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

Title: [1.0] 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)

Miscellaneous 'CORE'
(http://s5.postimg.org/oen3gwbbb/Rim_World_Forum_CORE.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
(http://s5.postimg.org/702v8me6f/Rim_World_Forum_Bees_n_Honey.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
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! ***
(http://s5.postimg.org/pi77suvyf/Rim_World_Forum_Incidents.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! ***
(http://s5.postimg.org/tu0evls93/Rim_World_Forum_Map_Generator.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://s5.postimg.org/khpkb02s7/preview3.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! ***
(http://s5.postimg.org/vzupq3vpj/Rim_World_Forum_Objects.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
   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
(http://s5.postimg.org/mj4wjhbuv/Rim_World_Forum_Training_Facility.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
(http://s5.postimg.org/4rta50wg7/Rim_World_Forum_Robots.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! ***
(http://s5.postimg.org/wzl0ltavb/Rim_World_Forum_MAI.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)


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/tree/f13b01c92bd4db4de79aaa049a5a3e72d0a18ef6)
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)


Issues:
-The assembler to build Mai only accepts resources if the priority of their storage is set lower than 'Critical'.
-The interaction square must not be blocked by a tree or a boulder.
-The same is valid for the Nano Printer.

Permissions:
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
Ludeon has an exception clause. ;)
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
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
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.

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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 :)

...
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
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
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
...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
(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
(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
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
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
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..
Code: [Select]
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
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
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
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?

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.

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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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:
 
Code: [Select]
  </history>
<components />
 

-Change it so it looks like this:
Code: [Select]
</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
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
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
...

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
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
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
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
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
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
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: Canute on October 25, 2014, 05:35:12 AM
I got the same issue with the Nano printer.
Tryed to build a "Stun pistole", i need ~1600 metal, at 906 metal i run out of metal.
And the colonists didn't fill up the nano printer anymore. Tryed to stop/start. dis/enable power. But didn't help.

Edit:
Just tryed it with a hyperweave pant, it worked but instead a hyperweave pant, i got a pant. I just was curious anyway, the printing needed just 51 metal.
Btw. the 906 metal from the mistryed printing before was still at the printer, and a colonist haul the surplus metal back to the stock.

Now trying a 2. attempt for a Stun gun, and it is working now.
Looks like there comes an error maybe when you are out of metal.
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
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
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
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: Canute on October 26, 2014, 03:37:39 AM
Recruit 5 more colonist !
Implant the brain's 5 prisoner and them let them  escape or sell them.

Or simple sell them to a trader.

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: sma342 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: sma342 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: 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
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
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: sma342 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
*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
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*

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
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
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
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: Canute on November 03, 2014, 03:27:02 AM
When you got nanites that can repair MAI body part's then they can do the same to organics too.
Maybe 2 more researches
1. MAI nanite repair
add workbench to create Nanite pack's, crafting skill 10+ and many work needed.
They are used like medicine and repair a broken bodypart.

2. research, Improved Nanite repair work on Organics.
Nanite pack's can be used on non-MAI's too.
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
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
@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
@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
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
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: 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 ! :-)

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
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
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: Canute on November 09, 2014, 05:01:13 PM
Just speak of myself.
But i rather would see a total count of 131 (CHEST like) then 3 stacks (current nano storage).
But i prefer a total view on top, so the game recognize the amout you got at the storage.
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
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
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
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
@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
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
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
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:
Code: [Select]
<components
    Most likely you'll find something like this:
Code: [Select]
</snowGrid>
<components />
<cameraMap>

4. Select yours: 4a OR 4b

4a. Replace this part:
Code: [Select]
<components />

with this part:
Code: [Select]
<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:
Code: [Select]
<components>
<li Class="Some-Other-Mod">
...
</li>
</components>

In this case add the following part after the last </li> and before the </components>
Code: [Select]
<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:
Code: [Select]
<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
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: Canute on December 17, 2014, 06:07:38 AM
On A8e, when i update the Mod to 1.8.2  i allways geting a black screen after loading an old safe game. Sound works, and when i press ESC i hear that the menu opens.

Switching back to 1.8.1 the grafic remains normal.

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: Canute on December 17, 2014, 09:10:39 AM
Just unpack the 1.8.2 into the Mod folder, it should overwrite the existing files/folder.

And tryed to delete the old Misc folder before unpack.

1.8.2 still black screen.


[attachment deleted due to age]
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: Canute on December 17, 2014, 03:18:08 PM
Yep, it is working.
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...

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
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
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
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
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
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
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
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
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
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
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
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
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
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
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?

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
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
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 :)

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
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: 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.
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
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
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..

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

Code: [Select]
  <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):
Code: [Select]
<usedTopGraphic>ShortMediumLongMat</usedTopGraphic>

with this (2x):
Code: [Select]
<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
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
OK, what exactly doesn't work? What exactly do you expect to happen?
Here is my setup :
Code: [Select]
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 ?
Code: [Select]
x x
XoX
Or even
Code: [Select]
  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
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: Canute on January 11, 2015, 09:32:59 AM
I got a little problem with the auto-turrets.
I use the Mining&Co.: Laser weapons too and want use these laser gatling for the turrets.
Sometimes it works to install the gatling into the turret, but mosttimes i don't got the option even when i got some gatling on stock.
It is working, i got allready 3 turrets with these weapons, and they are working fine. But i can't figure it out how i could install these other gatlings and not the other ones.

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
<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
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: Canute on January 17, 2015, 10:29:57 AM
the idea like rock5 with an input and output field i like.
The Storage is a 2x1 (input,output) or maybe 3x1(input,storage,output).
Anything that get droped at the input field get add to the internal storage.
The internal storage got a capacity of 10 time the stack size.
Not sure if you can handle different stack size with just one storage.
Maybe create different storage for different stack size.
Meal storage (10 stacksize, Maybe with addional research a cooling storage)
Standard storage (75 stacksize)
Mass Storage (400 stacksize).

The output field get auto. replenished to max. so long there are internal material left.
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
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
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
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
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: Canute on January 19, 2015, 02:38:51 AM
Robotic love a human with a hive mind brain implant.
Ahhh this is the way the Borg appear ! :-)

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
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
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
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
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
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
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
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
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
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 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
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 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
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
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 :)

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
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
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
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
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
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
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
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
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?

...
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
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
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: Canute on March 01, 2015, 03:11:57 PM
Question about the nanoprinter.
Shouldn't be the printed item 100% ?
I just let a pers. shield print and it came out with just 13%.
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: Canute on March 01, 2015, 05:20:52 PM
Don't know.
That was the 2. print.
At first i scanned a awful x%, and print a normal 100%
The normal 100% got into the scanner, and i print a good 13%.

All further print's gave allways 100% now too.
Not sure, maybe a catastrophal failure at the print like at medical operations ?
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
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
-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:
Code: [Select]
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
Haplo, quick question regarding you MAI health code, how is this section working:
Code: [Select]
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
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
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
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)
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
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)
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: Canute on March 07, 2015, 04:03:25 AM
I think too, MAI should power down/uncons. when the power (rest bar) run's out.
It is ok when the MAI explode on dead, because the power core is still charged and explosive when it got damaged.
But when there is no power the power core shouldn't explode.
Except the designer of MAI create it as black box technology and want prevent anyone else to analyse it and add a dead MAI circuit that trigger the intern charge soon MAI lost control at any way.

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
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
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: Canute on March 11, 2015, 04:43:41 AM
Do you realy think the robots from these cartoon are typical robots ?
Beware i think they are even worser then Skynet or a swarm of nanites out of control ! :-)

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
...
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.

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
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
...
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: 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 :-)

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
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...

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..."


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
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.
Code: [Select]
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
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
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
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
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
Quote
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..

Didn't your MAI self destruct/explode?

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
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
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: Canute on April 18, 2015, 03:20:25 AM
Why not create a new kind floor or a floor object.
A trader welcome plaza, 5x3.
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: Canute on April 22, 2015, 08:40:43 AM
Got the error/invisible pawn too.
But maybe it is at the combination with Hospitality mod.

-<activeMods>
<li>Core</li>
<li>EdBModOrder</li>
<li>EdBPrepareCarefully</li>
<li>AutoHuntBeacon</li>
<li>BeanTekRefrigeratedFoodStorage</li>
<li>OmniPack</li>
<li>RT Fusebox</li>
<li>RT Storage</li>
<li>ToolsForHaul</li>
<li>Bulk_Meals</li>
<li>Hospitality</li>
<li>Miscellaneous_HiRes</li>
<li>SCA10Core</li>
</activeMods>

[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:
Code: [Select]
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:
Code: [Select]
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:
Code: [Select]
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:
Code: [Select]
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: Canute on April 25, 2015, 03:00:46 PM
Read the topic w/o = without.
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
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: 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.
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
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
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
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: 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 ! :-)
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
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
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
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: 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.
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
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!

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
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
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
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
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 1.10.3 / 14.05.2015)
Post by: Canute on May 14, 2015, 07:09:14 PM
Ohhhhkay,
i just came to buy a haulerbot only so far (yes i play and don't use Dev mode:-) ).
- they are fragile, ok not a big deal, since you just can create a new one so long you own the station.
- they are a bit slow, i think they should 20-50% be faster then a healty standard pawn, i think 7 m/s are a good value.
- they sleep/recharge far to long and at the same cycle regular pawns sleep too. They only should goto sleep/charge if they are below 25% rest not when other pawn's try to sleep too.
- a big boom for that small crawler, do they got the same powercell like the MAI? Reduce the blast radius to a 3x3 cross or even better 1x1. Someone could come to the idea to use them as Kamikaze bomber. Since they are free that would be cheap bombs.
- Basicly you can assign a free bed to a hauler, and create a new one from the station, at this way you can have unlimited haulers.
-  i tryed to deactivate a incap. hauler but none of my pawns was able to do this. Ok the hauler got some other damages too and the pawns tryed to treat them first and failed.
But the hauler was 2 days incap. at the station and don't get repaired by the station. I don't researched MAI yet, so i couldn't build a repairstation, maybe that fix the problem.
But i think since the hauler are free, they should get 100% repaired during sleep/charge.
- It is nice to have the hauler as active pawn's, since with the EdB interface i can locate them pretty fast, but i think they shouldn't be part of the colony like a MAI. I think they should be like the mechanoid's from "More mechanoid" they work for you, you can set jobs for them, but you can't draft them and they arn't part of the colony.
Maybe an option at the Tac. computer to cycle through them to locate them.



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
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
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

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
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: Canute on May 17, 2015, 03:32:42 AM
Quote
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.
I got now many Excotic good trader, but they allways got just the Computer terminal.
Since it is a Computer you could add them to the Robot trader too maybe ?
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: Canute on May 19, 2015, 06:24:20 PM
Yep, during a raid a hauling robot got killed and don't explode too.
And since you never thought about this, the corpse isn't a mechanoid corpse and can be butcherd ! :-)

BTW, i allready mention the sucuide bomb method of the hauling/cleaning robots. But since you don't changed it i think you want this feature, ok.
But you should add a create process for a new robot, otherside you can nonstop bomb a raid with robots.
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
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: Canute on May 21, 2015, 07:50:23 AM
Ops, i did it again ! :-)
Good idea about not to install these rocket launcher into the turret base, you can select them, the pawn haul and start to install but the base stay empty.

BUT now install GlitterTech, and install a Orion rocket launcher on a turret base A and use it ! No i don't tell you the result, you need to do it self and i bet you will say a bad word when you see it !! :-))
Since you got glittertech installed, spawn and try to install an Inferno cannon on the turret base, it allways disappear.
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: Canute on May 21, 2015, 04:48:35 PM
Yep you right an endless stream of rocket coming out and cause an error msg. on dev. mode.
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
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: Canute on May 24, 2015, 01:59:21 AM
Many of my hunter use mellee weapons.
So why do you think hunters need all long range weapons ?
Maybe you should take a look in "tools for haul" and equip your people with backpack. Then they can carry different weapons and you can change them with 1. click.
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: Canute on May 24, 2015, 11:24:12 AM
The animal pack made some animals aggresive against all humans not even your colonist.
They attack even visitors and raiders.

The Nano storage can hold/rotate 10 stacks, when you just set it to chunks it can hold 10 chunks.
But personaly i don't like them, because you need to switch them manualy. I use RT storage. You need to do more research but all the stuff is visible and accessable.
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: Canute on May 27, 2015, 07:31:44 AM
I need to agree to sanya02, i prefer the old system too.
Special the turret bases are a pain to get since the trader allways just got 1. And the right trader never appear when you need them or you got the silver.

Maybe add a new feature to the Tac. computer to call a random or exotic/robotic trader for the next day ?

What what is about the quality of the turret bases ? They all got the same hitpoints does it affect the accuracy or only the prices ?
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: Canute on May 30, 2015, 05:30:50 PM
yes, and even the Exotic trader don't allways got the Tac. computer for sale.
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: Canute on June 10, 2015, 07:51:03 AM
And don't forget you can use them as mobile bomb, since it don't cost anything to spawn them ! :-)
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: 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 ?
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
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
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
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: Skissor 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
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
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: Skissor on June 14, 2015, 11:53:26 AM
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
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
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: Skissor 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: Skissor 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
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
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: Canute on June 16, 2015, 06:51:39 AM
Maybe you mean More Mechanoid's, at this mod the Mechanoids worked for your colony but arn't part of the colony.
You could give them order to work, but you couldn't draft them.
Title: Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
Post by: BMS on June 16, 2015, 07:06:26 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: masaykh 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..

Code: [Select]
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
"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
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?

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
@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
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...  :-\

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:

Code: [Select]
<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: Canute on June 25, 2015, 06:50:52 AM
BTW about the slow trader ?
Is there any way to speed up them a bit.
Not talking about the group itself, but there is allways 1 guy with a bad back or something that made him pretty slow, so he left behind.
Or at last a way to keep the group close together ? I notice the group is waiting at the edge of the map for the leftover, i think it is a waypoint. Maybe set more waypoints toward to colony base to keep the group together.

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: Canute on July 04, 2015, 06:31:57 AM
You should adjust the reward on the away times, and maybe more random.
More reward = longer awaytime.
Maybe you should say on start, how many time they should invest to search the ruins.
Random travel time x2  + search time.
On longer search time + best research skill + best construction skill (to find hidden rooms) = the chance for loot should be better.

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
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
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.

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: Canute on July 12, 2015, 10:44:06 AM
You should update the mod, that should be fixed.
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
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
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. :)

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

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
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: Canute on July 20, 2015, 12:48:28 PM
Thats not true.
Sure a MAI is more skilled then a rookie colonist.
But later when your colonist got Bionic or adv. Bionics the MAI gets far behind them at skill and effectivity.
When your Pawn move with 8-15 m/s through the map (i got 50m/s with glitter) while you MAI still just got their default speed around 4.70m/s, maybe a bit enhanced through equipment.
Crafter with bionic arms + spine can craft faster then a MAI (don't forget to train your pawn to 20, before you give him bionic).

But the big advance of a MAI are, they don't need food :-)

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
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
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:
Code: [Select]
<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOfRuins">->Change this to
Code: [Select]
<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: 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 ?

Title: Re: [A11d] Miscellaneous w MAI (V 1.11.7 / 30.07.2015)
Post by: Haplo on July 31, 2015, 01:43:26 AM
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 1.11.7b / 31.07.2015)
Post by: Canute on July 31, 2015, 08:25:13 AM
Quote
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.

Hey why not combine the local trader and rumor together.
Send your own pawn's on a trader mission. Build cart's like the ones from "tools for haul" fill them up with stuff you want to sell and send them away. Each cart need at last 1 pawn.
You should get much more reward then when you sell it at normal trader. But no 100% garantee that it got sold. The chance that the stuff get sold increase when you send your pawn's on a longer duration mission.
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
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
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: Canute on August 14, 2015, 08:39:20 AM
a bug report.

when pawns come back from the expedition, their area setting is initialized.
How should your pawn move outside the map, when they are still set to an Area ?
Ofcourse the area setting need to reset, so they are be able to leave the map.
Title: Re: [A11d] Miscellaneous w MAI (V 1.11.9 / 10.08.2015)
Post by: Haplo on August 14, 2015, 10:43:57 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
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
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
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..

*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: Canute on August 18, 2015, 05:35:43 PM
That means the Terminal act as computer game, a joy object.
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
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
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
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
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
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
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
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 :(

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
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
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
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
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: Canute on September 10, 2015, 04:24:12 PM
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.
Nondocumented feature,
local trader place their tent on wood floor if there is enough room.
If you want force trade on a special place, just build the 1. possible wood floor at that area. 5x5 should be enough i think.
Haplo should hint that feature at the main page i think.
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
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
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
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:
Code: [Select]
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
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
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
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
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
...
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
...
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
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
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:
Code: [Select]
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
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:
Code: [Select]
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:
Code: [Select]
      <!-- 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
-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
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
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

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


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.

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
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
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
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
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..

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.

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:
Code: [Select]
<MapGeneratorBlueprintDef Name="Labyrinth2Base">
<defName>LabyrinthB</defName>
Code: [Select]
<MapGeneratorBlueprintDef Name="Labyrinth2Base"> <!--But it says B here-->
<defName>LabyrinthC</defName> <!--This is C-->

Changing the second one to:
Code: [Select]
<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
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
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
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

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:
Code: [Select]
<!-- <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
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
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.


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
Quote
Even 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.

Quote
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?

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
Quote
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?

I've looked into GlitterTech (I think you mean that?) and there is a specific line in the inferno cannon:
Code: [Select]
<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
I've looked into GlitterTech (I think you mean that?) and there is a specific line in the inferno cannon:
Code: [Select]
<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
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
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

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
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
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
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
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
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:
Code: [Select]
../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
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
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
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
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
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. :)

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
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
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
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:
Code: [Select]
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


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
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
...

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.

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
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
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: Skissor 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: Skissor 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: Skissor 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: Skissor 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: Skissor 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
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
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
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: Skissor on December 19, 2015, 07:34:51 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
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
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: Skissor 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: Skissor 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
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
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
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.

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
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
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.

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
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
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
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
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: Skissor 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
...
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
...
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
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
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
...
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
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.

...
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?

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: Canute on February 21, 2016, 05:22:33 AM
Hi,
there is one thing that allways disturb me a little bit. Not sure if someone mention this allready. At last i didn't saw a comment about it.

It is the Nano Replication. Nothing against the idea, it is great. But you "print" a cloth armor with steel ore, that is what disturb me.
To create a cloth thing out for steel ore you need either a Matter-energy-matter conversion process or a atomic manipualtion process. Both science are ultra-highend tech and i would put them at the same categorie like the creation from Alpha/beta from the Glitter Mod.

My idea is now. The analyser can salvage any item into organic/anorganic (or other categories) into an internal or external storage for later use.
And then the printer/replicator use these material to create a new one.
Yep it would need an overhaul of the analyser since you can't only use the marketvalue to calculate the material use, you need to analyse a recipe.
But at this way you can use unwanted appearals/weapons/resources instead to burn or sell them.
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
...
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: 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 .
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
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
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
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?
       
Code: [Select]
<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: Canute on March 28, 2016, 07:56:34 AM
You should do the same like when you try to use any other workstation.
Check the bill you created, it should show you the nessesary skill and level you need to execute the bill, in this case to activate the MAI.
The advanced MAI need higher skill then the regular MAI.
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
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
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
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
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
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
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
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
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: masaykh 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
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
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
Quote
As 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
As 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
Code: [Select]
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
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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
As 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
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.


<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.
Code: [Select]
[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
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
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.
Code: [Select]
[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
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.