I have way, way too many weapons thanks to all the raids, and finding anything I actually want to install on a turret takes a prohibitively long time to locate. The way it's done currently must be an ingenious bit of coding but it's terribly cumbersome to use. :) something akin to the trading or caravan ui would be good.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: faltonico on September 17, 2017, 01:17:28 PM
@Canute
And they can't heal anymore as well =S

It is unfortunate that the update to A17 turned out to be so difficult, I hope you can make them great again in future updates xD
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on September 20, 2017, 05:45:52 AM
The biggest problem I have is that I just don't have much time / enough remaining brain power for additional programming.
With my job, my son and various other stuff it usually is too late and I'm too tired to think anymore. So nothing is done really... :(
I'll try when I can, but currently it is a reeeeeaaaally slow process.
For example: The code for the robots to be repaired is 99% done.
But the 1% is a bug in the job to get the needed resources. And this bug is preventing the whole Job to work. It is there already for a few weeks. I just can't concentrate enough to find it..

But it will be done soon (TM) 8)

Note: This is just to let you know that Miscellaneous isn't dead and I'm still working on it. :)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Kori on September 20, 2017, 08:01:00 AM
Do we need the Core for Bees'n'Honey?

And when the link to the Combat Extended patch is striked out in the OP, does that mean that both mods are compatible without a patch now, or is it just not ready yet?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on September 20, 2017, 08:44:26 AM
I'm currently not at home so can't take a look, but if you click on the mod in your mod list, it will tell you at the beginning of the description, if you need core. If ther isn't anything, you don't need it for this.
On second thought, I think you WILL need it, because the Research tab is defined in Core..

The CE links are striked out, because they aren't updated to the new version.
So MAI and some others are not compatible with CE, sorry.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Kori on September 20, 2017, 05:47:27 PM
Quote from: Haplo on September 20, 2017, 08:44:26 AM
I'm currently not at home so can't take a look, but if you click on the mod in your mod list, it will tell you at the beginning of the description, if you need core. If ther isn't anything, you don't need it for this.
On second thought, I think you WILL need it, because the Research tab is defined in Core..


The problem is, that according to the OP the Bees'n'Honey mod doesn't require Core, while according to the mod's workshop page it does, so I was confused about that.
I just checked the ingame mod description, and there it also says that Core is required, even though the Beekeeping research appears just fine without Core in the vanilla research tab.

I was using this mod for a long time without Core now. and while the beehives seem to work without problems, it appears that when adding a bill for a new queen, rightclicking the beehive only works for some of my pawns, while for others it does nothing (not even a greyed out button).
Also when having visitors they just steal and eat your honey.

Could this be related to the missing core, and would it please be possible to add a version that doesn't require it?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on October 04, 2017, 02:22:06 PM
I was informed that the jungle biome also adds beekeeping. It may be that you see THAT research in the Core research.
This Beekeeping has it's research in the Miscellaneous tab of research.
I don't know if the jungle mod uses this beekeeping or its own version.. So I also don't know if there are problems when one is researched but the other not..
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: TastyCookies on October 04, 2017, 04:10:17 PM
Hey Haplo, I don't know if this has been mentioned to you but Psychology is now compatible with MAI. I have tested it myself and it works perfectly together.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on October 05, 2017, 07:53:58 AM
Thanks for the headup. I'll update the descriptions. :)
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Luckspeare on October 05, 2017, 12:16:51 PM
Cool!  Is it still incompatible with Prepare Carefully?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Canute on October 08, 2017, 05:44:52 AM
Hi haplo,
a crashed rescue pod just broke through overhead mountain roof.
Is the possible by design or just a mistake.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: CrazyGamer313 on October 13, 2017, 08:58:14 AM
Coud you make an patch for the gun plattforms for combat extended to use the guns with ammo?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: DoctorFowl on October 19, 2017, 01:31:49 PM
Hey guys,

I have a question regarding MAI.
I understand there are two buidings in order to regenerate (not heal) missing parts. One of my MAIs have had it's thumb destroyed. I placed along her recharge station the 1x1 thingy that stores plasteel to repair her. But how do I activate it? It's been more than a day and she has not regenerated yet.

Thanks in advance.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on October 19, 2017, 02:56:38 PM
It's a 50-50 (?Not too sure right now?) chance that it will heal something once per recharge cycle.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: DoctorFowl on October 19, 2017, 03:08:49 PM
What happens when she is not damaged (with bruises, cuts, etc) anymore? Can I attach those regeneration thingies to normal beds and work? If not, how can I make the MAI rest on the medical bed to get the regen?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on October 20, 2017, 12:31:26 AM
Attach it to her recharge station. That is the only place where it will work. Regardless of the configuration. And if there isn't anything lost then it isn't needed.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: DoctorFowl on October 20, 2017, 04:29:05 AM
Quote from: Haplo on October 20, 2017, 12:31:26 AM
Attach it to her recharge station. That is the only place where it will work. Regardless of the configuration. And if there isn't anything lost then it isn't needed.
Just like that, it worked!!!
Thanks my good sir!
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: sophiasong on October 24, 2017, 12:01:19 AM
I've seen this issue with the Bees and Honey mod posted a couple of times on the last page. Apologies if it was already addressed.

Visitors to colonies with the Hospitality mod loaded will eat the colony's honey. I'm fairly sure trade caravan pawns and pawns who are just passing by won't eat the honey.

I've tried comparing the thing def xml for honey with the vanilla food items, which visitors leave alone, but I haven't gotten anywhere.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on October 25, 2017, 06:27:19 AM
Yes, I know of this issue but haven't found a reason for it, so didn't do anything.
Hopefully in A18 it can be fixed, but that will take a while as I'm currently working on finishing the german translation first.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: bullet on October 25, 2017, 07:18:44 AM
Hi Haplo, it's possible to do when bots doesn't have target to work they go back to charge stations?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Tenshi~Akari on October 29, 2017, 03:51:21 PM
Not sure if this has been asked or addressed before (thread has a lot to go through & search results haven't really turned up anything on this...), but when Misc. MAI is used with Dub's Bad Hygiene mod, are the MAI's supposed to have Bladder/Hygiene needs as well or no? It's been awhile since I've been able to use this mod, and I'm seeing MAIs I've just activated with both of those needs. I'm wondering if it's a mod order thing or if this is something normal that others are seeing as well when they use the two together?

EDIT: Derp, nevermind, I see what's going on now with it. I swore for a second though it looked like it was moving, but like the other needs that most non-living things do not require, it stays stagnant.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: lperkins2 on November 12, 2017, 12:30:01 PM
Quote from: bullet on October 25, 2017, 07:18:44 AM
Hi Haplo, it's possible to do when bots doesn't have target to work they go back to charge stations?

I'd like to see this too.  When they run out of things to do, they start thrashing the CPU pretty hard.  A way to have them just go home and shut down for a configurable length of time would be neat. 

It looks like the place to do it is in TryGiveJob, in X2_JobGiver_Work.cs, if it gets to the end and hasn't found a job.  But I'm not sure how to tell the robot to go home.

Quote from: CrazyGamer313 on October 13, 2017, 08:58:14 AM
Coud you make an patch for the gun plattforms for combat extended to use the guns with ammo?

They do work, but you have to pull the guns out to reload them.  It's worth it, if you use high capacity guns, or incendiary launchers, and tell them to hold fire until there is something actually important.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Topper on November 21, 2017, 03:30:48 AM
is there an 18B update in the works ?
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: CannibarRechter on November 21, 2017, 09:37:59 AM
I tried to recompile from source myself, and unless I am misreading, I believe that this is not simply an issue of recompiling; Haplo has some modifications he's going to need to perform at the source code level, I think. That may take a bit of time...
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Haplo on November 21, 2017, 11:25:07 AM
The updates are never as easy as an recompile unfortunately.
Various functions need to be figured out how they are changed and how they are working now.
Once all the internal stuff is done then you also have to check all your xml files for changes there too..
An update is always a really time consuming thing..

I'm working on it, but it will take a bit of time as I only have limited time-slots to work on it.
Title: Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
Post by: Topper on November 21, 2017, 06:23:49 PM
no worries! Thanks for the response. Are you the original Haplo or one of that person's decedents ?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 27.11.2017)
Post by: Haplo on November 27, 2017, 11:40:49 AM
I've updated part of the Miscellaneous mods and also added a GitHub (https://github.com/HaploX1/RimWorld-Miscellaneous_Source) for it.
Sorry for the delay..  :-[

Partial update to B18 is online
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 27.11.2017)
Post by: Jimbob_ on November 27, 2017, 11:46:45 AM
Trying to download "misc training facility" and my malware program keeps flagging the download site, i can download the others just fine.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 27.11.2017)
Post by: Haplo on November 27, 2017, 11:51:29 AM
They are all the same.. MediaFire.. Strange..
But you can also download it from GitHub (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods).. Only there you'll get the not-finished A17 mods also..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 27.11.2017)
Post by: Jimbob_ on November 27, 2017, 11:56:25 AM
Disabled my anti-virus, the zip downloads but i also get this. I'd try re-uploading that one

[attachment deleted by admin: too old]
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 27.11.2017)
Post by: Canute on November 27, 2017, 12:09:46 PM
I just download and unzip all B18 mod from mediafire without problems.
If Haplo didn't changed anything just before, the problem is maybe at your side.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 27.11.2017)
Post by: Haplo on November 27, 2017, 12:26:53 PM
I haven't changed anything yet, but can confirm that I also can download it just fine..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 27.11.2017)
Post by: SpaceDorf on November 27, 2017, 04:10:10 PM
thank you ..

100 boars are nothing compared to hauling and cleaning bots ..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 28.11.2017)
Post by: Haplo on November 28, 2017, 04:53:25 PM
Another day, another update:
Misc. MapGenerator and MapGenerator_FactionBase are both updated. ;D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 28.11.2017)
Post by: ChaosChronicler on November 28, 2017, 05:00:08 PM
Thanks Haplo, always considered your map generator an essential when doing a play thru.  :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 28.11.2017)
Post by: kolto on November 29, 2017, 06:37:31 AM
I have a question about this awesome mod:
How many bots (all kind) can you build / would you build, before it impacts the games performance?

This is obviously depending on the CPU used, but for an older i7 4 Core + HT?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 28.11.2017)
Post by: Canute on November 29, 2017, 06:51:30 AM
Bot are currently like animals.
You basicly could replace all your hauling animals you got before with hauling bots, and since bots got an improved hauling then animals you might less bots then animals.
But people report a hugh lag impact when the bots become idle and looking for work.
Then you should disable some bots, until you notice you will need them again (like after a raid).
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 28.11.2017)
Post by: Vane on November 30, 2017, 11:23:13 AM
Hey Haplo, are you going to be updating MAI and Robots++
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.1 / 03.12.2017)
Post by: Haplo on December 03, 2017, 12:14:10 PM
MAI will be updated last, as she is usually the mod with the hardest changes.
Robots is updated, Robots++ is not my mod :)

Update of today: Bees & Honey is updated
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: Haplo on December 11, 2017, 04:41:00 PM
Update for Misc. Robots:

- First I've updated the worker job to be close to the vanilla job handling, so hopefully this will address a lot of the issues.
- Additionally I've added a message + reset if the assigned area doesn't include the recharge station.
- And thirdly I've added that the robot returns to the room of the recharge station if it is idling.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: frenchiveruti on December 11, 2017, 04:53:42 PM
Quote from: Haplo on December 11, 2017, 04:41:00 PM
Update for Misc. Robots:

- First I've updated the worker job to be close to the vanilla job handling, so hopefully this will address a lot of the issues.
- Additionally I've added a message + reset if the assigned area doesn't include the recharge station.
- And thirdly I've added that the robot returns to the room of the recharge station if it is idling.
It seems like the universe is laughing at me because my savegame got corrupted badly and now you update with this cool features!
Aw, it seems like I'll have to create a new colony ha.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: Pichu0102 on December 11, 2017, 07:00:48 PM
Where would I put <MoveSpeed>4</MoveSpeed> in the defs if I wanted to change the cleaner bot's speed?

EDIT: Whoops, sorry, thought it would be in the PawnKindDefs folder since there wasn't a ThingDef_Races folder, it's actually in the ThingDef folder. Sorry about that!
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: Harry_Dicks on December 11, 2017, 07:22:56 PM
Quote from: Haplo on December 11, 2017, 04:41:00 PM
Update for Misc. Robots:

- Additionally I've added a message + reset if the assigned area doesn't include the recharge station.


I'm feeling really dumb, but where is the option to assign what areas bots can work in?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: Pichu0102 on December 11, 2017, 07:24:39 PM
Quote from: Harry_Dicks on December 11, 2017, 07:22:56 PM
Quote from: Haplo on December 11, 2017, 04:41:00 PM
Update for Misc. Robots:

- Additionally I've added a message + reset if the assigned area doesn't include the recharge station.


I'm feeling really dumb, but where is the option to assign what areas bots can work in?
Select an active robot, and in their little info box on the lower left, click the area indicator (Unrestricted by default) to choose a new area.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: Harry_Dicks on December 11, 2017, 08:11:34 PM
Ahhh I never knew you could assign zones from there, that's great! Thank you!
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: randy on December 15, 2017, 08:21:18 PM
Hauler Bot (Tier 4) threw exception in WorkGiver HaulGeneral: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StoreUtility.TryFindBestBetterStoreCellFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, Boolean needAccurateResult) [0x00000] in <filename unknown>:0
  at Verse.AI.HaulAIUtility.HaulToStorageJob (Verse.Pawn p, Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_HaulGeneral.JobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work+<>c__DisplayClass1_1.<TryIssueJobPackage>b__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator, System.Func`2 priorityGetter) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMin, Int32 searchRegionsMax, Boolean forceGlobalSearch, RegionType traversableRegionTypes, Boolean ignoreEntirelyForbiddenRegions) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIRobot.X2_JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: frenchiveruti on December 15, 2017, 09:56:47 PM
Quote from: randy on December 15, 2017, 08:21:18 PM
Hauler Bot (Tier 4) threw exception in WorkGiver HaulGeneral: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StoreUtility.TryFindBestBetterStoreCellFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, Boolean needAccurateResult) [0x00000] in <filename unknown>:0
  at Verse.AI.HaulAIUtility.HaulToStorageJob (Verse.Pawn p, Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_HaulGeneral.JobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work+<>c__DisplayClass1_1.<TryIssueJobPackage>b__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator, System.Func`2 priorityGetter) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMin, Int32 searchRegionsMax, Boolean forceGlobalSearch, RegionType traversableRegionTypes, Boolean ignoreEntirelyForbiddenRegions) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIRobot.X2_JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
You should report that to robots ++ not here.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: randy on December 15, 2017, 10:53:01 PM
sorry will do
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: wwWraith on December 16, 2017, 02:36:06 AM
Quote from: randy on December 15, 2017, 08:21:18 PM
Hauler Bot (Tier 4) threw exception in WorkGiver HaulGeneral: System.NullReferenceException: Object reference not set to an instance of an object
Isn't it a common error when pawn (robot) tries to haul (or do other job with) some object that was changed or vanished for whatever reason?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: leafzxg on December 17, 2017, 04:06:51 AM
A presumptuous suggestion:
Can you change the way of action of Robots back to the kind of A16? which can be called and controlled directly. Now Robots, excuse me, like an animal, not a robot.
Thank you for your great work!
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: Haplo on December 17, 2017, 04:27:55 PM
Quote from: randy on December 15, 2017, 08:21:18 PM
Hauler Bot (Tier 4) threw exception in WorkGiver HaulGeneral: System.NullReferenceException: Object reference not set to an instance of an object
...

I've updated robots to 0.18.3.
Hopefully this will prevent this error to occure again..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: Festen on December 22, 2017, 07:03:34 AM
hello, and first of all thanks for your hard work and great mods. I haven't read the previous so sorry if the answer has already been given. Do you plan on updating your Misc Object mod ? Especifically the option that's allow you to create your own turrets.   
Thanks
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: magik20 on December 22, 2017, 08:00:54 PM
Getting an error when trying to install / use? a new bot. I do have a lot of mods installed, but i have never had this issue before.

The UI becomes unsable after this.

Exception doing inspect pane: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.MinifiedThing.get_LabelNoCount () [0x00000] in <filename unknown>:0
at Verse.Thing.get_Label () [0x00000] in <filename unknown>:0
at Verse.Thing.get_LabelCap () [0x00000] in <filename unknown>:0
at RimWorld.InspectPaneUtility.AdjustedLabelFor (IEnumerable`1 selected, Rect rect) [0x00000] in <filename unknown>:0
at RimWorld.MainTabWindow_Inspect.GetLabel (Rect rect) [0x00000] in <filename unknown>:0
at RimWorld.InspectPaneUtility.InspectPaneOnGUI (Rect inRect, IInspectPane pane) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


and

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.InstallBlueprintUtility.ExistingBlueprintFor (Verse.Thing th) [0x00000] in <filename unknown>:0
at RimWorld.MinifiedThing.DrawExtraSelectionOverlays () [0x00000] in <filename unknown>:0
at RimWorld.SelectionDrawer.DrawSelectionOverlays () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: Canute on December 23, 2017, 03:47:24 AM
magik20,
do you use a mod to minify everything ?
If yes, try to move that mod before Misc. Core and look if it helps.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: Jan2607 on December 26, 2017, 11:41:48 AM
Now all my mods are updated to B18, except Misc. MAI. Can't wait for it :D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
Post by: rimfan239 on December 30, 2017, 04:44:06 AM
I think Training dummies would benefit from the bill system. It'll fix issues with colonists carrying destructive weapons and such. Or maybe implement a separate job for training, but this might be the overkill.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 30.12.2017)
Post by: Haplo on December 30, 2017, 06:05:03 PM
Update
- Misc. WeaponBase is finally updated to B18
- Misc. Robots: I've finally fixed the error in the repair job.
   -> Damaged robots can be repaired now. (Repair cost: 20 Steel, 1 Component + Lvl 6 Construction)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Haplo on January 01, 2018, 06:09:23 PM
Update
- MAI is finally updated to B18
- MapGenerator has gotten some improvements
    - Wood and Leather will now only be used, when the blueprint it requests
    - When the blueprint will be build on water, it has an increased chance to corrode the structure
    - Blueprints updated
- MapGenerator got an Extension: 'Urban'
    - This extension will reconfigure the MapGenerator to create an urban-like landing area (aka lots of buildings)
       -> It is recommendet to disable the extension once the colony is created to prevent this behaviour for later map creations :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: TerrorThomasCao on January 01, 2018, 06:36:39 PM
Yay! Let me be the first to congratulate you, been waiting for MAI to be updated for a while! Eternal thanks for your hard work! :D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Harry_Dicks on January 02, 2018, 05:43:50 PM
Woooohooooo! Thanks Haplo, you-da-man! 8)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Harry_Dicks on January 05, 2018, 06:02:23 PM
Do you think it would be possible to implement a "Robots" tab like they had in Base Robots? (https://i.imgur.com/fzfOmQy.jpg)?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: LittleMikey on January 06, 2018, 01:15:45 AM
Hey so my error log is filled with these "Def-linked translation error:" things, should I be worried about them?
http://steamcommunity.com/id/LittleMikey/screenshot/903402282900567815 (http://steamcommunity.com/id/LittleMikey/screenshot/903402282900567815)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Jan2607 on January 06, 2018, 05:03:22 PM
Thank you so much for updating MAI! :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Haplo on January 09, 2018, 03:10:38 AM
I'm currently not at home and can't open the log-file, but Def-Linked Translation Errors can normally be ignored. They only appear at the beginning of loading the translations and show errors there.
But as it is only the translation, this can be ignored.

But I'll look deeper into it when I'm at home (and haven't forgotten it ;) )

@Harry_Dicks:
Possible, sure, but time to do it... hmm..
As I'm finally finished with updating my mods maybe I'll find the time to look into it if it's requested more often.
But currently there aren't much requests for it so.. we'll see.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: wwWraith on January 09, 2018, 04:09:30 AM
Then I'd second the suggestion for using a tab to list our bots. It's often so much pain trying to find them on the map when it's needed...
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Harry_Dicks on January 09, 2018, 04:31:37 AM
Quote from: wwWraith on January 09, 2018, 04:09:30 AM
Then I'd second the suggestion for using a tab to list our bots. It's often so much pain trying to find them on the map when it's needed...

Haplo, could we get a vote started on your thread, pleeeaase?! ;D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Canute on January 09, 2018, 05:20:16 AM
*sign* do you know how long i am waiting for that ?
I think i mention to find a way to find the robots since they came out.
But since they are animal now, and with the animal tab, i think Haplo could modify these animal tab to works for robots.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: SpaceDorf on January 10, 2018, 03:11:25 AM
And restrict robots to zones so they don't get killed as often, since those mothers are really expensive.

On that note, repairing robots might be higher on my wishlist than the robot tab.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Canute on January 10, 2018, 04:08:38 AM
Errr Spacedorf, didn't you saw
QuoteUpdate
- Misc. Robots: I've finally fixed the error in the repair job.
   -> Damaged robots can be repaired now. (Repair cost: 20 Steel, 1 Component + Lvl 6 Construction)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: SpaceDorf on January 10, 2018, 06:43:04 AM
Quote from: Canute on January 10, 2018, 04:08:38 AM
Errr Spacedorf, didn't you saw
QuoteUpdate
- Misc. Robots: I've finally fixed the error in the repair job.
   -> Damaged robots can be repaired now. (Repair cost: 20 Steel, 1 Component + Lvl 6 Construction)

:o :o :o :o nope .. totally missed that ..  :'(

Does this extend to Robots++ ?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Harry_Dicks on January 10, 2018, 01:42:40 PM
Quote from: SpaceDorf on January 10, 2018, 03:11:25 AM
And restrict robots to zones so they don't get killed as often, since those mothers are really expensive.

On that note, repairing robots might be higher on my wishlist than the robot tab.

So since that's taken care of, that means the robots tab gets bumped up on the wishlist, and we have your vote now as well? ;D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: SpaceDorf on January 10, 2018, 05:16:58 PM
I successfully repaired a cleaning bot from misc robots ++.

You have my Axe.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Haplo on January 11, 2018, 06:56:52 AM
The robots tab is finished. I had a bit of free time yesterday which resulted in a looong night doing it..
It is uploaded to GitHub and Steam, but I forgot the direct link, sorry
Will fix this later on when I'm home. Until then you can get it from the GitHub Mod Collection (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods) :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Canute on January 11, 2018, 08:20:15 AM
Thanks haplo,
that you spend your limited free time into modding.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.4 / 01.01.2018)
Post by: Harry_Dicks on January 11, 2018, 11:04:38 AM
Quote from: Haplo on January 11, 2018, 06:56:52 AM
The robots tab is finished. I had a bit of free time yesterday which resulted in a looong night doing it..
It is uploaded to GitHub and Steam, but I forgot the direct link, sorry
Will fix this later on when I'm home. Until then you can get it from the GitHub Mod Collection (https://github.com/HaploX1/RimWorld-Miscellaneous_Mods) :)

Hellllll yeah, you're the man, man! So will it also show Misc. Robots++ bots as well? I'm starting a new game so I won't be at bots for a bit, was just curious in advance. You don't know how happy you've made me!

Also I am now accepting donations for my totally awesome and unique suggestions that I never, ever saw anywhere else and thought up of out of the blue all by myself...  :P
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.5 / 10.01.2018)
Post by: Haplo on January 11, 2018, 12:08:50 PM
It should show Robots++ also, as they are just XML variants of these robots.
As long as there isn't an assembly there that changes the robots codewise, it should work, as I search for pawns of type X2_AIRobots.
Hmm on second thought there may be a different approach, that doesn't have this incompatibility.. but..
Whats done is done.. for now.. :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.5 / 10.01.2018)
Post by: Harry_Dicks on January 11, 2018, 12:17:48 PM
Quote from: Haplo on January 11, 2018, 12:08:50 PM
It should show Robots++ also, as they are just XML variants of these robots.
As long as there isn't an assembly there that changes the robots codewise, it should work, as I search for pawns of type X2_AIRobots.
Hmm on second thought there may be a different approach, that doesn't have this incompatibility.. but..
Whats done is done.. for now.. :)

From RPP_Races, "<ThingDef Abstract="True" Name="RPP_Bot_IV" ParentName="RPP_Bot" Class="AIRobot.X2_ThingDef_AIRobot">"

Also, no assemblies. Haven't checked it out ingame yet, but I'd bet my money that you got it right the first time!
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.6 / 10.01.2018)
Post by: Haplo on January 11, 2018, 12:38:00 PM
Update
I just found out that I accidently reactivated the Party bug with the B18 update. :-[
The BugFix for this is uploaded (0.18.6)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.6 / 10.01.2018)
Post by: TerrorThomasCao on January 11, 2018, 09:48:08 PM
I think i found a problem with the MAI's, it might've gotten patched but I haven't seen any mention of it. My normal MAI is fine but the advanced MAI I activated with my AI core it permanently stuck down. He took damage and got downed so I healed him but when I healed him, he got up and instantly downed again, this went on for 3 quadrums before I went into dev mode. I restored his torso which healed all the parts but he just got downed again. I tried deleting the injuries themselves but he just got hurt again, he's dead now because I got frustrated but when he was still up, he had a permanent pink tinge, as if he was stuck taking damage. It only fixed once I killed and revived him, but after that he took damage and got infinitely down again.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.6 / 10.01.2018)
Post by: Harry_Dicks on January 11, 2018, 10:25:55 PM
Quote from: TerrorThomasCao on January 11, 2018, 09:48:08 PM
I think i found a problem with the MAI's, it might've gotten patched but I haven't seen any mention of it. My normal MAI is fine but the advanced MAI I activated with my AI core it permanently stuck down. He took damage and got downed so I healed him but when I healed him, he got up and instantly downed again, this went on for 3 quadrums before I went into dev mode. I restored his torso which healed all the parts but he just got downed again. I tried deleting the injuries themselves but he just got hurt again, he's dead now because I got frustrated but when he was still up, he had a permanent pink tinge, as if he was stuck taking damage. It only fixed once I killed and revived him, but after that he took damage and got infinitely down again.

I think it's okay now for you to spawn a new one with dev mode ::)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.6 / 10.01.2018)
Post by: TerrorThomasCao on January 11, 2018, 10:30:15 PM
Lol, I'll just revive him once I figure out if I'm missing something or if the bug is fixed, I'm not gonna risk having to deal with this again :P

EDIT: In hindsight,  it could possibly some freak of nature weird mod conflicts but I doubt it.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.6 / 10.01.2018)
Post by: stamasd on January 15, 2018, 05:28:42 PM
The Mediafire downloads aren't working. It shows "generating new download key" over and over again. When it's supposedly finished, it goes back over to the beginning again.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.6 / 10.01.2018)
Post by: Canute on January 15, 2018, 05:50:43 PM
I just tryed to download the Misc. Core, and i don't got any trouble.
Maybe you got trouble with your adblocker and/or script blocker ?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.6 / 10.01.2018)
Post by: coldcell on January 16, 2018, 04:32:32 AM
The link to Misc Robot is not working for me. Anyone else having the same problem?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.6 / 10.01.2018)
Post by: Canute on January 16, 2018, 05:21:04 AM
I think that is that link stamasd mention too.

Yes Robots arn't working for me either.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.6 / 10.01.2018)
Post by: Haplo on January 16, 2018, 06:11:17 AM
Yes, sorry. I think I accidently cleaned up too much there :)
Please download the latest Versions from GitHub for now. I'll fix this later (not home atm).

Edit: Is fixed now.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.7 / 16.01.2018)
Post by: Evillevi on January 22, 2018, 05:13:13 AM
So the mod is real great. That said Imma be blind and can't find out how to repair damaged robots
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.7 / 16.01.2018)
Post by: Canute on January 22, 2018, 06:25:43 AM
Once a robot is disabled, someone with construction skill 6+ can repair the robot.
He will carry the disabled robot to the base station, gather some steel and component and fix the robot.
When a robot is just damaged i don't found a way to repair it.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.7 / 16.01.2018)
Post by: Haplo on January 23, 2018, 06:11:34 AM
I've added the repair option of slightly damaged robots just yesterday.
Also a 'Go Recharge' button to the robots themself.

The repair will happen whenever the robot is in the recharge station, but the robot will not go there just because it is damaged.
It is just a simple robot and doesn't watch its health :)
It will go there whenever the battery is low or you send it to recharge manually -> therefor the new button.

Currently this update is available via Steam or GitHub.
I was too tired, so the forum link comes sometimes later :P
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.7 / 16.01.2018)
Post by: Canute on January 23, 2018, 06:53:09 AM
Thanks haplo.

If you would use github like it should be used. :-))
You just needed to like to the release page of that mod project and don't need to change the download link for each new release.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.7 / 16.01.2018)
Post by: Haplo on January 23, 2018, 07:28:12 AM
To be honest I'm not that experienced with GitHub, so I'll most likely do blunders like that more often.
But thanks for the info. I'll take a look and see if I can figure it out :)
(I think a big problem I have is, that I made ONE Project containing all the mods instead of several smaller ones.. :-\ )
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.7 / 16.01.2018)
Post by: Tenshi~Akari on January 23, 2018, 09:23:00 AM
Came across an issue with MAI: Apparently when drafted on generated event maps for caravans (enemy base, ambush, etc.) MAI pawns will break the UI... "break" in terms of nothing showing up when they're selected, no options or anything, you can't move them, you can't even undraft them, nor can you really click on anything else on the map or bring up any context menus when this happens. The only way to even get back to any other pawns and making things selectable for normal pawns is to go out of the world map or double-click switch back to the base map then choose a pawn from there.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.7 / 16.01.2018)
Post by: Haplo on January 23, 2018, 11:47:36 AM
Most likely this has created an output_log entry.
Can you please provide that? Normally it can be found in the RimWorld-Subfolder RimWorldXXXXWin_Data
It will help me finding the reason for this error..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.7 / 16.01.2018)
Post by: Tenshi~Akari on January 23, 2018, 12:12:23 PM
Nevermind, I think I figured out immediately what happened as soon as I saw the log.  :P

Seems like it's more or less a Run & Gun clash on that part... strange, because it works fine with Misc. MAI whenever the MAIs are on the main map. Might have to get Roolo in on this issue.

Object reference not set to an instance of an object
at RunAndGun.Harmony.Pawn_DraftController_GetGizmos_Patch.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn&) <0x000ff>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch3 (object) <0x00056>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00148>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.8 / 23.01.2018)
Post by: Haplo on January 23, 2018, 12:41:56 PM
Thanks for the info. It is strange though, as MAI is effectively a relative normal colonist.
Especially in regards to drafting what seems to be the problem..

But for now:
A new Update is live
Robots
   - Robots will now slowly be repaired whenever they are in their recharge station.
MapGenerator
   - Not much changes that are seen but these are needed for the next update:
MapGenerator Xtension 'Urban Biome'
   - This provides randomly urban biomes. These are abandoned city ruins that are reclaimed by nature.
      You can settle here, but watch out, some buildings may still contain active guardians!
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.8 / 23.01.2018)
Post by: Harry_Dicks on January 23, 2018, 01:17:56 PM
I think the slow auto repair is perfect. I was thinking earlier how you would just have to hope that a pawn goes to repair a bot when it is recharging, and that is after they run and get the supplies. I like this way better, at least for any light damage.

Also looking forward to the reclaimed by nature urban biomes!
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.8 / 23.01.2018)
Post by: Jan2607 on January 27, 2018, 07:13:01 PM
Since it is not possible anymore to get AI cores from psychic ships, are there other ways to get them for my MAIs?
I know I can get them from these quests, but that will make the cores much rarer than prior B18. But... I like enhanced MAIs...
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.8 / 23.01.2018)
Post by: Canute on January 28, 2018, 04:01:58 AM
Jan2607,
you are right with the new system how AI cores get droped, enhanced MAI's are very hard to create. But haplo didn't play rimworld for a while and just update the mods.
So i think he isn't aware of this situation.

I suggest to use
[B18] Sparkling Worlds - Glittertech on the Rim
https://ludeon.com/forums/index.php?topic=35373.0
to craft own AI cores.
or
[B18] Trading Economy
https://ludeon.com/forums/index.php?topic=35551.0
to call a Walkblem Technologie Caravan which sells 2-5 AI cores.

Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.8 / 23.01.2018)
Post by: Jan2607 on January 28, 2018, 07:46:01 AM
Thank you :)

Haplo, maybe you could add these cores to robot traders?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.8 / 23.01.2018)
Post by: Haplo on January 28, 2018, 03:21:48 PM
Thanks for the headsup. Yes I think I'll add them in low quantities but high prices to the trader :)


Update
- I've updated Robots
   --> You can now repair the robots via the station (Still a float menu!)
   --> You can search for your robot from the station (New button)
- I've added the persona core to the trader.
   But it is not every time available and it is not cheap :)
- Small changes to Incidents
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.9 / 28.01.2018)
Post by: wwWraith on January 28, 2018, 04:09:49 PM
AIPersonaCore has <tradeability>Sellable</tradeability> in Core, so you probably need to remove it to make it buyable also?

<Operation Class="PatchOperationRemove">
<xpath>/Defs/ThingDef[defName = "AIPersonaCore"]/tradeability</xpath>
</Operation>

Also I think it'd be ok to add it to random quest rewards:

<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "AIPersonaCore"]</xpath>
<value>
<itemGeneratorTags>
<li>SpecialReward</li>
</itemGeneratorTags>
</value>
</Operation>

Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.9 / 28.01.2018)
Post by: Haplo on January 28, 2018, 04:27:48 PM
I've totally forgotten about these.
Thank you. I'll add it immediately :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.9 / 28.01.2018)
Post by: Jan2607 on January 28, 2018, 05:13:41 PM
Thank you :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.9 / 28.01.2018)
Post by: laokangz2 on January 28, 2018, 10:10:51 PM
Hi  Haplo
as you know ,there is a mod called: robot++, add some more bots in this game ,now you robot mod updated. so is it also compatible this your?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.9 / 28.01.2018)
Post by: Canute on January 29, 2018, 03:59:40 AM
laokangz2,
yes it is.
Robot++ is just an extendtion of Misc.robots and use this mod as requirement.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.9 / 28.01.2018)
Post by: Jan2607 on January 30, 2018, 01:26:10 PM
Haplo, can you disable that human colonists will automatically chose MAIs charging station as bed? That causes some annoying micromanagement.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Haplo on January 30, 2018, 03:16:12 PM
I'm also not too sure why the recharge beds for MAI are the prefered beds for colonists..
They seem to like the nanite tanks better than their beds ;)
Unfortunately I can't really do much about it without doing some really deep re-codings.
The stations are better beds by design (to shorten MAIs recharge time), sorry.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Harry_Dicks on January 30, 2018, 03:27:37 PM
Why would the pawn ever lose their assigned things, is it from leaving to map for caravans/launch pods?

If so, I would think someone might have made a mod for things like this by now. I understand it would have to be C#, but would something like this be that hard? Make it so that if a pawn leaves the map, if they have anything assigned to them, it will just stay assigned, until the player changes it? Maybe the mod could just remove the "flag checker" (I know there is real name for these things) that fires when a pawn leaves the map?

Why does the game actually unassign pawns from beds? Does it check every so often to see if assigned beds still have a pawn on the map? Or does a pawn leaving a map fire off something that checks for assigned things? If it is the latter, could this just simply be disabled with a mod/patch? Even if you have pawns that die, the beds would still be assigned, or something, but maybe some players would be willing to deal with these sorts of things as a trade off.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Haplo on January 30, 2018, 03:38:45 PM
I haven't looked into the code, but I think this is something that is triggered with the despawn of a pawn.
If a pawn despawns all his reserved stuff will be released. Also his bed.
If you prevent the releasing then you may get some difficult to find errors, or something simple as pawns on other maps that try to go to sleep in their start map because their bed is there.
I understand the want to have it remain reserved, but I think it will cause some other problems, which cause other errors...
In the end what looks to be a simple change might result in an avalanche of bugs ;D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: henk on January 30, 2018, 05:09:20 PM
Any chance for modsync?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: blizzardwolf420 on January 30, 2018, 06:13:32 PM
any idea if the map gen mod conflicts with the new biome mods that have been popping up ,ie natures pretty sweet and more biomes.  I really like your mods but im worried they may break things if used together.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Harry_Dicks on January 30, 2018, 06:36:34 PM
Of course! ::) That makes sense. Thanks, Haplo.

I suppose some C# programmer could accomplish this with some magic. Maybe you could select a bed or anything that is assigned to a particular pawn, and press a little button at the bottom of the screen to "lock" the owner into place, regardless of them being on the map or not.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Jan2607 on January 30, 2018, 06:42:57 PM
Yes, if a pawn leaves the map, he loses his reserved bed. When he comes back, he randomly picks a new one.
The same happens, if a downed pawn gets rescued. If you have a hospital recharge station for MAI, the colonists will rescue their human buddy to that recharge station - and if MAI gets downed, they haul her to a normal hospital bed, where she can't use the nanites and can't fully recharge.
Yes, it's not that big issue, but it's really annoying. Didn't know, it is that difficult :(

Well, I think I have to build recharge stations for my humans :D Side effect of that is, they need less sleep and I can finally introduce the 20 hours work day :D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Harry_Dicks on January 30, 2018, 08:16:21 PM
Could you not forbid the zones where the hospital recharge bed is so that it is only accessible by MAI?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Jan2607 on January 31, 2018, 02:33:43 PM
Quote from: Harry_Dicks on January 30, 2018, 08:16:21 PM
Could you not forbid the zones where the hospital recharge bed is so that it is only accessible by MAI?

That could work, I will try it.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Benis on February 08, 2018, 12:46:54 PM
In Misc Gen and its urban extension, all buildings/ruins spawn without roofs. This means all the destructible goodies hidden inside rot in the rain within the first week or so, long before you can realistically deal with mechanoids and hives. Kinda defeats the purpose.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Ruisuki on February 14, 2018, 04:50:31 AM
mate any idea how to stop colonists from getting hit by friendly fire in the shooting range? What I basically did was move a dummy 10 tiles apart for the range to fit, then enclose it with stone walls behind it but since sometimes shooters miss and hit the walls builders will walk straight from the location of the shooter and end up hit. I thought sandbags would serve well as the 'counter' to prevent them from advancing but forgot they walk right through that. Is it possible to create a 'low wall' that doesnt stop the shooter from practice firing but does prevent movement?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: bomberchibbi on February 14, 2018, 07:57:10 AM
you could make a forbid zone along the path that the bullet travels so that they have to repair it from the outside
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Ruisuki on February 14, 2018, 08:07:30 AM
Quote from: bomberchibbi on February 14, 2018, 07:57:10 AM
you could make a forbid zone along the path that the bullet travels so that they have to repair it from the outside
Id need to switch to that zone for each shooter each time i would be at the range?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Canute on February 14, 2018, 09:12:34 AM
Set the zone you want not to be entered.
Then go into the zone managment, and invert it.
After that assign all colonist to these new zone.

Maybe try the path avoid mod, and set an avoid area over the shooting range.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: s44yuritch on February 14, 2018, 09:38:14 AM
I placed the shooting target near a mountain, so that there is only natural rock behind it. No one will try to repair that.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Harry_Dicks on February 14, 2018, 09:43:41 AM
Quote from: Ruisuki on February 14, 2018, 04:50:31 AM
mate any idea how to stop colonists from getting hit by friendly fire in the shooting range?
Avoid Friendly Fire mod? Not sure.

Quote from: Ruisuki on February 14, 2018, 04:50:31 AM
Is it possible to create a 'low wall' that doesnt stop the shooter from practice firing but does prevent movement?
Embrasures?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Ruisuki on February 14, 2018, 02:58:11 PM
Great suggestions guys. I might try the path avoid mod, mountain wall, or embrasures in that case. Though the latter is very cool it worries me that ill start relying on them too much and make my base OP with embrasures all over the place
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Harry_Dicks on February 14, 2018, 03:31:42 PM
Quote from: Ruisuki on February 14, 2018, 02:58:11 PM
Though the latter is very cool it worries me that ill start relying on them too much and make my base OP with embrasures all over the place

There's multiple versions of embrasures. I am using the ones from RF - Concrete (highly recommend all of his mods anyway!), but I have tuned down the cover to I think 70%, not much higher than sandbags. Some mods have them at 95% cover, which is too high for me.

The 3 mods that I can think of, that I believe come with embrasures are:
RF - Concrete
Medieval Times
ED-Embrasures

There are probably a few that I don't know about. Some people's embrasures are different, I think it's Medieval Times can eventually be scaled, while others are always impassable. There's also the mod MD2 Walls (Mechanical Defense) that has walls that you can raise/lower. Highest they are regular wall, middle they are embrasure, and lowest they are like a floor. MD2 Walls is currently being maintained by sulusdacor, which you can find his post here on the forum.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Ruisuki on February 14, 2018, 03:45:00 PM
Thanks for the info harry will consider this. I sent you a PM so I dont hijack the topic any further :p
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: ChickenBoxer on February 18, 2018, 05:18:54 PM
Hey, thanks for making this lovely collection of mods which have brought me great joy throughout my addiction.
(possibly making it worse)

Would it be possible to make it so that if a pawn has a melee weapon equipped as a secondary via SimpleSidearms that said pawn is able to and does randomly train with Martial Arts Target? (And vice-versa with melee equipped/gun secondary on shooting target)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.10 / 30.01.2018)
Post by: Drglord on February 25, 2018, 05:03:21 PM
I am just using the misc robots one but it seems on the latest patch that all robot traders have the price for bots at x2? for some reason and i end up buying them from exotic traders or cities at normal price... Was that intended?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Haplo on February 26, 2018, 02:50:31 PM
The prices on robot traders is now like this:
1 to 2 robots are available for an expensive price tag
-2 to 2 robots are available for a normal price tag
-1 to 3 robots are available for an expensive price tag

So, yes, their chance to have expensive robots is now higher than it was previously.
Is that a problem? Should I set the third setting also to normal maybe?


Btw: Update!
Robots is updated to 0.18.11:
New objects in the Robots tab:
- Robots can now be renamed (Only visible if animal names (named only or all) are active)
- There is now a button for Shutdown and for Shutdown All (For a quick shutdown possibility when an attack is running)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Canute on February 26, 2018, 04:38:31 PM
Yep, i think a specialiced trader shouldn't sell that stuff at expensive price.
It would be like Bulk good trader would sell meat and veggies at expensive prices too.
If you like you can patch the excotic good trader sell them at expensive prices if you like.
Currently i buy robots from excotic good and just use the robot trader to buy steel/plasteel.

Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Drglord on February 26, 2018, 08:55:07 PM
Quote from: Haplo on February 26, 2018, 02:50:31 PM
The prices on robot traders is now like this:
1 to 2 robots are available for an expensive price tag
-2 to 2 robots are available for a normal price tag
-1 to 3 robots are available for an expensive price tag

So, yes, their chance to have expensive robots is now higher than it was previously.
Is that a problem? Should I set the third setting also to normal maybe?


Btw: Update!
Robots is updated to 0.18.11:
New objects in the Robots tab:
- Robots can now be renamed (Only visible if animal names (named only or all) are active)
- There is now a button for Shutdown and for Shutdown All (For a quick shutdown possibility when an attack is running)

Well since they are extremely rare... like you get 1 every 3 years i would say yeah but still i have never seen a robot trader sell a robot in a normal price...
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: FociA on March 01, 2018, 03:35:14 PM
Why is the Robots Tab going so crazy ?
its add/removes Robots in the list all the time. cant be good for the performance.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Haplo on March 01, 2018, 06:29:08 PM
It adds / removes them normally only when they vanish into their recharge station or start from there.
Other than that they shouldn't switch out.
Can you elaborate a bit? Do you witness the disabling/activating of robots? Or something else?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: FociA on March 02, 2018, 10:05:24 AM
no issues its only confusing(suggest its destroyed or somthing). why not just a list of installed robots.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Canute on March 02, 2018, 11:26:37 AM
It's because when a robot is recharging he isn't present at the map.
Not like colonist's or MAI which rest on the bed/rechargestation.

Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Harry_Dicks on March 02, 2018, 01:46:34 PM
If Haplo now feels obligated to update the Robots tab, then I will feel a little guilty about getting the whole things started :P

But thinking about it further, it could be really awesome if for example there were two columns, or the page was setup differently. Maybe if you had two columns, you could see the robot names going from one side to the other, one for charging and one for active? Or maybe, instead of names coming and going, keep all names on the list at all times, but a new marker or something could appear beside the robots that are charging or inactive, something like this?

I understand all of this is extra work, that might not even be worth it, but it is fun to think about what could be. :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Haplo on March 19, 2018, 01:45:42 PM
I have a version in work that shows all robots. ;)
The robots in recharge stations will get a battery symbol in their column.
It just needs some more testing and tuning.

BTW: I've added a youtube showcase made by Soapie Plays to the start page.
It shows the most complete description of Miscellaneous I've seen yet ;D
You can watch it here (https://youtu.be/cfXfZPDeS8s)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Canute on March 19, 2018, 02:21:56 PM
You let your GF play for you Rimworld ? :-)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Haplo on March 19, 2018, 03:28:36 PM
How do you get the impression that Soapie is my GF? Just because I've added the video? ???
But I have to disappoint you: I have found the video on YT by accident and asked to link it in my mod. 8)
Btw: I do have a wife and she is not Soapie :P
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: wedekit on March 22, 2018, 05:22:49 AM
I'm so stoked that the repair feature is finally implemented! My bots have always had the knack for being at the wrong place at the wrong time.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: MrDKGaming on March 26, 2018, 11:15:18 AM
Did anyone have them on Alpha 16?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Canute on March 26, 2018, 11:59:18 AM
Did you check the nexus link from the first posting ?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Ruisuki on March 27, 2018, 04:05:55 AM
love the training dummies but wondering if its possible to forbid the use of certain weapons with its use? Or at least forbid certain colonists? If im not micromanaging whos using the dummies my minigunner will tear apart the walls before I can notice its been demolished
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Canute on March 27, 2018, 04:23:26 AM
Minigun is harmless, some mod offer grenade launcher or such kind. :-)

But when you know about that issue, you just need to replace the dummy away from a wall. Or put a shield system before the wall.

Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Don231 on March 28, 2018, 12:37:15 AM
Just had an anomaly, sent a convoy to it. Pawn spawned into a map with nothing interesting in it. Was just a normal map with nothing hidden. I've even turned off Draw fog to make sure nothing was hiding in the mountains. I think it is bugged because of a mod conflict. What are supposed to be in anomalies?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.11 / 26.02.2018)
Post by: Haplo on March 30, 2018, 10:42:06 AM
Nope it is not bugged. Anomaly has a chance that it is a false alert :P
Hmm, maybe I should add that to the description or disable the chance..

edit:
UPDATE
Here are a few updated mods:
Misc. Incidents
- changed the chance to get a false alert to 0.001% :)
Misc. Objects
- Fixed a NullRef error in the descriptive text of micro turrets of the micro turret launcher
Misc. MapGenerator
- Added some new blueprints provided by Zymex. Thank you very much :)
Misc. Robots
- Changed the robot tab so that recharging robots are also shown (as long as they were started at least once!)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: sidfu on April 16, 2018, 03:36:49 AM
hey haplo on the blueprints isn't there a way for u to have them use stuff instead of specific materials. cause if say a mod changes that material it can cause errors and failure to generate maps.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: sajberhippien on April 19, 2018, 11:26:26 AM
How rare are the brainpals? I'm on my 4th year with the More Traders mod, have probably talked to close to twenty exotic traders (both trade ships friendly outlanders) yet haven't seen a single brainpal of either type. Am I just unlucky or are they that rare?

One of my early (though not starting) colonists, Omega, had an unlucky run-in with a boar during the first fall, and has been at 40% consciousness since. Not a huge deal, as long as I don't let her resume her beloved surgery career; she's happy to just mop the floor now and then. But now my primary constructor took a bullet to the brain and just isn't the same anymore.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: alexo on April 24, 2018, 07:37:25 PM
ty for this mod
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on May 02, 2018, 02:21:53 PM
Quote from: sajberhippien on April 19, 2018, 11:26:26 AM
How rare are the brainpals? I'm on my 4th year with the More Traders mod, have probably talked to close to twenty exotic traders (both trade ships friendly outlanders) yet haven't seen a single brainpal of either type. Am I just unlucky or are they that rare?

One of my early (though not starting) colonists, Omega, had an unlucky run-in with a boar during the first fall, and has been at 40% consciousness since. Not a huge deal, as long as I don't let her resume her beloved surgery career; she's happy to just mop the floor now and then. But now my primary constructor took a bullet to the brain and just isn't the same anymore.

This is random. It is a bodypart but I'm currently not sure which trader these sells..
Unfortunately I'm currently unable to do any modifications, but as soon as I can I'll look into it. Sorry for that :(
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Arky on May 07, 2018, 04:13:44 AM
Why didn´t I found it earlier ?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Call me Arty on May 26, 2018, 03:21:27 PM
 Been enjoying these mods for a while (particularly Misc Map generator), and it's about time I said so!
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on May 28, 2018, 06:36:46 AM
Allways good to hear. Thank you :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: siesta on June 14, 2018, 01:28:08 PM
Is it possible make it support "area" setting?
seems all robot/MAI will only work inside "Home" area.
really want to let them clean the war zone or haul body
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on June 14, 2018, 03:32:20 PM
You can create an animal area and assign the robots to it..
Either through the click on the area in the info field or over the robots tab.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: ultra4 on July 12, 2018, 06:59:55 AM
Hey Happlo, working on the 1.0?

I thought, i'd start a 1.0 colony, and bots would eventually come along. Then I remembered... those sooting ranges and melee dummies are pretty much "the rec room". 1.0 is playable, just not fun without tiny details that have become core to rimworld for me
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 14, 2018, 11:25:11 AM
I did a quick fork of this cuz i couldnt live without robots++ in my new 1.0 test world, everything works fine for those who just cant wait.

https://www.dropbox.com/s/q44j4yo9mlbhyuz/MiscRobots%2BCore1.0beta.rar?dl=0
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: dodviper on July 17, 2018, 01:50:13 PM
Quote from: themadgunman on July 14, 2018, 11:25:11 AM
I did a quick fork of this cuz i couldnt live without robots++ in my new 1.0 test world, everything works fine for those who just cant wait.

https://www.dropbox.com/s/q44j4yo9mlbhyuz/MiscRobots%2BCore1.0beta.rar?dl=0

Hi!
I tried it but it's not working properly. An error comes up when activating a robot, and it doesn't have a texture:

https://imgur.com/a/ArGTofS
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 17, 2018, 07:15:11 PM
I've updated a few mods for unstable 1.0:

- Core
- MapGen
- MapGen Urban
- Robots

You can get them from GitHub.

Thanks to themadgunman for the help with the Robots XML files.
Without you Misc Robots wouldn't be up and running this soon ;D

More are to come soon(TM)
aka when I find some more free time for it..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 17, 2018, 08:04:04 PM
Quote from: dodviper on July 17, 2018, 01:50:13 PM
Quote from: themadgunman on July 14, 2018, 11:25:11 AM
I did a quick fork of this cuz i couldnt live without robots++ in my new 1.0 test world, everything works fine for those who just cant wait.

https://www.dropbox.com/s/q44j4yo9mlbhyuz/MiscRobots%2BCore1.0beta.rar?dl=0

Hi!
I tried it but it's not working properly. An error comes up when activating a robot, and it doesn't have a texture:

https://imgur.com/a/ArGTofS

yeah i didnt rename the default robot textures to the new system, i only made this fork so i could use robots++ and so i never even noticed as it overwrites them with its own stuff, although now theirs an official version so its irrelevant :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 17, 2018, 08:18:04 PM
Quote from: Haplo on July 17, 2018, 07:15:11 PM
I've updated a few mods for unstable 1.0:

- Core
- MapGen
- MapGen Urban
- Robots

You can get them from GitHub.

Thanks to themadgunman for the help with the Robots XML files.
Without you Misc Robots wouldn't be up and running this soon ;D

More are to come soon(TM)
aka when I find some more free time for it..

no problems, i also forked Training Facility up to 1.0 on Github, i did powerswitch too but i see you already got to that one :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Nutroll on July 19, 2018, 02:42:02 PM
Quote from: Nutroll on July 19, 2018, 02:40:12 PM
Hey, I checked Github, but the Training is still the old one, where is the updated mod? TY
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 21, 2018, 04:37:15 PM
Now you can find it on GitHub 8)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 21, 2018, 06:19:41 PM
Hey Haplo, found a bug in Misc Robots, if you have 2 identical bots, it crashes the Make Caravan Dialog, i posted an Issue on Git for ya
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 22, 2018, 05:01:09 PM
turns out the error was at TransferableUtility.CanStack marking robots as stackable as it failed to meet any exclusion parameters, i just added a harmony patch  in AIRobot_Helper on my fork which excludes robots and it seems to be fine.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: threpny on July 23, 2018, 10:11:33 AM
Need a little pointing in the right direction (I'm still playing B18, because I'm used to it)

The Urban Biome is great, but the Bees 'n' Honey mod doesn't play nice with it. You don't get any hollow dead trees generating.
I've tried swapping the load order and adding the line <TreeBeeHive>0.3</TreeBeeHive> to the Biomes_Temperate_UrbanRuins. xml. Nothing worked.
Not vital, I know, but I would like to farm bees in a dead city!
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 23, 2018, 12:39:05 PM
I've added an extension mod for Bees'n'Honey + MapGenerator 'Urban' to GitHub.

Edit:
Also I've fixed a bug in Robots that caused the caravan window to crash when there were 2 or more robots active.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 24, 2018, 01:35:57 PM
I've updated my mods for 1.0.1974 because of a breaking change in this version
Additionally Miscellaneous_WeaponRepair is now working.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 25, 2018, 11:15:48 AM
Hey Haplo, i was working on my update for Robots++ and i ran into a problem with robots failing the WorkIsActive check in Pawn_Worksettings, this causes Unfinished Items to be unbound from the workgiver which is a mess. I can patch round these bugs but i thought might be simpler and cleaner if you wouldnt mind tweaking the framework, i think maybe its just because WorkIsActive is not reflected like you do with priorities ?

Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 26, 2018, 12:24:31 AM
Can you provide me with the full error (+stack trace) so that I can see the problem?
I haven't had any problems yet, that's why I'm asking..

I'll look into it, but this would make it easier to identify the error cause.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on July 26, 2018, 07:25:22 AM
I tried the B18 version of ++ and aside from the textures and a couple broken job references it seemed to work fine for me
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 26, 2018, 10:11:58 AM
Its not an actual Error its more of a bug, its just that when Rimworld.Bill_ProductionWithUFT.Boundworker is called it checks to see if the items creator is still marked as being active with a job of that type (eg. Tailor) using this code -

if (workTypeDef != null && !creator.workSettings.WorkIsActive(workTypeDef))
{
this.boundUftInt = null;
result = null;
return result;
}


However because robots dont have their workSettings set properly it fails, this then sets the bound unfinishedthing in the Bill to null, this orphans the Uft from the Bill and lets the worktable order another Pawn to work on the bill, so you end up with 2 or more items from the same bill

I only notice because i was getting lots of unfinishedthings lying around, if you use a crafter robot from robots++ and then inspect the bill on the worktable as its being crafted you will see the Bill starts out fine, then the BoundUft is nulled whenever the system calls Boundworker for any reason.

I patched Boundworker and put in some debug messages and i can see that .workSettings.WorkIsActive(workTypeDef) is always returning False for robots, for normal pawns it ofc returns true and they dont have this problem, if i patch out that check in Boundworker its also fine so im absolutely sure thats the problem.

I dont have a B18 setup to test, but im pretty sure i remember this being a problem with crafting robots since forever, my bases usually have 2-3 crafter bots locked in a room with 2 Component Assembly benches and i ended up with about 2-3 orphaned unfinished components i have to cancel every few minutes, if its just a short Bill like maybe a Parka or some pants its not noticable cuz the worker never leaves the table, it only matters if the Uft is removed from the table after the Bill's BoundUft is nulled. Interestingly because only the bills bounduft is nulled the uft itself will still get made as long as the bill is still active (ie. do forever)

This bug only really applies to Robots++ crafting robots so i know its not really your problem, I dont mind just leaving my Boundworker patch or i can just make R++ patch your X2_AIRobot_Pawn_WorkSettings with the needed reflections but i thought it would be nice to have it fixed at the source is all.

Oh btw Haplo i discovered robots are too limiting for the new mod im working on so i've been looking at getting MAI working, do you want the 1.0 updated defs ive done ?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on July 26, 2018, 10:44:50 AM
Do you have a ++ version working properly? 
The job names is a quick XML edit I could myself but I dont know the path for textures or anything more detailed
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 26, 2018, 10:56:29 AM
https://www.dropbox.com/s/r8ar3djecgfvmku/RobotPlusPlus1.0.rar?dl=0

thats what im using right now and apart from the crafting bug i've got no problems or errors showing
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 26, 2018, 11:08:32 AM
I think I found the problem.. I used part of the original code and only set the work priorities to 3 for the first 6 worktypes everything else was 0 :(
I'll test it a bit more to check if that really was the reason and will upload it this evening, so that you can test it on your side also :)

Edit: Is on GitHub and can be tested 8)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 26, 2018, 11:25:36 AM
Quote from: Haplo on July 26, 2018, 11:08:32 AM
I think I found the problem.. I used part of the original code and only set the work priorities to 3 for the first 6 worktypes everything else was 0 :(
I'll test it a bit more to check if that really was the reason and will upload it this evening, so that you can test it on your side also :)

Yeah that sound like it could well be it, shall look forward to testing it :)

Also i have a quick question regarding the MAI code if you dont mind, in Building_AIPawnConstructionStation.cs you define the ConstructionStation from a base building and then add all the storage methods to get items delivered, when i try and make this run the IHaulDestination Manager just dumps itself and crashes the game, however if I define it as a Building_Storage and just override inherited methods its fine, is there a reason why you've definied it from base building not building_storage that im not seeing ?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 26, 2018, 12:10:21 PM
Most likely because at the time that was the easiest implementation and I had it just updated..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 26, 2018, 12:42:36 PM
cool, i just wanted to check i wasnt gonna break something else by doing it that way, the whole ISlotGroupParent thing is still new to me, I had an idea for a mod like R++ but for MAI so you could change parts of the MAI depending on what it was doing, kinda like bionic parts for normal pawns and maybe some configurable modules to more specialise them so im just trying to get MAI working so i can get started on that till you have time to do a proper MAI release,

Basically i watched too much BSG recently and now I want a robot with transformable machine gun hands to guard my prisoners lol :D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 26, 2018, 01:02:47 PM
Have fun with it. I always update MAI last, because honestly, she is the most difficult to update every single time :)
Currently I'm tinkering a bit with my colonist selection module of core.. MAI needs to wait a bit longer ;)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 26, 2018, 01:13:28 PM
yeah i can see why, i actually got it to build a MAI last night though so thats progress.

If it helps https://www.dropbox.com/s/7lmx8g0h8wv5lzz/Defs.rar?dl=0 (https://www.dropbox.com/s/7lmx8g0h8wv5lzz/Defs.rar?dl=0) these are the MAI Defs that i updated to 1.0,  its basically just the same changes from robots and some name changes to MentalStateDefs  but it might save you some time :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 26, 2018, 01:47:19 PM
Sure, everything that reduces my update time for her is always welcome ;D
Thank you very much  ;D ;D ;D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 26, 2018, 02:10:37 PM
Well i should thank you for writing all this stuff in the first place, its easy for ppl like me to stand on the shoulders of giants :)

Btw, i worked out why you didnt define ConstructionStation as Building_Storage, if you do it makes pawns just fill it up with stuff like a giant shelf, but its not counting it as received towards construction.

https://www.dropbox.com/s/xldq8q0y3h821ln/Textures.rar?dl=0 here are the renamed MAI textures as well btw

I got MAI working btw, apart from the annoying stuff with the constructor its actually really not bad, apart from some PawnGeneration fixes cuz of the new story/bodypart changes its pretty much all good to go.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 26, 2018, 05:28:53 PM
Thank you very much. This reduces my update time for MAI extremely ;D

In between I've finished my tinkering on Misc. Core: Colonist Keys
I'm interested in what everybodys thoughts about these changes are.. ( Hopefully not too hatefull? ) :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on July 27, 2018, 01:10:44 PM
Themadgunman  have you finished a port of ++ for 1.0?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 27, 2018, 01:24:51 PM
i did one for 1.0.1964 which i posted here https://www.dropbox.com/s/r8ar3djecgfvmku/RobotPlusPlus1.0.rar?dl=0 (https://www.dropbox.com/s/r8ar3djecgfvmku/RobotPlusPlus1.0.rar?dl=0), i havent bothered to check it with .1974+ though cuz its annoying to check all the Defs by hand and tbh i havent even updated my own devtesting environment yet cuz its just an endless cycle with them pumping out new releases all the time,im working on a new Mod which will have just one buildable robot which you will then configure according to what you want it to do, hopefully this will not only make it a lot cooler but easier to maintain as well (1 robot def instead of the 25+ it has currently)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on July 27, 2018, 05:26:16 PM
Initial check seems fine but will have to wait for the brutal slowdown and error spam generated by wildlife trying to sleep in an urban biome lol

Mod seems to work fine on latest. 
Also I noticed that robots gets messed with by what the hack.

so far everything seems fine aside from the omnibot breaking when it tries to feed colonists
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: NeoSono on July 30, 2018, 01:50:34 AM
hey, been using the training stuff and your robots for a few days now and suddenly I get an error message when loading my savegame. the robots still haul and clean like always but I wonder what the message is about.
I have a few mods installed and if its not yours maybe you can tell me which one it might be. I just thought its the robots since it mentions hauling and cleaning bot.

[attachment deleted due to age]
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Expresso on July 30, 2018, 06:47:25 AM
Quote from: NeoSono on July 30, 2018, 01:50:34 AM
hey, been using the training stuff and your robots for a few days now and suddenly I get an error message when loading my savegame. the robots still haul and clean like always but I wonder what the message is about.
I have a few mods installed and if its not yours maybe you can tell me which one it might be. I just thought its the robots since it mentions hauling and cleaning bot.

Вы случаем на v 1.0 не проапались?
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: NeoSono on July 30, 2018, 01:15:55 PM
I don't speak russian, assuming that is russian. problem still exists and I get one of those errors for every bot I have in my base. I also have one station in my base that says robot destroyed but I don't see it anywhere so i can't repair it...
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on July 30, 2018, 01:32:23 PM
When you cant find the bot with the button you need to use god mode to restore it
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 30, 2018, 04:24:58 PM
I've also experienced the error. My current problem is that I have absolutely no idea why it comes.. :(
Still looking into it, but have close to no time this week..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: themadgunman on July 30, 2018, 04:56:48 PM
its a Thingdef error caused by the fact they changed the MeleeAttackVerb syntax i believe, it only occurs after a bot has tried to melee an object so its was annoying to trap, in RPP i  changed Verb_MeleeAttack to Verb_MeleeAttackDamage and it seemed fine
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: ChJees on July 30, 2018, 05:11:43 PM
Happened for me too. Wonder if its a existing save causing that.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: NeoSono on July 30, 2018, 05:11:56 PM
I don't really mind the error if it doesn't do any real harm which for me it hasn't. but nice to know what causes it at least, explains why it hasn't happened immediately.

Quote from: themadgunman on July 30, 2018, 04:56:48 PM
its a Thingdef error caused by the fact they changed the MeleeAttackVerb syntax i believe, it only occurs after a bot has tried to melee an object so its was annoying to trap, in RPP i  changed Verb_MeleeAttack to Verb_MeleeAttackDamage and it seemed fine

so if I change those for the 2 bots it should go away? going through the xml files I found 2 entries for the robots like that.

edit²: ok, seems to work. I changed both entries in AIRobot_Races.xml and now the error is gone.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on July 30, 2018, 06:16:27 PM
Quote from: themadgunman on July 30, 2018, 04:56:48 PM
its a Thingdef error caused by the fact they changed the MeleeAttackVerb syntax i believe, it only occurs after a bot has tried to melee an object so its was annoying to trap, in RPP i  changed Verb_MeleeAttack to Verb_MeleeAttackDamage and it seemed fine

I asked about this error a while back. 
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Ruisuki on July 30, 2018, 11:49:38 PM
are these problems because of 1.0 or is it b18
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: NeoSono on July 31, 2018, 01:51:18 AM
those last mentioned ones are in 1.0 unstable
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on July 31, 2018, 03:26:59 PM
Quote from: themadgunman on July 30, 2018, 04:56:48 PM
its a Thingdef error caused by the fact they changed the MeleeAttackVerb syntax i believe, it only occurs after a bot has tried to melee an object so its was annoying to trap, in RPP i  changed Verb_MeleeAttack to Verb_MeleeAttackDamage and it seemed fine
Thank you for the info. I've looked into the other races and I believe the verb definition is an old part from pre b18 that isn't really needed anymore. For now I've fully removed that part. Please let me know if someone has problems without these verbs.
Unfortunately I'm out of town for a few days and can't do anything in the next few days at all, so hopefully these changes I pushed to GitHub are working without problems 8)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on August 07, 2018, 11:39:28 AM
Downgraded my working mods to 0.19.0
They can be found on GitHub (https://github.com/HaploX1) again :D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on August 14, 2018, 09:00:05 PM
This may as well be a book of random mental discharge on my part

System.Reflection.TargetException: Non-static field requires a target
at System.Reflection.MonoField.GetValue (object) [0x00072] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoField.cs:119
at WorkTab.VanillaWorkSettings.GetVanillaPriority (Verse.Pawn,Verse.WorkTypeDef) <IL 0x00043, 0x00098>
at WorkTab.WorkPriorityTracker..ctor (Verse.Pawn,RimWorld.WorkGiverDef) <IL 0x00028, 0x00057>
at WorkTab.PawnPriorityTracker..ctor (Verse.Pawn) <IL 0x00083, 0x002bb>
at WorkTab.PriorityManager.get_Item (Verse.Pawn) <IL 0x00011, 0x0007d>
at WorkTab.Pawn_Extensions.GetPriority (Verse.Pawn,RimWorld.WorkGiverDef,int) <IL 0x0001e, 0x00083>
at WorkTab.Pawn_Extensions/<>c__DisplayClass0_0.<GetPriority>b__0 (RimWorld.WorkGiverDef) <IL 0x0000d, 0x0002c>
at System.Linq.Enumerable/<CreateSelectIterator>c__Iterator10`2<RimWorld.WorkGiverDef, int>.MoveNext () <IL 0x00066, 0x00102>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<int>.MoveNext () <IL 0x0008f, 0x0015d>
at System.Linq.Enumerable.Any<int> (System.Collections.Generic.IEnumerable`1<int>) <IL 0x00025, 0x0012c>
at WorkTab.Pawn_Extensions.GetPriority (Verse.Pawn,Verse.WorkTypeDef,int) <IL 0x0006b, 0x0017b>
at WorkTab.Pawn_WorkSettings_GetPriority.Prefix (Verse.WorkTypeDef,RimWorld.Pawn_WorkSettings,int&) <IL 0x00009, 0x0004d>
at (wrapper dynamic-method) RimWorld.Pawn_WorkSettings.GetPriority_Patch1 (object,Verse.WorkTypeDef) <IL 0x0000d, 0x0003f>
at RimWorld.Pawn_WorkSettings.WorkIsActive (Verse.WorkTypeDef) [0x00009] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\Pawn_WorkSettings.cs:167
at AIRobot.X2_AIRobot_Pawn_WorkSettings.SetPriority (Verse.WorkTypeDef,int) <IL 0x0001c, 0x00071>
at AIRobot.X2_AIRobot_Pawn_WorkSettings.EnableAndInitialize () <IL 0x00066, 0x001e5>
at AIRobot.X2_AIRobot_Pawn_WorkSettings..ctor (Verse.Pawn) <IL 0x00011, 0x00038>
at AIRobot.X2_Building_AIRobotCreator.CreateRobot (string,Verse.IntVec3,Verse.Map,RimWorld.Faction) <IL 0x00065, 0x0022e>
at AIRobot.X2_Building_AIRobotRechargeStation.Button_SpawnBot () <IL 0x00063, 0x00138>
at Verse.Command_Action.ProcessInput (UnityEngine.Event) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\Command_Action.cs:18
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) [0x003fe] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\GizmoGridDrawer.cs:162
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <IL 0x00230, 0x007c2>

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:94)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:70)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)


https://git.io/fNAYK

Bots will not activate.

Gonna toy around a bit to try fixing it. Was some issue with work tab after I updated it.


Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Bill_ProductionWithUft.get_BoundWorker () [0x000f2] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\WorkTable\Bill_ProductionWithUft.cs:60
  at RimWorld.WorkGiver_DoBill.StartOrResumeBillJob (Verse.Pawn pawn, IBillGiver giver) [0x00103] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\WorkGiver_DoBill.cs:167
  at RimWorld.WorkGiver_DoBill.JobOnThing (Verse.Pawn pawn, Verse.Thing thing, Boolean forced) [0x000c2] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\WorkGiver_DoBill.cs:73
  at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00005] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGiver.cs:93
  at AIRobot.X2_JobGiver_Work+<>c__DisplayClass1_1.<TryIssueJobPackage>b__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region r) [0x00125] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:287
  at Verse.RegionTraverser+BFSWorker.BreadthFirstTraverseWork (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00066] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:246
  at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x0005f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:166
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:170)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, Int32&, RegionType, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:300)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:107)
AIRobot.X2_JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:176)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Conditionals.cs:25)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:456)
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\DoBill\Toils_Recipe.cs:159)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:345)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick_Patch1(Object)
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


Randomly popped up but dont know for sure what the trigger was.  My guess was a crafting bot trying to resume a job it was working on

On misc incidents is it possible for the rescue pods to be empty?


Failed to find Verse.PawnKindDef named GrenadierDestructive. There are 155 defs of this type loaded.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:GetNamed(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:166)
Verse.PawnKindDef:Named(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\PawnKindDef.cs:348)
ArtefactFound.Building_Artefact:SpawnSetup_Part2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489)
Verse.LongEventHandler:ExecuteWhenFinished(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:290)
ArtefactFound.Building_Artefact:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn_Patch1(Thing, IntVec3, Map, Rot4, WipeMode, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, WipeMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:31)
Verse.GenSpawn:Spawn(ThingDef, IntVec3, Map, WipeMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:26)
ArtefactFound.IncidentWorker_ArtefactFound:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\IncidentDef.cs:279)
RimWorld.Storyteller:TryFire(FiringIncident) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:119)
RimWorld.Storyteller:StorytellerTick() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:110)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:340)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


More mental waste from my end.  Trying to get output log but hugs lib keeps timing out..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Fluffy (l2032) on August 16, 2018, 03:23:06 PM
Haplo, is it possible the robots' pawn.workSettings is null? That would explain at least the first error...
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on August 16, 2018, 03:42:31 PM
Error 1 is one that breaks the mod error 2 is a pest and error 3 is just some trivial item
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on August 17, 2018, 06:25:57 AM
Sorry, I'm a few days not really available, so can't really look into it.
But @Fluffy:
I'm not 100% sure without access to my code.. But I have done something with the workSettings, yes.
--> from the errors: AIRobot.X2_AIRobot_Pawn_WorkSettings.SetPriority
--> Looks like I've used a modified worksetting variant, so the worksetting itself shouldn't be null...

I'll look into it as soon as I can (though it still may take me until monday, maybe..  :( )
The third error is the easiest: An oversight from my side in the changed code of the Artefact code


Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on August 17, 2018, 02:00:23 PM
I have returned to add more work to your load

System.NullReferenceException: Object reference not set to an instance of an object
at AIRobot.X2_Building_AIRobotRechargeStation.Button_CallBotForShutdown () <IL 0x0008a, 0x00194>
at AIRobot.X2_Building_AIRobotRechargeStation.Notify_CallBotForShutdown () <IL 0x00002, 0x0001c>
at AIRobot.X2_Building_AIRobotRechargeStation.Button_CallAllBotsForShutdown () <IL 0x00030, 0x000e4>
at Verse.Command_Action.ProcessInput (UnityEngine.Event) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\Command_Action.cs:18
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) [0x003fe] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\GizmoGridDrawer.cs:162
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <IL 0x00230, 0x007c2>

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:94)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:70)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)


https://git.io/fNjH9
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on August 19, 2018, 01:22:34 PM
So, I pushed a few changes to GitHub:
- Now robots don't despawn anymore when they want to recharge.
  --> The despawn was the problem with the unfinished work item.
  --> This may still occure if you deactivate the robots, as there they still despawn.. maybe..
- I did some code changes that will (hopefully) prevent the other errors
-The incident was updated and should now work correctly

Also I've changed the assembly numbers of all mods to 0.19.0.
-> This is something I often neglect to update :)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on August 19, 2018, 05:25:35 PM
Could you put up a video of the new behavior?
Just confirmed that the changes messed up ++ too
had an ER bot making clothing >.>

https://git.io/fAvov
Hauler bot was tending to wounded patients this time lol
Its not generating errors just extremely odd behavior that could be exploited
Also this is on an exsisting save game will update if things change


JobDriver threw exception in initAction for pawn Hauling Bot 21 driver=JobDriver_ChatWithPrisoner (toilIndex=1) driver.job=(PrisonerAttemptRecruit (Job_1614382) A=Thing_Human168567) lastJobGiver=AIRobot.X2_JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Toils_Interpersonal+<WaitToBeAbleToInteract>c__AnonStorey2.<>m__0 () [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Prisoner\Toils_Interpersonal.cs:120
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x0022f] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:461
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:465)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.JobDriver:Notify_PatherArrived() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:593)
Verse.AI.Pawn_PathFollower:PatherArrived() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:428)
Verse.AI.Pawn_PathFollower:StartPath_Patch0(Object, LocalTargetInfo, PathEndMode)
RimWorld.<GotoPrisoner>c__AnonStorey1:<>m__0() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Prisoner\Toils_Interpersonal.cs:88)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:461)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:120)
Verse.Pawn:Tick_Patch1(Object)
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Looked up and saw this error

Another update:  What the hack's mechanoid platforms are able to regenerate the missing parts of the bots if they go to em to charge.
I think its always been this way since they were made into mechanoids but still


Exception ticking Hauling Bot 41 (at (236, 0, 140)): System.ArgumentException: SplitOff with count <= 0
Parameter name: count
at Verse.Thing.SplitOff (int) [0x0010c] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:1117
at Verse.ThingWithComps.SplitOff (int) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:418
at Verse.ThingOwner.TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,int,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>) [0x000ce] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingOwner\ThingOwner.cs:536
at Verse.ThingOwner.TryDrop (Verse.Thing,Verse.ThingPlaceMode,int,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>) [0x00059] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingOwner\ThingOwner.cs:502
at Meals_On_Wheels.Food_TryMakePreToilReservations_Patch.Prefix (Verse.AI.JobDriver,bool&) <IL 0x0009f, 0x0020c>
at (wrapper dynamic-method) RimWorld.JobDriver_FoodFeedPatient.TryMakePreToilReservations_Patch1 (object,bool) <IL 0x0000a, 0x00047>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch1 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <IL 0x00321, 0x00af4>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () [0x000e2] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521
at Verse.AI.Pawn_JobTracker.EndCurrentJob (Verse.AI.JobCondition,bool) [0x00198] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393
at Verse.AI.Pawn_JobTracker.JobTrackerTick () [0x00147] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:120
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <IL 0x000c2, 0x00235>
at AIRobot.X2_AIRobot.Tick () <IL 0x0005c, 0x0013f>
at Verse.TickList.Tick () [0x001aa] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:137)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


Never seen this type of error before
Just noticed the trigger for the second one and its bots trying to feed patients.  Never seen it in this form but I think just removing meals on wheels will fix it until they are compatible again.  Its always been hit and miss with that mod and my load order lol
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: DrOzon on August 19, 2018, 09:05:59 PM
Cleaning bot started tending to animals and finishing off creatures? Lmao funny bug

https://gist.github.com/HugsLibRecordKeeper/c956f923f40c3f3d5988e75923221575

[attachment deleted due to age]
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on August 20, 2018, 01:26:07 AM
Ok, it looks like the new JobDriver is crap. :-\
I'll revert it when I'm home..

For the new behaviour:
It is just, that the Robot will not automatically despawn for recharging.
It will just stay over the recharge station instead of despawning into it.
It will still despawn if you deactivate the Robot.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on August 20, 2018, 01:42:17 AM
Well it did lead to some comical situations.  Now if only rescuing was considered more of a priority then sleeping -_-

I noticed something disturbingly stupid as well.
Seems tyran has it setup so an active robot adds to colony wealth and in my base I have 6 robots active and they add almost 100k to the wealth when active
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on August 20, 2018, 04:19:12 PM
I've fixed the work-settings problem. It should now work correctly.

@rawrfisher:
For the wealth: I've reduced the robot value to 10, so that they don't really add to the wealth anymore. The stations remain expensive. :D

@Fluffy:
I'm currently not sure about the worksettings: I'm using a modified worksettings --> It uses Shadowing of SetPriority and reflection, so that I can modify the priorities manually. This is most likely something that causes problems for your own reflection code..
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on August 26, 2018, 12:07:34 PM

Exception ticking RPP_RechargeStation_Kitchen_IV979324 (at (46, 0, 11)): System.NullReferenceException: Object reference not set to an instance of an object
  at AIRobot.X2_Building_AIRobotRechargeStation.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

https://git.io/fAqU7 output log
2 relevent errors.  Cause is related to incident maps with bots active on them when leaving

Could I get some help verifying that this is a bug?

I use the setup camp mod which generates an event map for people to play on.  If I leave bots active when I leave send pawns out of the camp This kind of error is thrown and the caravan is unaccessable.  Eventually that clears up but I think it might be a conflict caused by what the hack.
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: jmababa on August 29, 2018, 08:16:26 PM
Could you put b19 here too I took out my b19 out of steam folder and redownloaded b18 well cause my colony is so big in b18 I don't want to just abandon it just cause a mod can't be used by my brother in b19 casandra 5th difficulty
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on August 29, 2018, 11:11:58 PM
Currently you can download it from Github. But yes, I'll update this soon too. ;D
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on August 30, 2018, 05:41:27 PM
Quote from: rawrfisher on August 26, 2018, 12:07:34 PM
...
Thank you for the error. I could reproduce it, but I'm unfortunately unable to fix the base problem.
The only thing I could do is to disable the activation and showing a message with the reason.
(You can still activate it with the activate all button. Just make sure that you deactivate the robots before you leave the map..)
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: rawrfisher on August 30, 2018, 05:49:14 PM
Maybe making it use the same style of window as the settlement would work to address the error?
Currently event maps use one where all faction pawns are selected which is why it generates the error.

I would probly suggest talking to syrcallys or however you spell his name about that fix since I highly doubt anyone using robots in event maps would be using them in a true event map
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on September 06, 2018, 06:22:56 AM
A Short Information:
Currently I don't have the time to update the main links.
But the mods (except MAI) are updated to B19 and you can download the B19 versions for now directly from GitHub (https://github.com/HaploX1/).
Title: Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: utotuto on September 06, 2018, 12:22:20 PM
Quote from: Haplo on September 06, 2018, 06:22:56 AM
There are translation warnings some of you mods
QuoteTranslation data for language English has 2 errors. Generate translation report for more info.
Report itself https://pastebin.com/FrNPgXzC
v. 0.19.2009

Edit:
Also i noticed that don't get any errors when using "Misc. Robots" without "Misc. Core" Dependencies was removed?
Title: Re: [B18 (B19)] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: Haplo on September 07, 2018, 04:28:23 AM
Thanks for the info. I'll look into it.

And Robots don't need Misc. Core since B18.
I just forgot to remove the dependency warning here on the forum :-[
Title: Re: [B18 (B19)] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
Post by: utotuto on September 08, 2018, 10:57:51 AM
Quote from: Haplo on September 07, 2018, 04:28:23 AM
There are errors when bots are under attack
QuoteAdded injury to AIRobot_Thorax but it should be impossible to hit it.
https://pastebin.com/c7U88k6V
QuoteException in JobDriver tick for pawn
https://pastebin.com/4nXkkJFM
And some useless warnings.
QuoteMech_Scyther23346 meleed HaulingBot 5 from out of melee position.
QuoteConstructed TargetInfo with cell=(107, 0, 81) and a null map.
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Haplo on September 13, 2018, 12:50:48 PM
Finally found some time to Update the Forum Post ;D
--> Finally the downloads and the main post is up-to-date

@utotuto:
Thanks for the info. I'll take a look when I can :)
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Urubaen on September 14, 2018, 03:54:39 PM
Hey !

first of all, thanks for your mod ! I can't play without them !

I've 2 questions because i'm not sure if it's a bug or if it's work as intended.

- the crafter bot seems to ignore the crafting of items that require a certain level of crafting. I've seen this with the component craft recipe of the imperial gard mod, they craft other thing from this mod but not the component (who require lvl10 of crafting)
i see on the mod post that the mod have a conflit with Fixed-Quality and i use "CraftingQualityRebalanced", may be it's the problem ?

- I've add the weaponRepair mod to my current save but i don't see anywhere the option to repair my weapon, do I need a new save to make the mod work ?
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: rawrfisher on September 14, 2018, 04:00:22 PM
I would have to say that its possible the bots ignore them cause they dont have the requiered levels.
I'm just guessing about that and as for weapon repair I Looked and you need to use another identical weapon to repair
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: TerrorThomasCao on September 14, 2018, 08:36:57 PM
Ooo MAI is b19 now! Thanks for your amazing work!
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Canute on September 15, 2018, 03:34:33 AM
Quote from: Urubaen on September 14, 2018, 03:54:39 PM
- the crafter bot seems to ignore the crafting of items that require a certain level of crafting. I've seen this with the component craft recipe of the imperial gard mod, they craft other thing from this mod but not the component (who require lvl10 of crafting)
i see on the mod post that the mod have a conflit with Fixed-Quality and i use "CraftingQualityRebalanced", may be it's the problem ?
At first, this mod don't add crafter bots, just hauling and cleaner.
But these crafter bot's based on this mod.
That these crafter bot's ignore the required skills is a old problem, since the restriction are only for pawn's not for animals/robots so far i remember.

Quote from: Urubaen on September 14, 2018, 03:54:39 PM
- I've add the weaponRepair mod to my current save but i don't see anywhere the option to repair my weapon, do I need a new save to make the mod work ?
It is a while ago that i used it.
Select a weapon on the ground, then right click on it.
You should see the menu for repair, and possible spare weapon for repairing should be highlighted.
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Urubaen on September 15, 2018, 04:46:36 AM
Quote from: Canute on September 15, 2018, 03:34:33 AM
At first, this mod don't add crafter bots, just hauling and cleaner.
But these crafter bot's based on this mod.
That these crafter bot's ignore the required skills is a old problem, since the restriction are only for pawn's not for animals/robots so far i remember.

ho i didn't see that the author of the misc robots+ was not the same that the main misc mods ^^"
So it's an old bug, good to know, thanks ^^

Quote from: Canute on September 15, 2018, 03:34:33 AM
It is a while ago that i used it.
Select a weapon on the ground, then right click on it.
You should see the menu for repair, and possible spare weapon for repairing should be highlighted.

Yes I see how it's supposed to work but even with 4 identical weapon, we i right click on 1 of them i don't have the option for repairing. (i try with and without a pawn selected)

A little screenshot is better than 1000 words :
(https://i.imgur.com/oRSGmFP.png)
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Haplo on September 17, 2018, 06:20:19 AM
Hmm, I think I need to add some debug options to see if it is actually active :)
Normally it should find other weapons as long as they are in a storage and if you have the machining (?) table somewhere.
Though I'm not sure if it was the machining table or one of the others.. I need to look into it when I'm home..

For the Robot.. It's most likely from Robots++?
The robots have a predefined fixed work-level that they can do work for. Maybe your robot is not good enough for lvl10 work? :)
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Urubaen on September 17, 2018, 08:18:54 AM
yes they come from robots++ ans i was using crafter bot T4 et omni bot T5 who had respectivly lvl 16 and 20 in crafting so it's not the problem ^^
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Sadiew1990 on October 03, 2018, 06:02:45 AM
I'm hoping someone can help me with this.

I loved a lot of these mods with the 18 release, but I'm having troubles getting it (and I don't use steam for rimworld).

If I click directly on the mod name it pulls up a page saying "Warning! This device cannot access the internet right now." Nothing is wrong with my internet, but I think it's because my parents blocked all p2p sharing programs. I'm not sure.

If I click on the github link it tells me that "This site cannot provide a secure connection."

Is there another way to get these mods? I'm desperate for them lol
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Canute on October 03, 2018, 07:01:52 AM
Then you should ask your parents to download them for you.
Since they arn't any adult only mod, i think if you explain it to them, they will do it.
Github work's fine on my side.
Nexus only got A17 and older version or i would point at these.
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Haplo on October 03, 2018, 03:24:44 PM
Since A18 I don't update Nexus anymore.
As I now drop everything on Steam and GitHub (but still provide the MediaFire downloads) that should be enough possibilities.

This should normally be a secure page, unfortunately currently the mods there are for 1.0 unstable, NOT for b19:
https://github.com/HaploX1/RimWorld-Miscellaneous_Mods

For the B19 released version use this link:
https://github.com/HaploX1/RimWorld-Miscellaneous_Mods/tree/85f2edf1ec38472fa966eeb0a4ae3a70b87fe14a


Update-Info:
The latest version on GitHub is for RimWorld 1.0 Unstable !
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: OscarDan79 on October 09, 2018, 10:15:09 PM
it said to post file of faction base here am stil confus dont know how to convert to that format     help am oofed
Title: Re: [B19] Miscellaneous w MAI+Robots (V 0.19.xx / 13.09.2018)
Post by: Haplo on October 11, 2018, 03:09:36 PM
You can find the tutorial file inside the mod folder:
...\RimWorld\Mod\Miscellaneous_MapGenerator_FactionBase\Help\...
or
...\Steam\steamapps\workshop\content\294100\821655202\Help\...

To first create the file you can also export your prepared building via Fluffy's Blueprint mod and convert it with the converter on GitHub. Then you only need to do a few small modifications inside the file.

This file you can zip and attach here and I'll add it to the collection.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.0 / 17.10.2018)
Post by: Haplo on October 17, 2018, 11:40:44 AM
Update for the Official Release 1.0

Aaannnd.. also updated... ;D
This time the forum is updated first.
Steam will follow soon(TM).
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: Haplo on October 25, 2018, 04:21:50 PM
New update:
Misc Incidents has a new incident: Battlefield.
You're informed about a big battle nearby. Will you send some help or do you just watch? 8)

Additionally:
- Updated a few mods to their latest Steam version
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: eksynn on October 26, 2018, 12:31:59 AM
wait, so to install this... do i put the stuff inside the Mods folder into the Mods folder, or do i put the WHOLE thing, including Tools folder, .gitignore and Readme.md?
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: Grabarz on October 26, 2018, 01:18:53 AM
Quote from: eksynn on October 26, 2018, 12:31:59 AM
wait, so to install this... do i put the stuff inside the Mods folder into the Mods folder, or do i put the WHOLE thing, including Tools folder, .gitignore and Readme.md?

Just unzip the zip archive into MODS folder and activate it in the game
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: Canute on October 26, 2018, 03:35:02 AM
The filestructure need to look like this kind
Mods
----->Modname
----------------->About
----------------->Assemblies.
----------------->Defs
----------------->Languages
----------------->Textures

files like .gitignore and Readme.md? and don't belong to the mod, just got added by github. Same like a possible Source folder.
But these files don't count for Rimworld, and can be ignored.

When you try to download from Github you allways should look under the releases first for a download, before you download the Master branch.
Some modder use github correct and then Assemblies are missing at the Master.

Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: ptb_666777 on November 06, 2018, 01:28:32 AM
Hey, long time user. Love your work always in my load order. Im having an issue with turret base. Im not getting the window to select gun to install. Dono if anyone else has this bug? Didnt see any posts. Started new with core, mis core, and turret base only and in full load out. Help please! I need this mod! Thanks again

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Root level exception in OnGUI(): System.TypeLoadException: Could not load type 'CommonMisc.Helper' from assembly 'WeaponBase'.
  at RimWorld.FloatMenuMakerMap.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
  at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.Selector.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: Haplo on November 06, 2018, 11:44:37 AM
This is an error that occures if the assemblies from Miscellaneous CORE is not loaded before this mod.
Do you have Misc. CORE active and loaded beforehand?

Has maybe your anti-virus quarantined the .dll? (I don't know why, but sometimes they don't like my .dlls :( )


Steam: Check integrity of your Rimworld files (Right-click -> properties -> ... Somewhere there should be an option to check the Integrity of your files)
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: ptb_666777 on November 06, 2018, 06:09:06 PM
Load order correct and no anti virus to block. I'll try removing core and redownloading. I dl the "master" all in one. Thanks for the responce! I'll see if it works.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: Gen on November 08, 2018, 05:47:59 AM
Having this error on MAI when activating an AI and spawning an activated one from dev mode.
Manufactured it as well on a new clean save to check if there would be a difference: nope

Error while creating AIPawnE.
Could not load type 'CommonMisc.Radar' from assembly 'AIPawn'.
STACK:
  at AIPawn.AIPawnGenerator.GenerateAIPawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GenerateAIPawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0

happens at correct order of Core > Miscellaneous 'CORE' > Misc. MAI
even without any other mod.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: Haplo on November 09, 2018, 05:03:46 AM
It can not find the dll from Core. It should be found here:
..\Steam\steamapps\workshop\content\294100\704181221\Assemblies\CommonMisc.dll
or if you have the DRM free running:
..\RimWorld\Mods\Miscellaneous_Core\Assemblies\CommonMisc.dll

The error means RimWorld can't find this file..
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: Gen on November 10, 2018, 08:35:07 PM
It is there. just below ColonistKeys.dll
CommonMisc is 18kb and was last modified 19 Oct
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: makotech222 on November 10, 2018, 10:47:50 PM
On the latest release, i keep getting a null ref exception when finishing the bill for turning on a mobile ai. It doesn't crash game, but bill completes and nothing happens afterwards; no new AI player and mobile AI remains. I've tried disabling other mods and re-ordering, but nothing working. I think it was working back when 1.0 first came out and you had your first update for it.

Edit: debug log, with ounly hugslib and the misc core + misc AI + misc robots + misc robots ++

Error while creating AIPawnE.
Could not load type 'CommonMisc.Radar' from assembly 'AIPawn'.
STACK:
  at AIPawn.AIPawnGenerator.GenerateAIPawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GenerateAIPawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.1 / 25.10.2018)
Post by: Heymom on November 13, 2018, 11:01:51 AM
I dont seem to be able to install a weapon on the "weapon base". Is this a known bug?
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Haplo on November 13, 2018, 02:48:11 PM
I've updated MAI to circumvent this error.
Honestly, I have no idea why RimWorld doesn't find the CORE assemblies, but now MAI should nonetheless spawn, even when it is not found.

@Heymom:
I've tested it and I can install weapons on my side without problems.
Do you have a ranged weapon (not one-use weapon) in your storage?
Then select colonist, right-click the installed base and it should show your possible weapons as a floating menu.
When selected the weapon will be hauled and installed into the turret base, activating it.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Gen on November 13, 2018, 08:53:23 PM
When devmode is open as I tested, this kept on spamming the log.
(When devmode is off, its perfect, since the debug log isn't visible.)

Exception ticking Erin (at (130, 0, 117)): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GatheringsUtility.ShouldGuestKeepAttendingGathering (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Psychology.InteractionWorker_HangOut.RandomSelectionWeight (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker+<TryInteractRandomly>c__AnonStorey0.<>m__0 (RimWorld.InteractionDef x) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElementByWeight[InteractionDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.InteractionDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Erin is the name of the colonist that activated the MAI.
I think the bill wasn't closed properly or something? tho I'm just guessing from thin air here.
and thanks for fixing it in a short time.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: ptb_666777 on November 14, 2018, 06:26:49 AM
I,ve now triple checked my double check. Weapon base is still not working. The .dll files are there, load order on par and it just isnt happening. No pop-up menu. Been using this mod since its first release. I see now im not the only person. Really love your work, let me know what I can do to help find the problem.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Canute on November 14, 2018, 09:12:50 AM
No error in the log window i mean generell not only when you try to use the weapon base ?
Maybe just post one. CTRL-F12/Share log button should do it if you use hugslib.

Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Haplo on November 14, 2018, 04:25:31 PM
Quote from: Gen on November 13, 2018, 08:53:23 PM
When devmode is open as I tested, this kept on spamming the log.
(When devmode is off, its perfect, since the debug log isn't visible.)

Exception ticking Erin (at (130, 0, 117)): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GatheringsUtility.ShouldGuestKeepAttendingGathering (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Psychology.InteractionWorker_HangOut.RandomSelectionWeight (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker+<TryInteractRandomly>c__AnonStorey0.<>m__0 (RimWorld.InteractionDef x) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElementByWeight[InteractionDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.InteractionDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Erin is the name of the colonist that activated the MAI.
I think the bill wasn't closed properly or something? tho I'm just guessing from thin air here.
and thanks for fixing it in a short time.

This looks more to be a problem from Psychology than from Mai.
Something in the interaction handling throws the NullRefException.
I see nothing in there that comes from MAI.

Quote from: ptb_666777 on November 14, 2018, 06:26:49 AM
I,ve now triple checked my double check. Weapon base is still not working. The .dll files are there, load order on par and it just isnt happening. No pop-up menu. Been using this mod since its first release. I see now im not the only person. Really love your work, let me know what I can do to help find the problem.

Can you please do as Canute said and provide a log file?
Which RimWorld version are you playing with?
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: ptb_666777 on November 15, 2018, 07:14:01 AM
Root level exception in OnGUI(): System.TypeLoadException: Could not load type 'CommonMisc.Helper' from assembly 'WeaponBase'.
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch2 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x093cd>
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3,Verse.Pawn) <0x002d2>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x001e2>
at RimWorld.Selector.HandleMapClicks () <0x00287>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
1.0.2056(64 - bit)
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Canute on November 15, 2018, 12:10:21 PM
Why do you hide the complete logfile ? Do you have anything to hide ? :-))
Yes that the error about the weapon base, but information like patching (if you use the hugslib function), previously errors or modlist are helpful too.


Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: ptb_666777 on November 15, 2018, 02:10:36 PM
Maybe if you had read my previous postsyou would know i do not have internet service on my pc, im using my phone to send this info. Nvm i edited the post and left that info out. Anyway I got copy n paste to txt that I can transfer .txt file to phone, copy paste again to forum. There are sum other errors, nothing breaking game and non other with this mod (have not tryed mia). Light weight accusations aren't cool. I do not appreciate it. Want more info, just ask.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: JT on November 16, 2018, 06:30:09 PM
Hi Haplo,

Going through my mods and trimming out copies of core abstracts*, I noticed that you have a couple minor errors in Miscellaneous Core (and other Misc mods):

1) You have copies of vanilla abstracts in the mods.  This practice was outdated as of A15/A16 and is definitely not recommended anymore.  Any abstract that duplicates a vanilla abstract is deprecated and can cause errors, either in your mod or in others'.

2) When you do remove the vanilla abstracts, however, you will run into an interesting problem: your Hediffs for the Brain-Pal implants in Miscellaneous Core derive from the ParentName of ImplantBase, which is a vanilla ThingDef class that will cause nasty errors on loading.  They should be changed to the ImplantHediffBase ParentName instead.

* I've had to clean up numerous hastily-updated mods (not yours) that had bad abstracts for AnimalBase and BuildingBase, for instance, that were perpetuating bad errors into all sorts of mods.  Most prominent is the change from BulletImpactMetal to BulletImpact_Metal for soundImpactDefault, which innumerable mods included in their invalid BuildingBase abstracts that they didn't even need in the first place.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Haplo on November 17, 2018, 11:41:27 AM
Thank you for the info about the abstracts. You're actually the second one who brought this to me. I have updated the Steam and the Github versions for this. The abstracts got a mod Name to their Name to reduce incompatibilities.
Unfortunately im currently down für to illness so I cant Update the actual links in the first Post..
Please check out the mods on github if they are now working better
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Warforyou on November 17, 2018, 04:43:45 PM
The strange thing about MAIs is that they can't shoot while running using "Run and Gun" mod. Despite the fact that all other races including androids, monsters etc can. This gets really annoying(
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: NoCanDo on November 17, 2018, 05:22:25 PM
I don't get MAI...what it do? What it look like? Where to get?
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Asero on November 17, 2018, 10:42:40 PM
Quote from: NoCanDo on November 17, 2018, 05:22:25 PM
I don't get MAI...what it do? What it look like? Where to get?
Don't feel too bad. I've played this mod since forever and I'm still struggling to figure out how to build one myself ;D

Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Canute on November 18, 2018, 03:30:44 AM
To construct a MAI.
- Research the basic first
- Build the assembler
- start the assembler, click on the start button
- hauler will haul nessesary stuff into the assembler (low priority) you see the progress when you select the assembler
- once all resources are there, the assembler start building and drop a MAI object before.
- The MAI object got 2 bills to activate it, i recommended the adv. one and you should finished all other MAI research first for better skills of that MAI.

-
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: 893 on November 18, 2018, 07:48:53 AM
Even me have same problem with create Mai, the console say Common.Radar something like that :( what i do? i try to create with the god mode but nothing to do.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Canute on November 18, 2018, 09:45:00 AM
Ok i tryed it self with some other mods.
Misc. Core, Robots (not needed), MAI
I could successful assemble one MAI corpse and activate it.

Did you use latest version's of Misc. Core and MAI ?
And when yes, please provide some complete Log file, like the Share log button or CTRL-F12, or if you don't installed hugslib the default logfile.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: vandal on November 22, 2018, 06:48:37 PM
as soon as i build the tactical computer i experience noticeable lag
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Canute on November 23, 2018, 03:46:09 AM
Only lag, no errors or messages at the log window ?
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: makotech222 on November 23, 2018, 05:27:31 PM
Question for mod owner. I'm playing with the Misc Robots ++ mod, and i'm finding that some of the robots, specifically crafting robots, don't seem to be taking crafting jobs when available. I find them wandering around a lot. I'm guessing the logic for the jobs is in your assembly file, correct? Would you have any insight into it?
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Haplo on November 24, 2018, 05:14:45 AM
Hmm, currently I'm not aware of a possibility other that the task may require multiple work types and the robot doesn't have the needed second type, but I'm not really sure about that.
Can you tell me which job you are refering to that the robots don't do?
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: devent on November 25, 2018, 04:28:30 AM
Hello. I have downloaded the misc. mods from your mediafire.com links, but then I got the errors from Miscellaneous_Core-1002 and Miscellaneous_TurretBase-1000 installed (in this order):

Root level exception in OnGUI(): System.TypeLoadException: Could not load type 'CommonMisc.Helper' from assembly 'WeaponBase'.
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch3 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x08241>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3 (UnityEngine.Vector3,Verse.Pawn) <0x0023e>
at AchtungMod.MultiActions.AddColonist (AchtungMod.Colonist) <0x00087>
at AchtungMod.MultiActions.<.ctor>b__3_0 (AchtungMod.Colonist) <0x0001c>
at AchtungMod.Tools.Do<AchtungMod.Colonist> (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,System.Action`1<AchtungMod.Colonist>) <0x0007e>
at AchtungMod.MultiActions..ctor (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,UnityEngine.Vector3) <0x000b5>
at AchtungMod.Controller.MouseDown (UnityEngine.Vector3) <0x0014e>
at AchtungMod.Controller.HandleEvents () <0x00082>
at AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch.Prefix () <0x00034>
at (wrapper dynamic-method) RimWorld.MainTabsRoot.HandleLowPriorityShortcuts_Patch1 (object) <0x00017>
at RimWorld.MainButtonsRoot.HandleLowPriorityShortcuts () <0x00021>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f8>
at Verse.Root.OnGUI () <0x000ed>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()


After downloading it from github.com from master https://github.com/HaploX1/RimWorld-Miscellaneous_Mods/archive/master.zip the exception is gone and the turret base works.

After right click for the menu and left click to chose a weapon, I still get this error:

Could not resolve symbol "1_label" for string "hauling {1_label}.".
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.GrammarResolverSimple:Formatted(String, List`1, List`1)
Verse.GrammarResolverSimpleStringExtensions:Formatted(String, NamedArgument)
Verse.TranslatorFormattedStringExtensions:Translate(String, NamedArgument)
TurretWeaponBase.JobDriver_HaulToCellAndDoWork:GetReport()
Verse.Pawn:GetInspectString_Patch1(Object)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


After the installation of the gun was done, I got this error:

Reservation manager failed to clean up properly; Erwin still reserving Thing_TurretWeaponBaseAutomatic_Buildable102774
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Pawn:VerifyReservations_Patch1(Object)
Verse.AI.Pawn_JobTracker:CleanupCurrentJob(JobCondition, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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()


But the turret is installed now and I hope it works. My mod list is attached.

[attachment deleted due to age]
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Haplo on November 27, 2018, 06:43:47 AM
Hmm,.. The first error is because somehow an Assembly inside Misc Core is not loaded.
This has happend to a few guys here and I still have no idea how.. My guess still is that an Anti Virus tool locks the dlls, but I have no prove one way or the other.. :(

The second one.. I'll check this.

The third one: I have no idea how that may happen. I never needed to manually unreserve anything inside a job that should normally be done outside the job in the vanilla handler.. Don't know if there was something changed or if I just do it wrong all the time..
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: ptb_666777 on November 29, 2018, 11:48:49 PM
Haplo, I'm using windows 8, no anti virus installed and windows defender is disabled. I do have free version of spybot search and destroy, but it dose not live scan, is not updated, and hasn't be ran for longer than I will admit. So thats neither helpful, nor informative. But I can ease the suspicion of antivirus witchery. Also, I did try to make android and it gave me same error as guy page or two back.

Oh, i have a lot of indexing related funtions disabled, pretty much any thing I can to free up memory, and prossessing. All of which where to improve gameplay and gotten from blogs and youtube vids for other games. I'm sure others have done the same, maybe same pl here having issues? Maybe?

Reading your last responce I felt relived you where aware and baffled. I hope you have an epiphany soon! If not I still wanna thank you for the use I've gotten from your mods. Truly, thank you.

***Update***
I don't know how or why but after throwing a bunch more mods in, and I mean a bunch, like pretty much all of them, it now works just fine. No clue as to how or why. Load order didn't change except for more after whatever was already there. I didn't change anything else. Unfortunately now it runs terribly and im not playing, but its working for me now. Sorry I flooded your amazing post with my ranting rhetoric. Ima stop now.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: koyueuan on December 13, 2018, 08:20:29 PM

I have installed a few of your mods and have been getting this error from when I right clicked on a turret base with a pawn selected to place a gun:

Root level exception in OnGUI(): System.TypeLoadException: Could not load type 'CommonMisc.Helper' from assembly 'WeaponBase'.
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch3 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0918d>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch2 (UnityEngine.Vector3,Verse.Pawn) <0x00329>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x001e2>
at RimWorld.Selector.HandleMapClicks () <0x00287>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

What do I need to do?
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Heymom on December 19, 2018, 10:42:35 AM
When i try to install a gun in the Gun Turret Base, i get the following error.

Root level exception in OnGUI(): System.TypeLoadException: Could not load type 'CommonMisc.Helper' from assembly 'WeaponBase'.
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch4 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0919d>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3 (UnityEngine.Vector3,Verse.Pawn) <0x00304>
at AchtungMod.MultiActions.AddColonist (AchtungMod.Colonist) <0x0009e>
at AchtungMod.MultiActions.<.ctor>b__3_0 (AchtungMod.Colonist) <0x00020>
at AchtungMod.Tools.Do<AchtungMod.Colonist> (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,System.Action`1<AchtungMod.Colonist>) <0x00097>
at AchtungMod.MultiActions..ctor (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,UnityEngine.Vector3) <0x000bc>
at AchtungMod.Controller.MouseDown (UnityEngine.Vector3) <0x0017d>
at AchtungMod.Controller.HandleEvents () <0x000a6>
at AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch.Prefix () <0x00048>
at (wrapper dynamic-method) RimWorld.MainTabsRoot.HandleLowPriorityShortcuts_Patch1 (object) <0x0001c>
at RimWorld.MainButtonsRoot.HandleLowPriorityShortcuts () <0x00029>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002a6>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Haplo on December 28, 2018, 06:06:09 AM
Do you have Misc. Core loaded before the turret mod?
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Heymom on December 28, 2018, 12:08:47 PM
Quote from: Haplo on December 28, 2018, 06:06:09 AM
Do you have Misc. Core loaded before the turret mod?
Yes i have.
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: The Blue Girl on January 02, 2019, 03:47:14 AM
Quote from: Heymom on December 28, 2018, 12:08:47 PM
Quote from: Haplo on December 28, 2018, 06:06:09 AM
Do you have Misc. Core loaded before the turret mod?
Yes i have.

Do you have the 'Achtung!' mod installed? it seems to create some errors, though it is not the only problem for me since it still didn't work after deactivating 'Achtung!'. Take a look at this log :

"Root level exception in OnGUI(): System.TypeLoadException: Could not load type 'CommonMisc.Helper' from assembly 'WeaponBase'.
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch5 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x092d7>
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3,Verse.Pawn) <0x002d3>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x001e2>
at RimWorld.Selector.HandleMapClicks () <0x00287>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
"

Edit : Downloading the mod from master as one of the previous messages said seems to fix the problem, thanks devent.

Here's the said link again : https://github.com/HaploX1/RimWorld-Miscellaneous_Mods/archive/master.zip
Title: Re: [1.0] Miscellaneous w MAI+Robots (V 1.0.2 / 13.11.2018)
Post by: Haplo on January 03, 2019, 07:02:23 AM
Sorry, I was a few days off.

I seem to have forgotten to update the manual download links.. Sorry :(
For now to all: Please download the mods from GitHub, as the manual links are absolutely out of date.. Most likely I'll remove the normal downloads and just let everything go over GitHub. It's much easier for me to not forget :)

Edit: I've changed the official download to GitHub ( and Steam ;) ).
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: eragon333 on January 06, 2019, 07:51:37 AM
I really love the urban biome mod of yours. Aside from settling there it makes exploring the planet more interesting when scavanging for loot. Unfortunately the urban biomes are really sparsely placed so it's often not profitable.
I would suggest making towns out of city center that'd be very denesly urbanised and full of loot, and suburbs that are normal biome now that'd be placed around the downtown.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Krolon on January 10, 2019, 10:03:14 AM
I cannot open the floating UI for the automatic weapon base (which I can also build, not "only buy")
manual doesn't work too
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on January 14, 2019, 03:11:18 PM
For the Floating menu to show up you need to have a weapon inside your homezone available.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Krolon on January 15, 2019, 08:19:14 AM
I surely do in homezone and stockpiled :/
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Krolon on January 15, 2019, 08:56:35 AM
I cannot click it even to force a repair etc
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Canute on January 15, 2019, 10:56:20 AM
Krolon,
a good start would be to post a logfile.
If you use hugslib just use the Green share log button at the ingame log window.
That include the modlist too.

I just download,copied and activat the mods core and turretbase on a test colony and don't got any problems.
Sure the copy/install is a bit tricky since Haplo put all mod's into the Master branch, you need to watch what you copy over into the Mods folder.


@Haplo
When a pawn with Dumb labor trait want to install a weapon this error show up
Could not resolve symbol "1_label" for string "hauling {1_label}.".
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.GrammarResolverSimple:Formatted(String, List`1, List`1)
Verse.GrammarResolverSimpleStringExtensions:Formatted(String, NamedArgument)
Verse.TranslatorFormattedStringExtensions:Translate(String, NamedArgument)
TurretWeaponBase.JobDriver_HaulToCellAndDoWork:GetReport()
RimHUD.Data.Models.PawnModel:GetActivity()
RimHUD.Data.Models.PawnModel:get_Activity()
RimHUD.Data.Models.<>c:<.cctor>b__22_42(PawnModel)
RimHUD.Data.Models.HudModel:GetWidget(PawnModel, String, String)
RimHUD.Interface.HUD.HudElement:Build(PawnModel)
RimHUD.Interface.HUD.HudRow:Prepare(PawnModel)
RimHUD.Interface.HUD.<>c__DisplayClass13_0:<Prepare>b__0(HudRow)
System.Linq.<CreateSelectIterator>c__Iterator10`2:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
RimHUD.Interface.HUD.HudPanel:Prepare(PawnModel)
RimHUD.Interface.HUD.<>c__DisplayClass5_0:<Prepare>b__0(HudContainer)
System.Linq.<CreateSelectIterator>c__Iterator10`2:MoveNext()
System.Linq.Enumerable:Iterate(IEnumerable`1, Single, Func`3)
System.Linq.Enumerable:Max(IEnumerable`1)
RimHUD.Interface.HUD.HudHStack:Prepare(PawnModel)
RimHUD.Interface.HUD.HudVStack:Prepare(PawnModel)
RimHUD.Interface.HUD.HudLayout:Draw(Rect, PawnModel)
RimHUD.Interface.HUD.Hud:DrawDocked(Rect, PawnModel)
RimHUD.Interface.InspectPanePlus:DrawContent(Rect, PawnModel, Pawn)
RimHUD.Interface.InspectPanePlus:OnGUI(Rect, IInspectPane)
RimHUD.Patch.RimWorld_InspectPaneUtility_InspectPaneOnGUI:Prefix(Rect, IInspectPane)
RimWorld.InspectPaneUtility:InspectPaneOnGUI_Patch1(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Operative85 on January 16, 2019, 03:15:40 AM
Is this mod compatible with Vegetable Garden? In all my months playing with these two mods, only now have I realized that for some reason, Kitchen Bots can't cook or brew recipes created by Vegetable Garden. Is it a problem on my end? Is there a patch somewhere? Thanks!
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on January 16, 2019, 06:37:39 AM
Other mods normally shouldn't cause work problems with Robots.
But shouldn't doesn't mean couldn't unfortunately :)
Maybe the recipes need some requirements that the robots are unable to fulfill? I don't know..

@Canute, Krolon: Thanks for the info. I'll take a look if my current variant still has this error. I've uploaded a updated version to steam, but it is not yet on GitHub, sorry.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Operative85 on January 16, 2019, 07:25:11 AM
Quote from: Haplo on January 16, 2019, 06:37:39 AM
Other mods normally shouldn't cause work problems with Robots.
But shouldn't doesn't mean couldn't unfortunately :)
Maybe the recipes need some requirements that the robots are unable to fulfill? I don't know..

@Canute, Krolon: Thanks for the info. I'll take a look if my current variant still has this error. I've uploaded a updated version to steam, but it is not yet on GitHub, sorry.
===
I'll do my part and see what's causing this. Will report back once I find something.

Thank you for your work and your reply, Haplo! Have a happy 2019.

EDIT: Forgot to mention that my colonists have no problem fulfilling the recipes and my ingredients are present. Stating this just for clarity.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on January 16, 2019, 06:08:36 PM
Hmm, I've tested the kitchenbot with the VG Gourmet mod and the bot created 3x bread and 3x pizza without any problems..
Can you tell me, which recipes you tested, please?
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Operative85 on January 18, 2019, 05:36:48 AM
Quote from: Haplo on January 16, 2019, 06:08:36 PM
Hmm, I've tested the kitchenbot with the VG Gourmet mod and the bot created 3x bread and 3x pizza without any problems..
Can you tell me, which recipes you tested, please?

Heya! Apologies for the late reply. Got busy with school. Anyways, I've tried everything, mostly 2x Steak and Grinding Flour. None of the bots moved at all. However, I got a reply from dismar. I may have botched my files when I attempted to update Vegetable Garden, specifically Garden Gourmet. I'll see if I can sort my problems, but at least we both know it's not because of VG or Misc Robots.

Thank you for your time!
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Operative85 on January 19, 2019, 01:58:36 AM
So...still having trouble. Might test it out on a fresh save.

Also, just to clarify, should your Misc. Mods be loaded before OR after Vegetable Garden?

Thank you very much!
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on January 20, 2019, 11:38:05 AM
They shouldn't interfere anyway. In my tests, I have them normally loaded first (as they are locally), but some people have more luck when they are loaded last. (Just load Misc. Core before every other Misc mod)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on January 21, 2019, 03:54:59 PM
UPDATE
- I've updated Misc. Robots: Now you can repair them, also the destroyed repair function is changed.
- The Turret Base and Map Generator got some small changes
- All Mods are updated to the new About.xml file structure in 1.0.2150.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Operative85 on January 22, 2019, 07:40:51 AM
Quote from: Haplo on January 20, 2019, 11:38:05 AM
They shouldn't interfere anyway. In my tests, I have them normally loaded first (as they are locally), but some people have more luck when they are loaded last. (Just load Misc. Core before every other Misc mod)

Solved! It was an incompatibility all along. It turns out that I was running an out-of-date version of Hatti's QualitySurgeon mod.

The mod has been updated last November 21 and it carried a bugfix for modded workbenches.

It is my fault for not updating my mods properly (I'm using the non-DRM version of RimWorld).

I apologize for any inconvenience I have caused, and thank you very much for your help and your work.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: rizay on January 22, 2019, 09:23:37 AM
Combat extended compatibility mod?
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Jan2607 on January 22, 2019, 10:04:37 AM
Haplo stated in the past that he hasn't time to do that, and I don't think that changed.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on January 23, 2019, 03:19:40 AM
Yes, it still is my main issue.
With my job, my increased family and other situational problems I nowaday have hardly even the time and/or the motivation to update my normal mods.
So.. Sorry, but most likely I just don't have the time to do it.  :(
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Canute on January 23, 2019, 03:26:24 AM
Just wait a few year after he trained his growning family into modding ! :-)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on January 23, 2019, 06:21:51 AM
This I will do! 8)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Jan2607 on January 27, 2019, 12:55:21 PM
I got a hidden item quest, and as known thread it was said Battlefield (0). Since I clicked on the tile on the map with that quest, the console is throwing red errors. When I land there, all my colonists disappear.

https://git.io/fh6P8
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on January 28, 2019, 07:05:11 AM
Thanks for the info. Looks like it tries to create groups of Ancients and that isn't really working..
I'll have to look deeper into this, but unfortunately I'm out of town most of this week, so it might take a while, sorry :(
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Jan2607 on January 28, 2019, 03:59:54 PM
No worries. As long as I don't interact with that event, it seems to not break my save. I just need to ignore it at the moment.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: 82ab53e4 on February 04, 2019, 02:56:23 PM
Hi, awesome mod creator. I want to report about issue with Misc. robots and Rimatomics (i'm also using misc. robots++ but not sure if that important). Hauler bots get radiation sickness from hauling radioactive items than never go off, permanently weakening them (and potentially killing).
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: bullet on February 05, 2019, 02:50:26 PM
Hi Haplo. Are your robots finally got ability automatically go back to station if no work find?  ;)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Jiro on February 08, 2019, 11:55:08 PM
Hi, what is "BeeAndHoney 'Urban'"?
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Lupin III on February 27, 2019, 11:12:25 AM
When my pawns shoot at the shooting range I get multiple of these errors:

Exception in JobDriver tick for pawn Gobanro driver=JobDriver_ShootingRange (toilIndex=3) driver.job=(UseShootingRange (Job_2743416) A=Thing_ShootingRangeTarget288641 B=(180, 0, 152)) lastJobGiver=null
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.DefMap`2<RimWorld.JoyKindDef, single>.get_Item (RimWorld.JoyKindDef) <0x0001b>
at RimWorld.JoyToleranceSet.JoyFactorFromTolerance (RimWorld.JoyKindDef) <0x00043>
at RimWorld.Need_Joy.GainJoy (single,RimWorld.JoyKindDef) <0x00058>
at TrainingFacility.JobDriver_ShootingRange.WatchTickAction () <0x008a0>
at TrainingFacility.JobDriver_ShootingRange.<GetToil_ShootAtTarget>b__5_0 () <0x0001b>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8>


The pawns still get XP for Shooting though and it doesn't seem to break anything else.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Canute on February 27, 2019, 11:57:59 AM
Must be a mod conflicht with some other mod (Do you use CE maybe).
Did you try to move the training mod at the end of the modlist or near the beginning.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Jan2607 on February 27, 2019, 12:32:44 PM
It should be working with CE (at least it works for me), but the colonists may hang in a reloading loop for a while (it ends, when they leave the range to do other stuff). But that's not a big issue. You can reload them manually or just wait until their reloading loop ends.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Lupin III on February 27, 2019, 01:23:09 PM
Yes, I'm using CE and, yes, it happens when they are reloading. I saw them put more than 20 rounds into a revolver. Do they at least still get the joy bonus? Will this be fixed at some point or is this to big of an incompatibility with CE?
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on March 06, 2019, 03:08:33 AM
I've updated the shooting range to catch this error for now. It shouldn't create any errors, other than not increasing the joy now.
Unfortunately I have no idea what CE does to cause this error at all so I can't do anything to really fix it. :(
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: atewithouttabIe on March 06, 2019, 07:18:04 AM
For shats'n giggles -
- Mai Misc Robots (Haulers specifically)
- CE
- Defensive Turret Pack CE compatible ( https://ludeon.com/forums/index.php?topic=45727.0 ):

Initial load of turret from above pack gets finished fine by haulerbot, REloading turret afterwards by bot always results in reloading loop ad nauseum
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Senio on May 17, 2019, 03:04:22 PM
About Miscellaneous Robots
Can you help us support Multiplayer mod?
https://ludeon.com/forums/index.php?topic=69.0
Thanks.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Senio on May 18, 2019, 08:39:36 AM
Quote from: Haplo on May 16, 2014, 05:54:01 AM
<Snipped by Haplo --> Really, the full main post? :)>
Watiing robots support for Multiplayer mod......
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: account13123 on May 21, 2019, 04:11:00 PM
I found an incompatibility with another mod. When using this with Targeting Modes (https://ludeon.com/forums/index.php?topic=29503.0), your turretbase turrets miss every shot and throw this red error into the log each time they shoot at a pawn:

Exception ticking Bullet_BoltActionRifle121403: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.VerbProperties>.get_Item (int) <0x00083>
at TargetingModes.TargetingModesUtility.CanUseTargetingModes (Verse.ThingDef,Verse.Thing) <0x001aa>
at TargetingModes.TargetingModesUtility.ResolvePrioritizedPart (Verse.BodyPartRecord,Verse.DamageInfo,Verse.Pawn) <0x00093>
at TargetingModes.HarmonyPatches.Postfix_ChooseHitPart (Verse.BodyPartRecord&,Verse.DamageInfo,Verse.Pawn) <0x00046>


This happens regardless of which of the two mods is on top of the other. Uninstalling Targeting Modes removed the issue.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on May 22, 2019, 03:57:23 PM
@account13123: Thanks for the info. I'll add it to the known issues.

@Senio: You'll have to wait a while longer. Currently I have another project I'm working on, so MP support will not be done anytime soon, sorry.

So.. I was inactive for a while because of RL. It just doesn't allow me as much time as in the past unfortunately..
Currently my precious time is spent working on a small new idea.
This little project has the following description. Who can guess what it might be? :)

..and if thy survive
the onslaught by a pair of moon,
this will be your price
ol' civic right in thee harvest soon..
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on May 24, 2019, 05:00:19 PM
New Mod: Misc. EndGame
Do you think your base is done? You have nothing more to do, but you don't really want to leave the planet?
Why not try to get your own town charter via martial law instead? Here is your option for this...
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Senio on May 25, 2019, 12:57:28 PM
Quote from: Haplo on May 24, 2019, 05:00:19 PM
New Mod: Misc. EndGame
Do you think your base is done? You have nothing more to do, but you don't really want to leave the planet?
Why not try to get your own town charter via martial law instead? Here is your option for this...
Thanks,Free time please update robots for  support multiplayer mod
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: rawrfisher on May 27, 2019, 06:10:26 PM
So how does the town charter work?  Kinda deciding if its worth the time to go for.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on May 28, 2019, 02:17:19 PM
It is an alternate to the space ship. For those who don't really want to leave the planet..
Here you call upon a martial law to grant you town rights. You just have to survive a little bit. 8)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: rawrfisher on May 28, 2019, 04:33:44 PM
I'll do one on a test map and see how it works.  Just hope its more of a challange then my daily raid on merciless mode

Edit:  Almost good enough to challange my endgame base

[attachment deleted due to age]
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Ruisuki on May 28, 2019, 11:22:41 PM
so does that make your town pawns authoritarians?
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: rawrfisher on May 28, 2019, 11:26:17 PM
Who knows..  They attacked me and my mortars wanted to have words with em.
This was just a test map using a blueprint of my endgame sea ice base.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on May 30, 2019, 04:14:11 PM
Ok, I've increased the danger for the last five days (time-range for new raids reduced)
and added an AI Core as a building requirement.
So hopefully now it is a bit more late game :)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: rawrfisher on May 30, 2019, 04:55:58 PM
Gonna play through a colony normally to try it this time around.  The sheer amount of activity did cause my rig to stutter. 
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: account13123 on June 06, 2019, 08:57:42 PM
Extra useful in combination with https://steamcommunity.com/sharedfiles/filedetails/?id=1472131714
put a few targets in talking distance and colonists will sometimes swap tricks of other trades as well while they shoot
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Jan2607 on June 23, 2019, 08:33:05 AM
Haplo, could you give us an option for the shooting range dummy to forbid some weapons (maybe also modded weapons)?
I don't want my minigunner to use it, because the weapon has a lot of spray. Also modded weapons like the staffs of Rimworld of Magic do damage to the dummy.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: stari on July 07, 2019, 11:50:39 AM
Haplo, are you working on MP compatibility for Robots? I really like the mod, and if you're not actively working on that, I'm interested in trying to write a compatibility patch for it. I haven't coded in C# much before or written mods for RimWorld though.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on July 08, 2019, 07:32:03 AM
It is planned, that I work on it, but I have yet to start..
Currently I have only an oppinion about what may be the root cause, but not much more.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on July 16, 2019, 04:11:25 PM
Update:
This is a critical bugfix update for Misc. EndGame:
The calculation for when the Dangerous sequence started was wrong and send you the harder raids much too soon.
Now it also starts with a time of reduced danger. So the sequence is like this: reduced danger --> normal danger --> increased danger --> success.
(Additionally there is now a debug button (in god mode) to reduce the remaining time by 1/2 a day per click.)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Mikis on August 19, 2019, 09:57:08 AM
Hi, so my hauling bot got his arm burned off and now his manipulation is only 60%, i can kill him and repair but i dont have any robotic components to repair him. So how does one "heal" repair a robot that is damaged?
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Navarro on September 01, 2019, 08:19:02 AM
How do i download this?
There is no option to download a folder as zip or zip-files directly.
See attachments.


[attachment deleted due to age]
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Canute on September 01, 2019, 10:43:40 AM
Best would be, you got one step back, so you have the "master" overview.
Then use the green "Clone or Download" button to download all at once as zip, then you can seperate them at your harddisk.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Navarro on September 01, 2019, 12:49:28 PM
That works. Thanks.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Tocato on September 12, 2019, 02:19:39 AM
can we sell mai? and do mai need to be given weapons? they can use whatever we equip them with?
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Canute on September 12, 2019, 03:19:25 AM
Can you sell your starting colonist, do you need to be given them weapons ?
Basicly a MAI is full functional pawn like your others. If you want that they want to shoot they need a weapon. Sure they have some better mellee attack the humans, but good mellee weapons can't hurt either.
MAI got better basic protections then human, so they don't need to wear any clothings, so you can't get boni from these anymore.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Tocato on October 15, 2019, 03:00:49 PM
Hello can we get less dangerous ammo (maybe bb) equipped for all weapons not just explosions for the shooting dummy?  I'm inside a cave and when my colonists miss they end up destroying the walls. Even throwing ro is would be better than spending a ton of time repairing
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: MiniMishii on December 10, 2019, 02:50:56 AM
I can't successfully use the robots :c It just has the option to repair, but repairing doesn't actually do anything. I've also tried putting it at the top or at the bottom of the load order.

Attached is what the dev log throws when I click activate. I'm not sure how to even start to go about trying to fix this one =\

I've used them before perfectly successfully in a mod-heavy game, so I don't even know what I should try disabling to find a conflict.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Canute on December 10, 2019, 03:19:40 AM
MiniMishii,
when the robot's worked before and you didn't change anything it could be a conflict with another mod. Then a full logfile would be more helpful, click on the green "Share log" button at the log window for a combined modlist + logfile.

Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on December 10, 2019, 06:37:24 AM
This looks like a conflict with another mod:
More_Scenario_Parts.HarmonyPatches.TryGenerateNewPawnInternal_ScenPartExSupport
-> Do you have a new mod added? Something that adds 'More Scenarios' maybe?
This can only be fixed on their side. There is nothing I can do about it, sorry.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: MiniMishii on December 10, 2019, 10:57:50 PM
Thank you! Found what it was conflicting with, and tbh, I'm not even sure what that mod does, as it's no longer on Steam. Guess it's time for that one to go...fingers crossed that's the only issue :)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: linreche on February 19, 2020, 01:24:03 PM
hello
Misc. MapGen FactionBase
Error pop up when attacking pirate base !

Error in BlueprintHandler.CreateBlueprintAt(..): System.InvalidCastException: Cannot cast from source type to destination type.
  at MapGenerator.BlueprintHandler.CreateBlueprintAt (IntVec3 c, Verse.Map map, MapGenerator.MapGeneratorBaseBlueprintDef blueprint, RimWorld.Faction faction, Verse.ThingDef& wallStuff, System.Collections.Generic.List`1& usedSpots) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
MapGenerator.BlueprintHandler:CreateBlueprintAt(IntVec3, Map, MapGeneratorBaseBlueprintDef, Faction, ThingDef&, List`1&)
MapGenerator.Genstep_CreateBlueprintBase:ScatterAt(IntVec3, Map, Int32)
Verse.GenStep_Scatterer:Generate(Map, GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32)
Verse.MapGenerator:GenerateMap(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1)
Verse.GetOrGenerateMapUtility:GetOrGenerateMap(Int32, IntVec3, WorldObjectDef)
Verse.GetOrGenerateMapUtility:GetOrGenerateMap(Int32, WorldObjectDef)
RimWorld.Planet.SettlementUtility:AttackNow(Caravan, SettlementBase)
RimWorld.Planet.<Attack>c__AnonStorey0:<>m__0()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on February 19, 2020, 04:21:19 PM
Thank you for the info.
I have no idea what the problem might be, but I'll try to find and fix it :)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: EbeneezerSquid on February 20, 2020, 11:58:30 AM
I love your Robots, and now that 1.1 unstable is out, I find myself REALLY missing the little guys.

Any update plans you care to share?
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on February 20, 2020, 01:38:28 PM
To be honest, core, robots and training are already updated.
I just need a bit more testing, then I'll most likely drop them.
So expect them soon(TM)  8)
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Jan2607 on February 22, 2020, 11:24:22 AM
When you say robots, do you mean MAI too? That's one of my most important mods I really need for a new 1.1 playthrough :D
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: EbeneezerSquid on February 22, 2020, 12:46:37 PM
I just need the little guys, for cleaning and hauling.

Everything else is a bonus.

Never actually built MAI, but used the training constantly.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: CEPMatos on March 12, 2020, 04:08:00 PM
Nice, please update the title to 1.1
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: xNuviettex on March 12, 2020, 08:30:40 PM
Quick Question and an idea for you. first question. is your turret base mod compatible with 1.1?

and the idea is see if you can implement the locks mod from Avius, to where your robots can have there own access to specific colonist owned doors.
Title: Re: [1.0] Miscellaneous w MAI+Robots
Post by: Haplo on March 14, 2020, 04:56:27 PM
Turret base is currently not ready for 1.1, sorry.
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Angelix on March 17, 2020, 08:05:15 AM
There is a little problem with area reset in case rechargers outside of permitted area. Its an infestation. In case it happens near recharging bases it is too difficult to protect bots. Can we have some override switch?
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Haplo on March 20, 2020, 03:17:37 AM
What should the switch do? Switch the robot off or a manual control of the robot?
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Angelix on March 20, 2020, 08:43:00 AM
do not reset area or shutdown them where they are. or smth that allow keep them away. maybe even in "area reset" option in mod options
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: SpaceDorf on March 31, 2020, 08:26:25 AM
Turning off the Power for the recharge bases has the effect you want.

Robots who would return to recharge stay where they are, similiar to the solar Flare or EMP effect.
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: sirdave79 on April 03, 2020, 10:37:11 AM
Hello there Mr Haplo.

I love your mod. It was Barkys video that made me explore it.

So I currently am doing a testing playthrough for 241 mods. I had rimworld on all day yesterday in the background. I have 20 MAI's active, 10 female 10 male, which I spawned in using debug mode.

After a while 2 of my AIs decided to be lovers so I built em a double recharger and switched em to that.

After that I am getting an error in debug log and the game pauses. A reference to a pawn ID I strongly believe to be one of the AI couple.

When I switch them back to separate rechargers I can sleep through 3 days. The moment they get into the double recharger I have the problem again.

Exception in RimWorld.ThinkNode_ConditionalLyingDown TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LovePartnerRelationUtility.GetLovinMtbHours (Verse.Pawn pawn, Verse.Pawn partner) [0x00023] in <5209aa21b50a4923892a7510acf7aa74>:0
  at (wrapper dynamic-method) Verse.AI.ThinkNode_ChancePerHour_Lovin.DMD<DMD<MtbHours_Patch1>?-1738884608::MtbHours_Patch1>(Verse.AI.ThinkNode_ChancePerHour_Lovin,Verse.Pawn)
  at Verse.AI.ThinkNode_ChancePerHour.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00030] in <5209aa21b50a4923892a7510acf7aa74>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <5209aa21b50a4923892a7510acf7aa74>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DMD<DMD<DetermineNextJob_Patch4>?638055552::DetermineNextJob_Patch4>(Pawn_JobTracker, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:DMD<DMD<CheckForJobOverride_Patch0>?1612893312::CheckForJobOverride_Patch0>(Pawn_JobTracker)
RimWorld.<>c__DisplayClass2_0:<LayDown>b__1()
Verse.AI.JobDriver:DMD<DMD<DriverTick_Patch1>?-1208736640::DriverTick_Patch1>(JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:DMD<DMD<Tick_Patch2>?-689569024::Tick_Patch2>(Pawn)
AIPawn.AIPawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Im not sure this problem is caused by this mod alone, its more likely a bad interaction but that error may mean more to you than it does to me.

Ill see about exporting my modlist too.

Thanks
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Canute on April 03, 2020, 12:03:13 PM
sirdave79,
i bet you use hugslib too. So just use CTRL-F12 or the green "Share log" button at the log window.
That include the modlist too.
Best do that log, after you loaded the safegame and maybe assign the MAI's to the double charger.
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: sirdave79 on April 03, 2020, 05:41:09 PM
I am using hugslib yes, should I not be ? I didn't think it was depreciated now. Maybe that's caused me some other problems that I couldn't fix.

Huh. that ctrl+f12 is pretty cool.

https://gist.github.com/e332cef896d326f5f72a642d27a2007b

Anything stand out other thanHugslib ? (should I remove hugslib ??)

Thanks
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Canute on April 04, 2020, 03:29:58 AM
QuoteAnything stand out other thanHugslib ? (should I remove hugslib ??)
Not sure what you mean. Since many mods need hugslib you can't remove it.

QuoteRimWorld 1.1.2558
You should update your Rimworld to 1.1.2575 at last or better to the newest 1.1.2589.

QuoteMod [1.1] RPG Style Inventory [V3.3.2] is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
I checked myself, there is a packageID at the About.xml
Not sure how you installed the mods, but you should update them all.
And check if all mods are installed/unzip correct.

QuoteFailed to parse dependency: <li>JecsTools</li>.
Inner exception: System.IO.InvalidDataException: Invalid packageId: 'JecsTools'
  at ModManager.Dependency.TryParseIdentifier (System.String text, System.Xml.XmlNode node) [0x0006f] in <173388a768a94ef8987399eefd1f398b>:0
Can it be that one of your installed mods need Jecstools Mod  ?

At first your should fix your mods, so no error's (red text) show up after a mod activation/Rimworld start.
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: sirdave79 on April 04, 2020, 06:01:24 AM
Thank you for taking the time to look at all of that.

You said "i bet you use hugslib too."

That made me think you were saying I shouldn't be.

As far as I knew I should be using, so I am using it.

The way Ive installed most of these mods is by using my steam install to download mods ive subscribed too, then im using fluffys mod manager to make local copies of mods and moving them to my ludeon downloaded non steam rimworld install. A few I've downloaded direct from the forums.

I'll update my game version at some point. Didn't even realise I didn't have jecstools in right now. I didn't perceive any issues. Ill get that put in. With RPG inventories again I didn't perceive any problems, there does seem to be a large number of "bootleg" copies of the mod around. Ill see about downloading it from the forums.

I do however think those things are unlikely to be the cause of my problem.

Especially since keeping the mobile ai's apart avoids the error. I suppose its possible. When I've done all the things I'll update.

Thanks
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Canute on April 04, 2020, 06:39:16 AM
Yes, you are right they are prolly not the reason for the double charger problem, since the single charger works.
But that is a general suggestion, not to have error's at Rimworld start.
And when a mod got a missing packageID at example it indicate that version is maybe and old version.
Old versions arn't allways bad, but mosttimes there is a reason why there is a newer version.

Basicly is is a wise choose to backup your steam mods, but updates are important too :-)

About the double charger Haplo the mod author need to look.


Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Haplo on April 04, 2020, 06:23:26 PM
The new version should fix this issue.
A check in the base game doesn't recognise that a pawn may have no food requirements, this threw errors.
I've circumvented it now by activating food requirements (liquor) but disabling the real requirement :)
Now this error shouldn't occure again.
Also the path fixed a problem with the nanite fabricator.
Now a MAI in a recharge station with a fabricator attached + enough plasteel can now regrow lost limbs again :)
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: ImAllen on April 05, 2020, 04:29:16 AM
Only problem I have is If I add a recharge station as a medical bed, the non AI use it to rest in. or the AI uses the hospital beds instead and wont rest. Nothing major.
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: sirdave79 on April 18, 2020, 11:38:54 AM
@Haplo, if your last post was in response to me sir, thanks very much ill get around to testing. Aplogies for the trouble.

I've done some of the things Canute said but I haven't updated the game version and im kind of in the middle of a bit less cheaty playthrough.
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Ruisuki on May 03, 2020, 03:42:22 AM
only missing incidents now
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Haplo on May 04, 2020, 01:45:35 AM
Ups, sorry. I totally forgot hat I haven't finished Incidents yet.. :(
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Ruisuki on May 18, 2020, 04:18:07 PM
slight request not sure if its in the cards but can different ammo be used for the shooting range? I use the lightweight ammunition mod and my people end up wasting a ton of resources using the dummy. Or maybe a way to restrict these recreation sources to only be used manually, of my own volition so I can micromanage and minimize the ammo consumption?
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Haplo on May 19, 2020, 03:24:01 PM
You can use the arrow target instead.
That one can now also be used for training, where it uses the equipped weapon (forced training only), but they will use the bow (no ammo) to shoot arrows for recreation.
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Ruisuki on May 19, 2020, 08:34:39 PM
ah. well another problem is that the pawns end up breaking the walls or wasting a lot of time on repairs when using the regular dummy but i suppose i could just not build it. Would be good if i could forbid the use of the target dummy so i could only use it when forcing a pawn so i can micromanage it
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Canute on May 20, 2020, 01:00:42 AM
That is a problem with all semi-dangerous weapons.
There is allready a check for dangerous weapons so pawn's won't use Doomsday launcher to pratice shooting ! :-)
You just shouldn't place the target close to walls or other destroyable objects. 2 tiles away from anything would fix that problem, or if you use weapons with a larger spread 3-4 tiles.
Why do you think at reallife shooting ranges arn't in living areas of cities? :-)
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Ruisuki on May 20, 2020, 07:20:53 AM
shooting range enclosed walls
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Canute on May 20, 2020, 09:30:47 AM
Yeah, but at these enclosed shooting ranges, you just use small arms, and no grenade launcher, miniguns or small arms with explosion ammo ! :-)
Sure an Alien blaster would be just a small arms too, but don't be surprised you don't have enclosed walls or a room temp. of 500°C after the first shoot ! :-)

Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Ruisuki on May 20, 2020, 02:28:56 PM
Thankfully the mod has your pawn throw stones if their weapon is considered dangerous (grenades, flamethrower). Honestly, I would prefer if this was the standard even for non explosives lol. I like building indoor shooting ranges so I can get access to the 'extremely impressive' room role mood bonus. i use the archery outside
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Jan2607 on May 28, 2020, 04:29:28 PM
Any chance to get the Misc. Incidents updated? I really miss the mod :(
Title: Re: [1.0/1.1] Miscellaneous w MAI+Robots
Post by: Haplo on May 30, 2020, 05:37:26 PM
Unfortunately I have some troubles figuring out how the site code changed.
That and my limited free time that I have creates real problems..
I am working on it, but it is a reaaaallly slow process, sorry :(
Title: Re: [1.2] Miscellaneous w MAI+Robots
Post by: devinh on November 30, 2020, 02:50:52 AM
Sorry about posting on such an old topic but I wanted to see if I could get some help with the mod. For whatever reason after I finish crafting and activating an enhanced MAI any time the game attempts to play music it throws up an error in the music manager is there any reason for it or anything anyone might know to do to fix it? I've confirmed that it only happens while the robot is crafted and activated if after I see the error I kill the robot and destroy it it will no longer give me the error every time music tries to play. I've tried installing music mod manager too but that doesn't fix it either. Any help would be appreciated!
Title: Re: [1.2] Miscellaneous w MAI+Robots
Post by: Canute on November 30, 2020, 03:12:00 AM
devinh,
at last you should post the error too has an chance to take a look. Best would be to use the "Share log" button if you got hugslib installed and post the link you got.

Meanwhile you can investigate self a bit. Just disable all other mod's beside the libaries and the Misc. series.
Setup a test colony with the dev tools, spawn resources and let a MAI build and activate.
If anything works fine, it is at last the fault of some other mod from your list.

Since you mention the musicmanager, any other mod that modify the music at some way ? try to add them to your test colony and test it.
Title: Re: [1.2] Miscellaneous w MAI+Robots
Post by: devinh on November 30, 2020, 03:32:49 AM
Quote from: Canute on November 30, 2020, 03:12:00 AM
devinh,
at last you should post the error too has an chance to take a look. Best would be to use the "Share log" button if you got hugslib installed and post the link you got.

Meanwhile you can investigate self a bit. Just disable all other mod's beside the libaries and the Misc. series.
Setup a test colony with the dev tools, spawn resources and let a MAI build and activate.
If anything works fine, it is at last the fault of some other mod from your list.

Since you mention the musicmanager, any other mod that modify the music at some way ? try to add them to your test colony and test it.


I'm working on getting another confirmation on the new file but I need the music to try to play first while the MAI is activated to do so but here is one from my current save. https://git.io/JkjtA I don't have any mods normally that affect music I tried installing music manager to hopefully get around the problem but when it didn't fix it I removed it.

Edit: While it was running in the background it popped up with the error. It is a brand new fresh save just with an activated MAI enhanced android. Also you can see if you leave it it will continue to try to play music frequently enough and keeps throwing errors. https://git.io/Jkjmr
Title: Re: [1.2] Miscellaneous w MAI+Robots
Post by: ImAllen on August 15, 2021, 08:03:58 PM
Any hope for this mod?
Title: Re: [1.2] Miscellaneous w MAI+Robots
Post by: dn503 on October 14, 2021, 07:16:46 AM
Quote from: ImAllen on August 15, 2021, 08:03:58 PM
Any hope for this mod?

almost  year since last post, don't think it will be updated to 1.3 anytime soon... hope I'm wrong.
Title: Re: [1.2] Miscellaneous w MAI+Robots
Post by: Canute on October 14, 2021, 08:35:03 AM
You are wrong.
All mods are for 1.3, the author just don't update the topic anymore.
You can get them all over the github link or use Rimpy to download them from the workshop (take a look at the 1. link of my signature).

Title: Re: [1.2] Miscellaneous w MAI+Robots
Post by: dn503 on October 24, 2021, 02:26:12 PM
Quote from: Canute on October 14, 2021, 08:35:03 AM
You are wrong.
All mods are for 1.3, the author just don't update the topic anymore.
You can get them all over the github link or use Rimpy to download them from the workshop (take a look at the 1. link of my signature).

Thank you very much Canute ;)
Title: Re: [1.2] Miscellaneous w MAI+Robots
Post by: Haplo on October 29, 2021, 03:46:06 PM
Ah, yes.. Sorry I totally forgot that I haven't updated this. :)
Title: Re: [1.3] Miscellaneous w MAI+Robots
Post by: ImAllen on March 12, 2022, 12:17:33 PM
Thank you. This is one of my favorite mods ever.