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RimWorld => Mods => Releases => Topic started by: TGPArcher on October 08, 2018, 06:16:36 AM

Title: [1.0] Faction Manager (4-11-2018)
Post by: TGPArcher on October 08, 2018, 06:16:36 AM




[Faction Manager] (https://ludeon.com/forums/index.php?topic=46080.msg438191#msg438191)[Spotted] (https://ludeon.com/forums/index.php?topic=46151.msg438796#msg438796)[Remote Doors] (https://ludeon.com/forums/index.php?topic=47321.msg448238#msg448238)




(https://i.imgur.com/6gD09sql.png)

Description:
You have to many colonies and its getting harder day by day to manage all of them? Have you ever wanted to build a strong faction and to control large amounts of land like normal factions do but you could not manage more than some colonies at a time? Then this mod is for you.
This mod lets you unload("freeze") any colony so you can focus on your other colonies. Need something from that colony? No problem, load it again and play like nothing happened.
This mod is great if you have a lot of colonists and want to some of them to found a new colony, to be able to devote your full attention to that colony you can unload your other colonies and play on the new one, need help with some raid or with resources during a toxic fallout? Just load the maps you previously unloaded and send help. This way you can build a real faction.
Last but not least, want to have a prison colony where you can butcher other people, harvest their organs, make hats and your other colonies to not get the debuff, then this mod is really for you. Just unload all colonies but this one and torture shall begin, when you are done you can load other colonies again and continue your work.

Issues:

Set Up Camp Mod:
Syrchalis made a great job(thank you) at improving Set Up Camp, map events, new seeds and new settings. If you do want to have some extra protection around your colonies build an Outpost, when there is no need to focus on that outpost just unload it. Makes the game much immersive for me.
With Faction Manager-SetUpCamp submod you can unload Caravan Camps added by Set Up Camp Mod by Syrchalis.
Just make sure to load it after Faction Manager and SetUpCamp.
Syrchalis' Mods (https://ludeon.com/forums/index.php?topic=43449.msg427669#msg427669)

Author
TGPArcher

Download
[1.0]
GitHub FactionManager(1.4) (https://github.com/TGPArcher/FactionManager/releases/download/1.4/FactionManager.1.4.rar)
GitHub FactionManager-SetUpCamp(1.3) (https://github.com/TGPArcher/FactionManager/releases/download/1.3/FactionManager-SetUpCamp.rar)
[B19](it has some issues which have been fixed in 1.0)
FactionManager Dropbox (https://www.dropbox.com/s/lk0usi4md2kde6p/FactionManager%5BB19%5D%28v1.11%29.rar?dl=0)
FactionManager-SetUpCamp Dropbox (https://www.dropbox.com/s/25l6oxg99tkg81i/FactionManager-SetUpCamp%5BB19%5D%28v1.0%29.rar?dl=0)

Compatibility:
This mod is compatible with existing saves, it does not require you to start a new game.

License:
Do what you want, but give the author credit.
Title: Re: [B19] Faction Manager
Post by: onerous1 on October 08, 2018, 10:17:08 PM
So do all colonies share the same date and time even when 'on hold'? Or can you advance one colony to a certain time and unpause another colony in 'the past' so to speak?
Title: Re: [B19] Faction Manager
Post by: J.BEAR on October 09, 2018, 01:34:59 AM
hot damn this is just what i need!
i have a few idle outposts used only for long range drop pod trading... only got a few pod launchers + walled up survival meal storage.
have you test it extensively with "Set Up Camp" mod?
Imma give it a go, will let you know if i encounter anything.
thanks
Title: Re: [B19] Faction Manager
Post by: RyanRim on October 09, 2018, 03:12:46 AM
Just came back to game, great mod. I need that as I make a lot of semi-useless colonies and cant keep track. Cause y'know you always run out of steel in the end.
Title: Re: [B19] Faction Manager
Post by: J.BEAR on October 09, 2018, 07:23:03 AM
nope.. set-up-camp mod maps do not show up on the list
would it be easy to make them show up on the list?
i need to unload my shitty outposts.. pretty please ? lol
Title: Re: [B19] Faction Manager
Post by: TGPArcher on October 09, 2018, 07:56:11 AM
Quote from: onerous1 on October 08, 2018, 10:17:08 PM
So do all colonies share the same date and time even when 'on hold'? Or can you advance one colony to a certain time and unpause another colony in 'the past' so to speak?

Because you have a faction every colony shares time,research,registered logs etc. When you unload a colony and play for a time (ex you complete the whole research tree and spend 1 year in game) when you'll load it again it will have the research tree completed and time will be advanced by 1 year, but all the things will be as you left them
Title: Re: [B19] Faction Manager
Post by: TGPArcher on October 09, 2018, 08:00:06 AM
Quote from: J.BEAR on October 09, 2018, 01:34:59 AM
hot damn this is just what i need!
i have a few idle outposts used only for long range drop pod trading... only got a few pod launchers + walled up survival meal storage.
have you test it extensively with "Set Up Camp" mod?
Imma give it a go, will let you know if i encounter anything.
thanks

For now this mod is showing only colonies. But as a "Set Up Camp" mod user myself I plan to include support for camps too, or at last make a sub-mod to not create additional dependencies.
Title: Re: [B19] Faction Manager
Post by: J.BEAR on October 09, 2018, 11:55:42 AM
Quote from: TGPArcher on October 09, 2018, 08:00:06 AM
For now this mod is showing only colonies. But as a "Set Up Camp" mod user myself I plan to include support for camps too, or at last make a sub-mod to not create additional dependencies.
awesome! will keep track of this
Title: Re: [B19] Faction Manager
Post by: TGPArcher on October 14, 2018, 03:43:19 PM
Quote from: J.BEAR on October 09, 2018, 11:55:42 AM
awesome! will keep track of this

Now you can unload your outposts, check the description for details. Have fun ;)
Title: Re: [B19] Faction Manager
Post by: J.BEAR on October 15, 2018, 02:54:42 AM
Quote from: TGPArcher on October 14, 2018, 03:43:19 PM
Now you can unload your outposts, check the description for details. Have fun ;)

awesome! cheers mang.
Title: Re: [B19] Faction Manager (v1.1)
Post by: J.BEAR on October 15, 2018, 10:28:11 AM
yup just got a man in black appear after caravan unloaded from map
( hes a fast walker + wimp tho... kinda shitty)

if anyone else using [KV] weapon storage, remember to empty guns + deconstruct all weapon storage boxes before unloading the (Set-Up-Camp) map. It throws error and the unload will fail.
Don't think you need to look into it as his mod has some pocket dimension witchcraft going on in the background, and the workaround is easy enough.
Title: Re: [B19] Faction Manager (v1.1)
Post by: TGPArcher on October 15, 2018, 10:44:04 AM
Quote from: J.BEAR on October 15, 2018, 10:28:11 AM
yup just got a man in black appear after caravan unloaded from map
( hes a fast walker + wimp tho... kinda shitty)

if anyone else using [KV] weapon storage, remember to empty guns + deconstruct all weapon storage boxes before unloading the (Set-Up-Camp) map. It throws error and the unload will fail.
Don't think you need to look into it as his mod has some pocket dimension witchcraft going on in the background, and the workaround is easy enough.

I'll fix the man in black event in the [1.0] release as it is close.
And I would be glad to look at the error log, maybe its something which comes from Faction Manager because it is not error free, with dev options enabled you can see some errors/warnings but they are harmless, the game is throwing them because it was not designed to unload maps. I can assure you that you won't lose pawns/buildings/things etc, the only things that can rarely be lost are some background logs which are not seen in game.
Normally it should be compatible with any mod.
Title: Re: [B19] Faction Manager (v1.1)
Post by: J.BEAR on October 15, 2018, 11:19:52 AM
Quote from: TGPArcher on October 15, 2018, 10:44:04 AM
I'll fix the man in black event in the [1.0] release as it is close.
And I would be glad to look at the error log, maybe its something which comes from Faction Manager because it is not error free, with dev options enabled you can see some errors/warnings but they are harmless, the game is throwing them because it was not designed to unload maps. I can assure you that you won't lose pawns/buildings/things etc, the only things that can rarely be lost are some background logs which are not seen in game.
Normally it should be compatible with any mod.

i repeatedly load and unload camp maps a few times, its working fine.
just had to deconstruct the KV weapon storage on the map.

dunno if you can just make a block event (man-in-black) timer for like a few in-game hours.
and also, the pawns and some farm animal I just unloaded showed up in a raider base... guess the game considers them abandoned (caravan map).

heres the code when map unload fails due to KV weapon storage box exist on map

Exception while saving map: System.NullReferenceException: Object reference not set to an instance of an object
at WeaponStorage.BuildingUtil.FindThingsOfTypeNextTo<Verse.ThingWithComps> (Verse.Map,Verse.IntVec3,int) <0x0005a>
at WeaponStorage.Building_WeaponStorage.ReclaimWeapons () <0x00079>
at WeaponStorage.Patch_ScribeSaver_InitSaving.Prefix () <0x00084>
at (wrapper dynamic-method) Verse.ScribeSaver.InitSaving_Patch1 (object,string,string) <0x00032>
at Verse.SafeSaver.DoSave (string,string,System.Action) <0x00042>

Verse.Log:Error(String, Boolean)
FactionManager.PersistenceUtility:SaveMap(Map, String)
FactionManager.PersistenceUtility:UnloadMap(Map, String, Boolean)
FactionManager_SetUpCamp.<>c__DisplayClass1_0:<DrawOutpostRow>b__2()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Title: Re: [B19] Faction Manager (v1.1)
Post by: TGPArcher on October 15, 2018, 03:00:35 PM
Quote from: J.BEAR on October 15, 2018, 11:19:52 AM
i repeatedly load and unload camp maps a few times, its working fine.
just had to deconstruct the KV weapon storage on the map.

dunno if you can just make a block event (man-in-black) timer for like a few in-game hours.
and also, the pawns and some farm animal I just unloaded showed up in a raider base... guess the game considers them abandoned (caravan map).

heres the code when map unload fails due to KV weapon storage box exist on map

The man in black event is no problem.
1) so, if I got it right, the colonists you unloaded showed up in the game as enemies? same stats? same names?
2) from the log you provided it seems that KV Mod is changing the normal flow of the game, especially when saving, and my mod is based on already in game functions, this might be the cause. I'll look forward into it after I solve the more pressing issues :)
Title: Re: [B19] Faction Manager (v1.1)
Post by: J.BEAR on October 15, 2018, 08:30:22 PM
Quote from: TGPArcher on October 15, 2018, 03:00:35 PM
The man in black event is no problem.
1) so, if I got it right, the colonists you unloaded showed up in the game as enemies? same stats? same names?
2) from the log you provided it seems that KV Mod is changing the normal flow of the game, especially when saving, and my mod is based on already in game functions, this might be the cause. I'll look forward into it after I solve the more pressing issues :)

ya, they showed up as enemy, same custom name. the game considered them lost caravan that's why.
my bet is on if you could somehow unload pawns + pet animals into a suspended space from game ticks and not trigger their names to show up in the "Caravan Lost" pop up.

KV weapon storage save weapons in a pocket space..  simply deconstruct the storage box on map about to unload. it'll still work if you have storage box on your main base.
i don't think you need to worry about it, the workaround is simple enough. just mark it down as incompatible.

OR players can simply evacuate all pawn and animals into a caravan before map unloads and saved with only dead objects / items. works flawlessly and no mod conflict this way.

----------------
Incompatible Mods:
[KV] Weapon Storage - deconstruct storage box and repair box on map before unloading. evacuate pawns with custom weapon loadout to worldmap.

cheers man, now i can focus on my new main base for a few years ;)
Title: Re: [B19] Faction Manager (v1.1)
Post by: J.BEAR on October 22, 2018, 08:58:37 AM
opps i think 1.0 broke it :x


Exception from asynchronous event: System.MissingMethodException: Method not found: 'Verse.SafeSaver.Save'.
  at FactionManager.PersistenceUtility.LoadMap (System.String fileName, Boolean forced) [0x00000] in <filename unknown>:0
  at FactionManager.ColoniesManagerTabDef+<>c__DisplayClass1_0.<DrawColonyRow>b__1 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Exception from asynchronous event: System.MissingMethodException: Method not found: 'Verse.SafeSaver.Save'.
  at FactionManager.PersistenceUtility.LoadMap (System.String fileName, Boolean forced) [0x00000] in <filename unknown>:0
  at FactionManager_SetUpCamp.OutpostsManagerTabDef+<>c__DisplayClass1_0.<DrawOutpostRow>b__1 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Exception from long event: System.MissingMethodException: Method not found: 'Verse.SafeSaver.Save'.
  at FactionManager.PersistenceUtility.UnloadMap (Verse.Map map, System.String fileName, Boolean forced) [0x00000] in <filename unknown>:0
  at FactionManager_SetUpCamp.OutpostsManagerTabDef+<>c__DisplayClass1_0.<DrawOutpostRow>b__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Title: Re: [B19] Faction Manager (v1.1)
Post by: TGPArcher on October 22, 2018, 02:39:41 PM
Quote from: J.BEAR on October 22, 2018, 08:58:37 AM
opps i think 1.0 broke it :x

I was a bit busy and have not tried if it is still compatible. I hope you don't need it urgently cause it may take more than I expect
Title: Re: [B19] Faction Manager (v1.1)
Post by: J.BEAR on October 23, 2018, 12:05:44 AM
Quote from: TGPArcher on October 22, 2018, 02:39:41 PM
I was a bit busy and have not tried if it is still compatible. I hope you don't need it urgently cause it may take more than I expect

don't worry about it bro im too busy with my new main colony ... just testing it while trying to remove other mods
Title: Re: [1.0] Faction Manager
Post by: TGPArcher on October 26, 2018, 09:36:32 PM
Updated

  • Updated to 1.0
  • Fixed the Man in Black incident triggering after unloading a map
  • Fixed the "Colonists Abandoned" letter appearing after unloading a map, thus they will no longer appear as rival pawns
  • Unloading a map with caravans or enemies present will no longer make them leave the map after loading(not 100% sure about that)
Title: Re: [1.0] Faction Manager
Post by: J.BEAR on October 27, 2018, 01:39:28 AM
Quote from: TGPArcher on October 26, 2018, 09:36:32 PM
Updated

  • Updated to 1.0
  • Fixed the Man in Black incident triggering after unloading a map
  • Fixed the "Colonists Abandoned" letter appearing after unloading a map, thus they will no longer appear as rival pawns
  • Unloading a map with caravans or enemies present will no longer make them leave the map after loading(not 100% sure about that)

woootz thanks bro,
imma go test it out load/unload, then take down my old bases for resource
Title: Re: [1.0] Faction Manager
Post by: J.BEAR on October 27, 2018, 06:17:59 AM
working nicely so far!

one quirky UI bug is that the bottom left pop-up info menu box will stay up after a map load, even if u click elsewhere to try to cancel it. reloading the save will solve it.

will report any other problems.
cheers
Title: Re: [1.0] Faction Manager
Post by: TGPArcher on October 27, 2018, 12:34:54 PM
I apologize for such a mistake, uploading files without verifying them again.

Fixed About.xml in FactionManager and FactionManager-SetUpCamp
Title: Re: [1.0] Faction Manager
Post by: J.BEAR on October 28, 2018, 04:29:19 PM
see attached img
my old empty base, was unable to reproduce it on the first map load
but on the 2nd load...

the UI pop up window at bottom left is stuck showing what I clicked on world map
if I click anything inside colony map, it'll show the proper info
but once i cancel it by clicking an empty space.... it'll revert back to that world map info box


[attachment deleted due to age]
Title: Re: [1.0] Faction Manager
Post by: mospidatru on October 29, 2018, 05:34:53 PM
Thx for great mod. But there is one problem.

In MapDeiniter_Patch.cs you:
1) DeSpawn all spawned pawns
2) And then pass to world pawns. This step cause duplicated records in <pawnsMothballed> and in <things> after load unloaded maps. And game spamming red errors, pawn exist in dictionary...
And some mods work bad. For example WorkTab can't load properly priorities for duplicated pawns. BetterPawnControl too.

---------------

I'm tried w/o step 2, the above problems are not noticed:
(https://i.imgur.com/ihSIZJt.png)

and in console only yellow warnings. And this mods work fine)

PS: I think, is worth to remove CleanUpAndPassToWorld(pawn);
PS2: Sorry, for my English

UPDATED:
Pawns from AncientCryptosleepCasket after unload-load duplicated in to <pawnsAlive>
Title: Re: [1.0] Faction Manager
Post by: MisterVertigo on October 29, 2018, 06:03:16 PM
So, if I save a colony and then start a brand new game, how would I go about creating a new colony with the same world and same faction? Will my previous colony show up on the world map? Could I send pawns back and forth between the two to trade? Or am I missing the entire point of this?? :P
Title: Re: [1.0] Faction Manager
Post by: TGPArcher on October 29, 2018, 06:16:05 PM
Quote from: mospidatru on October 29, 2018, 05:34:53 PM
Thx for great mod. But there is one problem.

In MapDeiniter_Patch.cs you:
1) DeSpawn all spawned pawns
2) And then pass to world pawns. This step cause duplicated records in <pawnsMothballed> and in <things> after load unloaded maps. And game spamming red errors, pawn exist in dictionary...
And some mods work bad. For example WorkTab can't load properly priorities for duplicated pawns. BetterPawnControl too.

Honestly I have not looked at what pass to world pawns does, just assumed that if the games calls it during map removal its ok :)), and I see I did a big mistake here. I'll look it up and fix it, thanks a lot.

Quote from: MisterVertigo on October 29, 2018, 06:03:16 PM
So, if I save a colony and then start a brand new game, how would I go about creating a new colony with the same world and same faction? Will my previous colony show up on the world map? Could I send pawns back and forth between the two to trade? Or am I missing the entire point of this?? :P

This mod is not for making more factions controlled by you on the world map, it helps you have more colonies(bases) on the world map so you could extend more than a human can control. Ex if you want to have about 20 bases like normal factions do.
On thing to note, colonies unloaded are not bound to a save file, but to the world you are playing, so I recommend no more than one playthrough on the same seed.
Title: Re: [1.0] Faction Manager
Post by: mospidatru on October 29, 2018, 06:21:07 PM
And new issue Pawns from AncientCryptosleepCasket after unload-load duplicated in to <pawnsAlive>.
Title: Re: [1.0] Faction Manager
Post by: TGPArcher on October 29, 2018, 06:28:04 PM
Quote from: mospidatru on October 29, 2018, 06:21:07 PM
And new issue Pawns from AncientCryptosleepCasket after unload-load duplicated in to <pawnsAlive>.

If you open dev log you can see that most of the things are found as duplicated, in my research I've seen that if a duplicate is found it won't be added to game dictionaries. How to remove all the duplicated errors is still a mystery to me.
But if you want to be all clear, after loading a map, save the game with the map loaded. and then load the game, there are lots of checks and saving the whole game not just a map fixes any possible duplicates.
Title: Re: [1.0] Faction Manager
Post by: mospidatru on October 29, 2018, 06:52:31 PM
Quote from: TGPArcher on October 29, 2018, 06:28:04 PM
Quote from: mospidatru on October 29, 2018, 06:21:07 PM
And new issue Pawns from AncientCryptosleepCasket after unload-load duplicated in to <pawnsAlive>.

If you open dev log you can see that most of the things are found as duplicated, in my research I've seen that if a duplicate is found it won't be added to game dictionaries. How to remove all the duplicated errors is still a mystery to me. But if you want to be all clear, after loading save the game with the map loaded and load it again, there are lots of checks and saving the whole game not just a map fixes any possible duplicates.
On maps with ancients, after save-load i have errors. Without ancients and with fix, have only yellows warnings. I will try to understand tomorrow
Title: Re: [1.0] Faction Manager
Post by: mospidatru on October 30, 2018, 04:01:18 AM
This code work fine:
for (int i = 0; i < list3.Count; i++)
{
try
{
Pawn pawn = list3[i];
if (!pawn.Destroyed)
{
pawn.Destroy(DestroyMode.Vanish);
}
if (!pawn.Discarded)
{
pawn.Discard(false);
}
Find.WorldPawns.RemovePawn(pawn);
}
catch (Exception ex)
{
Log.Error("Could not despawn and pass to world " + list3[i] + ": " + ex);
}
}

PS: Destroy+Discard not fully remove pawns, he move destroyed pawns in to <pawnsDead> in save file.
And RemovePawn(pawn) fully remove from save file.


Load unloaded main map:
(https://i.imgur.com/ba12SSm.png)

PS: 20 hours colony, 95 mods :D
Title: Re: [1.0] Faction Manager
Post by: TGPArcher on October 31, 2018, 05:39:30 PM
(https://i.imgur.com/6gD09sqm.png)

Updated to 1.3
(I highly recommend updating)

  • Fixed passing pawns to world when saving a map, thus leading to some duplicate errors which made the game messy and some mods function improperly
  • Added a new preview image:)

Big thanks to mospidatru because he made this important fix possible
Title: Re: [B19] Faction Manager (v1.1)
Post by: mospidatru on November 03, 2018, 07:42:48 PM
Quote from: J.BEAR on October 15, 2018, 11:19:52 AM
......
heres the code when map unload fails due to KV weapon storage box exist on map

Exception while saving map: System.NullReferenceException: Object reference not set to an instance of an object
at WeaponStorage.BuildingUtil.FindThingsOfTypeNextTo<Verse.ThingWithComps> (Verse.Map,Verse.IntVec3,int) <0x0005a>
at WeaponStorage.Building_WeaponStorage.ReclaimWeapons () <0x00079>
at WeaponStorage.Patch_ScribeSaver_InitSaving.Prefix () <0x00084>
at (wrapper dynamic-method) Verse.ScribeSaver.InitSaving_Patch1 (object,string,string) <0x00032>
at Verse.SafeSaver.DoSave (string,string,System.Action) <0x00042>

Verse.Log:Error(String, Boolean)
FactionManager.PersistenceUtility:SaveMap(Map, String)
FactionManager.PersistenceUtility:UnloadMap(Map, String, Boolean)
FactionManager_SetUpCamp.<>c__DisplayClass1_0:<DrawOutpostRow>b__2()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


@TGPArcher i am make pull request on github with support this mod
https://github.com/TGPArcher/FactionManager/pull/1
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: TGPArcher on November 03, 2018, 08:28:58 PM
(https://i.imgur.com/6gD09sqm.png)

Updated to 1.4


  • Added support for [KV] Infinite Storage (https://ludeon.com/forums/index.php?topic=37698.0)

Thanks again to mospidatru (https://ludeon.com/forums/index.php?action=profile;u=88485) for his contribution
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Bunkier on February 13, 2019, 02:56:48 PM
Holy shit, that's amazing mod!
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: R e h a n on April 08, 2019, 05:00:23 AM
uhh i got issue when playing 1.0.2231 (yea steam auto update) when i load colonies that i unloaded in 2219 (or what ever 1 update before 2231) , suddenly colony GUI disappear, many pawn cannot find their pawns and when i click world, all of GUI is dissappearing and the only ways i get out is from task manager. pls help ASAP
heres the log:
Exception filling window for FactionManager.MainTabWindow_Colonies: System.NullReferenceException: Object reference not set to an instance of an object
  at FactionManager.ColoniesManagerTabDef+<>c.<DrawManagerRect>b__0_0 (RimWorld.Planet.Settlement settlement) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.Planet.Settlement].FindAllStackBits (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.Planet.Settlement].FindAll (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at FactionManager.ColoniesManagerTabDef.DrawManagerRect (Rect outRect, UnityEngine.Vector2& scrollPosition, System.Single& scrollViewHeight) [0x00000] in <filename unknown>:0
  at FactionManager.MainTabWindow_Colonies.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
and my mods are:
li>ModCheck</li>

<li>Core</li>

<li>HugsLib</li>

<li>JecsTools</li>

<li>Prison Labor</li>

<li>Faction Manager</li>

<li>Humanoid Alien Races 2.0</li>

<li>Simple sidearms</li>

<li>Adeptus Mechanicus: Armoury R1.0</li>

<li>Adeptus Mechanicus Magos Xenobiologis R1.0</li>

<li>[CP] Red Horse Furniture (1.0)</li>

<li>Faction Discovery</li>

<li>More Faction Interaction</li>

<li>Rimatomics</li>

<li>VGP Vegetable Garden</li>

<li>VGP Garden Gourmet</li>

<li>VGP Garden Drinks</li>

<li>Smokeleaf Industry</li>

<li>Locks</li>

<li>RunAndGun</li>

<li>Project Armory 1.2</li>

<li>[1.0] Android tiers</li>

<li>[XND] Proper Shotguns</li>

<li>What the hack?!</li>

<li>Ushanka! 1.0.0</li>

<li>[T4] Stalin's Weapon Pack</li>

<li>RT's Weapon Pack Reloaded (1.0)</li>

<li>Ni'Hal 1.0</li>

<li>Quarry</li>

<li>Frontline - Trenches</li>

<li>Real Ruins</li>

<li>[CP] Rimmu-Nation - Clothing (All Craftable!) (1.0)</li>

<li>Flags and Banners</li>

<li>Crystalloid (Rewrite)</li>

<li>Reich Armory [1.0]</li>

<li>Android tiers HellDrone-Extension </li>

<li>[CP] Rimmu-Nation - Weapons (1.0)</li>

<li>Rimsenal</li>

<li>MendAndRecycle</li>

<li>Rimsenal - Security pack</li>

<li>Rimsenal - Federation</li>

<li>GouRIMet</li>

<li>Dubs Bad Hygiene</li>

<li>MiningCo. Alert speaker</li>

<li>Advanced Biomes</li>

<li>Mod Manager</li>

<li>GlitterWorld Prime [Unstable]</li>

<li>PhiClient</li>

<li>Rambo Weapons Pack</li>

<li>[XND] TE Turret Expansion</li>

<li>[XND] Turret Extensions</li>

<li>[Ods] Third Reich - Uniforms </li>

<li>Religions of Rimworld</li>

<li>Half-Rim 2</li>

<li>Definitely More Cannons</li>

<li>[RH] Faction: Umbra Company (1.0)</li>

<li>[RH] Faction: Militaires Sans Frontieres (1.0)</li>

<li>[CP] Metal Gear Solid - CQC Takedown (1.0)</li>

<li>[RH] Faction: The Ghosts (1.0)</li>

<li>[Ods] Kaiser Reich's Imperial Army - Apparel</li>

<li>1- UN-Colony [1.0]</li>

<li>2- UN-Furniture [1.0]</li>

<li>American Civil War Weapons 1.0.0</li>

<li>Apparel Gizmos From Comps [V1]</li>

<li>Suicide Vest [V1]</li>

<li>[1.0] Combat Shields</li>

<li>Gas Traps And Shells</li>

<li>Prisoner Capture and Manipulation</li>

<li>[CP] Rimmu-Nation - Clothing (1.0)</li>

<li>Tiberium Rim Factions</li>

<li>RIMMSLoadUp</li>

<li>[1.0] Defenses Expanded</li>

<li>FrameRateControl</li>

<li>Questionable Ethics</li>

<li>Soviet Armory [1.0]</li>

<li>Startup impact</li>

<li>Combat Training</li>

<li>Submunition Projectiles</li>

<li>Death Rattle</li>

<li>Disasters</li>

<li>Rimefeller</li>

<li>[Ods] SCP Early Access (READ DESC)</li>

</modNames>
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: TGPArcher on April 12, 2019, 08:48:47 AM
Quote from: R e h a n on April 08, 2019, 05:00:23 AM
uhh i got issue when playing 1.0.2231 (yea steam auto update) when i load colonies that i unloaded in 2219 (or what ever 1 update before 2231) , suddenly colony GUI disappear, many pawn cannot find their pawns and when i click world, all of GUI is dissappearing and the only ways i get out is from task manager. pls help ASAP

Sadly I don't have the means and time to reproduce the error you are having. But I would do the following things if I was in your place.
1) reinstall the mod
2) put it lower on the priority list
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: ErikMcAwful on May 25, 2019, 07:09:39 AM
 This mod is fantastic, but it suffers a bit from not being updated. It works if you really want it to work, but one can expect halts and hiccups often. Any chance of this ever seeing an update?
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: diegol07 on July 07, 2019, 01:10:14 PM
Thank you
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Skynert on September 07, 2019, 01:16:32 PM
Question before i download. I have set up camp. Do I need to download this from topic and delete my version or what?
Title: Re: [B19] Faction Manager
Post by: Tocato on September 24, 2019, 06:43:01 PM
Quote from: TGPArcher on October 09, 2018, 07:56:11 AM
Quote from: onerous1 on October 08, 2018, 10:17:08 PM
So do all colonies share the same date and time even when 'on hold'? Or can you advance one colony to a certain time and unpause another colony in 'the past' so to speak?

Because you have a faction every colony shares time,research,registered logs etc. When you unload a colony and play for a time (ex you complete the whole research tree and spend 1 year in game) when you'll load it again it will have the research tree completed and time will be advanced by 1 year, but all the things will be as you left them
do loaded colonies and their respective colonists age? Or does the freeze apply to them? Would be problematic for colonists who spawned together to have an age difference after some time before being unloaded
Title: Re: [B19] Faction Manager
Post by: Ruisuki on October 07, 2019, 07:15:55 PM
Quote from: Tocato on September 24, 2019, 06:43:01 PM
Quote from: TGPArcher on October 09, 2018, 07:56:11 AM
Quote from: onerous1 on October 08, 2018, 10:17:08 PM
So do all colonies share the same date and time even when 'on hold'? Or can you advance one colony to a certain time and unpause another colony in 'the past' so to speak?

Because you have a faction every colony shares time,research,registered logs etc. When you unload a colony and play for a time (ex you complete the whole research tree and spend 1 year in game) when you'll load it again it will have the research tree completed and time will be advanced by 1 year, but all the things will be as you left them
do loaded colonies and their respective colonists age? Or does the freeze apply to them? Would be problematic for colonists who spawned together to have an age difference after some time before being unloaded
im also wondering this
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: samordsa on January 20, 2020, 04:26:30 AM
I uploaded the mod to steam for those whom are interested... have notified TGPArcher github of it... sadly it seems for the moment there will be no more updates to the mod currently. 

If I must take it down just let me know both Set Up Camp Mod and Faction Manager 1.4
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Hydromancerx on March 09, 2020, 06:30:08 PM
Any plans for a 1.1 update?
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Wiseman05 on March 09, 2020, 07:55:24 PM
Made an account specifically to ask about this Mod (Though I'm thinking of sticking around since I got like, 3,000+ hours in Rimworld already).

Are there any plans to update this to 1.1? Currently, it's my #1 essential mod and is the only reason I haven't updated from 1.0 since my current playstyle is making large colonies, and then shuffling a good chunk of members off into other colonies all centered around themes and ideas and rinsing and repeating. It has great synergy with More Faction Interaction, Faction Control, and from what I tested, the 1.0 version of Empire that was recently released. All of those coupled together turn Rimworld into an entirely new game and is really the biggest contributor to my longevity in playing it.
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Piotrov on March 10, 2020, 10:07:52 AM
Just Registered for this mod. Would also love for this to get an 1.1 update.
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: MatriX on March 19, 2020, 11:33:30 AM
Can you update to 1.1, I would really appreciate it...One of the best mods ever :)
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Jon Tash on March 21, 2020, 07:07:28 AM
Is there any news about this mod? Is it abandoned? Or is someone going to take it over?
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Papa_Joe on March 21, 2020, 08:51:43 PM
For those patiently waiting for a new release, I have updated the code and recompiled for RimWorld 1.0 and 1.1 support.

I make no claims to maintenance or ownership of the code.  I only offer this as an interim.  If the original author returns, his code is his code.  I have posted a pull request and hope for the best.

Until then:  https://github.com/PapaJoesSoup/FactionManager/releases/tag/1.4b9

Any issues, please post them on my github site.  Please, do not clutter this thread.  Thanks!  Enjoy!
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Ruisuki on May 12, 2020, 06:28:39 AM
cant unload a colony. whys is this?
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Lex Silvas on July 21, 2020, 06:47:26 PM
Please Update to 1.1  ;)
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Lazla on November 28, 2020, 02:40:42 PM
Can anyone make 1.2 unofficial patch?
Or does this work without problems?
This + empire mod makes whole game into something far greater specially with royalty dlc (thou its over prized)
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Canute on November 28, 2020, 03:07:36 PM
No 1.2 version to see and 1.0 won't work for 1.2
Maybe try out
Faction Control
https://ludeon.com/forums/index.php?topic=45519.0
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Ryan123220 on November 28, 2020, 07:58:36 PM
Quote from: Canute on November 28, 2020, 03:07:36 PM
No 1.2 version to see and 1.0 won't work for 1.2
Maybe try out
Faction Control
https://ludeon.com/forums/index.php?topic=45519.0

Two entirely different mods that do completely different things.

The 1.1 fix above seems to work almost completely fine in 1.2. The only issue I have seen is the harmonizers will bug out if you switch pawns around between colonies then shut down before the harmonizer buff goes away you will have a bugged mood buff, but that is fixable with character editor or just waiting for the buff to go away before shutting down if you do shift pawns around just before closing a base down.


Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: mospidatru on December 13, 2020, 08:56:26 AM
Updated for RW1.2: https://github.com/bananasss00/FactionManager/archive/master.zip
and plugin for SetupAndCamp: https://github.com/bananasss00/FactionManager/files/5684665/FactionManager-SetUpCamp.zip
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Wiseman05 on January 08, 2021, 01:42:05 PM
Thank you for updating this! This is perfect for my current setup with Empire + Rimwar + Faction Control. Makes the game feel completely different.
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: EliasRipley on February 04, 2021, 02:44:11 PM
Thanks to those who have been keeping this mod updated!
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Lex Silvas on February 08, 2021, 05:39:29 PM
Quote from: mospidatru on December 13, 2020, 08:56:26 AM
Updated for RW1.2: https://github.com/bananasss00/FactionManager/archive/master.zip
and plugin for SetupAndCamp: https://github.com/bananasss00/FactionManager/files/5684665/FactionManager-SetUpCamp.zip

You are the best. Thank u very much mate  ;) ;) ;)
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: vandal on August 03, 2021, 04:27:27 AM
is it possible to have a colony be unloaded but still aging? would pair well with a colony made up of babies from children and pregnancy and their parents so they can age up without having to be useless for a while, and let you focus on a secondary colony during this without having to worry about raids and whatnot
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Lazla on August 03, 2021, 02:07:07 PM
Quote from: mospidatru on December 13, 2020, 08:56:26 AM
Updated for RW1.2: https://github.com/bananasss00/FactionManager/archive/master.zip
and plugin for SetupAndCamp: https://github.com/bananasss00/FactionManager/files/5684665/FactionManager-SetUpCamp.zip

Thank you!
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Lazla on August 03, 2021, 02:08:58 PM
Quote from: vandal on August 03, 2021, 04:27:27 AM
is it possible to have a colony be unloaded but still aging? would pair well with a colony made up of babies from children and pregnancy and their parents so they can age up without having to be useless for a while, and let you focus on a secondary colony during this without having to worry about raids and whatnot

Though same thing, but you can just use Character editor to manually do that.
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Kailan7401 on August 05, 2021, 11:28:55 PM
I don't suppose there's a 1.3 version of this in the works by anyone, is there?
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Canute on August 06, 2021, 03:42:49 AM
I don't suppose you learned how to use search function of various website ?
When you search the workshop for 1.3 + manager you find
https://steamcommunity.com/sharedfiles/filedetails/?id=2558335251&
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Kailan7401 on August 06, 2021, 09:15:29 PM
Quote from: Canute on August 06, 2021, 03:42:49 AM
I don't suppose you learned how to use search function of various website ?
When you search the workshop for 1.3 + manager you find
https://steamcommunity.com/sharedfiles/filedetails/?id=2558335251&

You seem like you'd be fun at parties. I do genuinely appreciate your help though, thank you very much :)
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: EliasRipley on August 16, 2021, 02:20:55 PM
Quote from: Canute on August 06, 2021, 03:42:49 AM
When you search the workshop for 1.3 + manager you find
https://steamcommunity.com/sharedfiles/filedetails/?id=2558335251&

This one doesn't seem to work for me.
Also no Set Up Camp compatibility. =(

Is the original mod author still alive / active?
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Lazla on April 02, 2022, 06:40:48 PM
Does anyone know if there is Ideologies error that removes roles when map is saved/loaded..
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Ruisuki on April 11, 2022, 07:21:06 PM
Will frozen colonies still age? is it possible to do?
Title: Re: [1.0] Faction Manager (4-11-2018)
Post by: Ruisuki on April 22, 2022, 02:59:29 AM
can unloaded colonies age? or do they freeze completely. since you mentioned immersion in your op I hoped itd be possible that they still grew old instead of acting like cryptosleep for your secondary pawns