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RimWorld => Mods => Releases => Topic started by: Dr_Zhivago on November 19, 2018, 02:26:13 AM

Title: [1.0] DocWorld
Post by: Dr_Zhivago on November 19, 2018, 02:26:13 AM
A patch mod for fixing Vanilla RimWorld, and associated mods, in my own vision. Check out the links and code below.
Not save-friendly if currently using Dubs Bad Hygiene AND RF Fertile Fields. Either mod alone is fine.

For a brief overview, the "Patches" folder has every patch named after the two mods/categories that are modified. The basics are: mod moves items to new tabs and organizes layout, balances some recipes for various items, enhances minaturisation abilities, improves inter-mod compatability.

v1.0 Downloads
New Link (https://ludeon.com/forums/index.php?topic=47165.0)



Credits:
    Lanilor- for helping me learn xpath patching on the Discord.
    Mehni- for his time and patience on the Discord.
    NotFood- for showing the way of the dragon.
    Yehn- for helping with xml codes on the Discord.
Title: Re: [1.0] DocWorld
Post by: Canute on November 19, 2018, 02:49:13 AM
Dr_Zhivago,
let me suggest that you add the changelog.txt at your posting, just put it into [ code] so it is easyer to read.
So people geting a clue about that mod, without opening other websites first.
Title: Re: [1.0] DocWorld
Post by: Asero on November 19, 2018, 03:00:28 AM
Quote from: Canute on November 19, 2018, 02:49:13 AM
Dr_Zhivago, let me suggest that you add the changelog.txt at your posting, just put it into [ code] so it is easyer to read.
So people geting a clue about that mod, without opening other websites first.

Agreed. Went to both links and still don't have a clue, much less find any changelogs in the process.
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 19, 2018, 03:15:57 AM
Quote from: Asero on November 19, 2018, 03:00:28 AM
Agreed. Went to both links and still don't have a clue, much less find any changelogs in the process.

Copy that, I'll do it now.
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 27, 2018, 02:34:58 AM
Mod Updated for the second release, notes posted in code above.
Title: Re: [1.0] DocWorld
Post by: HSneak on November 27, 2018, 02:49:44 AM
What would be the way to add this mod in a game where Dub Bad Hygiene is loaded ?
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 27, 2018, 03:09:02 AM
Quote from: HSneak on November 27, 2018, 02:49:44 AM
What would be the way to add this mod in a game where Dub Bad Hygiene is loaded ?

If it is an on-going game it will break it with Dubs Bad Hygiene. Otherwise, mod load order should not matter. If you do happen to run into an issue, put it at the bottom. It's super lightweight and only patches the mods you have installed, and that it's coded to patch.

Aka: Not save friendly with Dubs Bad Hygiene, load anywhere.
Title: Re: [1.0] DocWorld
Post by: HSneak on November 27, 2018, 03:18:06 AM
QuoteAka: Not save friendly with Dubs Bad Hygiene, load anywhere.

I got that, so I guess there's no "patching around" to do in order to make it save friendly ? something like perhaps deleting all Dubs items in an ongoing game then re-installing them ? or perhaps just skip the Dubs patches (like deleting the files for it) ? can this work ?? (thx for the fast answer btw :) )
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 27, 2018, 03:25:01 AM
Quote from: HSneak on November 27, 2018, 03:18:06 AM
QuoteAka: Not save friendly with Dubs Bad Hygiene, load anywhere.

I got that, so I guess there's no "patching around" to do in order to make it save friendly ? something like perhaps deleting all Dubs items in an ongoing game then re-installing them ? or perhaps just skip the Dubs patches (like deleting the files for it) ? can this work ?? (thx for the fast answer btw :) )

Well I specifically remove items from Dubs Bad Hygiene that I find redundant with RF Fertile Fields... However I may be able to do it in a save-friendly way. I will get back to you on that. It might actually be an easy thing. However then it would not be save friendly if you use "Dubs Bad Hygiene" AND "RF Fertile Fields".

If you do it in your method then it would be save-friendly. You just need to remove the items ingame that I remove with the patch. So that would mostly be composting items. Infact it might only be composter items.
Title: Re: [1.0] DocWorld
Post by: HSneak on November 27, 2018, 04:57:42 AM
I'm a lil' lost, should I delete "Compost Barrel" (from RF I think), or something from Dubs ? or perhaps wait a more save friendly version of your mod ??

Whatever it is, thx for your time ^^
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 27, 2018, 05:17:30 AM
Quote from: HSneak on November 27, 2018, 04:57:42 AM
I'm a lil' lost, should I delete "Compost Barrel" (from RF I think), or something from Dubs ? or perhaps wait a more save friendly version of your mod ??

Whatever it is, thx for your time ^^

For now if you want it to be save-friendly with Dubs Bad Hygiene, go into the "Patches" folder and hide or delete the "DubsBadHygiene_PersonalPreferences.xml" file. Then you can replace it with the file attached to my comment. We will call this a temporary fix, until I work out some kinks. You do not have to remove anything in-game with this file.

When I do complete the fixed patch, it will probably continue to break saves, if the biosolids and composter from "Dubs Bad Hygiene" are used. However I'm aiming to make it so it will only break a save IF you use "Dubs Bad Hygiene" AND "RF Fertile Fields". Currently it'll break saves IF you use "Dubs Bad Hygiene". This is because I find the Dub's composting redundant with RF Fertile Fields, so I've removed the composting elements (research, workgivers, buildings, etc...).

[attachment deleted due to age]
Title: Re: [1.0] DocWorld
Post by: HSneak on November 27, 2018, 06:37:36 AM
Great !

I do use both of RF and Dubs, but only composting options from RF (still I researched Septic tanks from Dubs), anyway I'll stick to your temp fix for now.
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 27, 2018, 10:46:45 PM
Update pushed for a fix to some patches, previously generated error logs should now be resolved. Aside from the 4 generated from removing Dubs Hygiene items.
Title: Re: [1.0] DocWorld
Post by: HSneak on November 29, 2018, 04:09:08 AM
If research is impossible with this mod while using Dubs AND RF is what you meant by "not save friendly" then please ignore this whole comment.

I noticed that either using the 1.0.3 with Tempfix you sent me or the new 1.0.4 blocks my research (no pawn does the job, and right-clicking the research table doesn't show the "cannot force it, it's a long term something"). Not loading the mod fixes the issue (even on a save that was made with it loaded).

My loaded mods for the info : https://pastebin.com/3q58ezVx (I suggest using the search feature of your browser to find X/Y mod).

If there's no problem for other people, then don't bother with this matter.

More details about this problem :

- Loaded 1.0.3 with temp fix, and played a while, saved many times.
- Updated to 1.0.4, played a little, ignored error messages about "Dubs composter jobs" (Fill and something else) and saved (the errors didn't occur again after saving & loading).
- Noticed there's no research.
- With 1.0.4, loaded a previous save (before installing DocWorld at all), no research.
- Tried the temp fix on 1.0.4 on the save made with 1.0.3, no research.
- Downgraded to 1.0.3 with temp fix and reloaded the save made with it, no research.
- While using the 1.0.3 with temp fix, reloaded a previous save made before installing DocWorld at all, no research.
- Removed the mod totally, research is available on all saves (even post DocWorld 1.0.3 fix & 1.0.4).
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 29, 2018, 04:32:49 AM
Quote from: HSneak on November 29, 2018, 04:09:08 AM
I'm pretty.

Try this. Use the latest released version on GitHub. Go into  DocWorld/Patches/DubsBadHygiene_RFFertileFields.xml.
Find
<!--ResearchProjects_Hygiene-->
    <li Class="PatchOperationRemove">
    <xpath>/Defs/ResearchProjectDef[defName="SewageSludgeComposting"]</xpath>
    </li>
    <li Class="PatchOperationReplace">
    <xpath>/Defs/ResearchProjectDef[defName="WaterFiltration"]/prerequisites</xpath>
    <value>
    <prerequisites>
      <li>SepticTanks</li>
    </prerequisites>
    </value>
</li>


Delete that whole section of code. If that does not work, try this:

Delete the whole XML file "DubsBadHygiene_RFFertileFields.xml"

FYI I'm planning on releasing some newer updates soonish. Might like em.
Title: Re: [1.0] DocWorld
Post by: HSneak on November 29, 2018, 06:21:58 AM
Quote from: Dr_Zhivago on November 29, 2018, 04:32:49 AM
Quote from: HSneak on November 29, 2018, 04:09:08 AM
I'm pretty.

Wut ? x)

Quote from: Dr_Zhivago on November 29, 2018, 04:32:49 AM
Delete that whole section of code.

That worked, DocWorld 1.0.4, with the section deleted gives research back. For now everything seems fine = pawns do research & right-clicking the table shows the "impossible to force, long term etc..." (except the errors "Could not load reference to RimWorld.WorkGiverDef named UnloadComposter / FillComposter" which is normal I think, since your mod deletes the jobs for it. The errors disappear after saving & loading)

Thank you :-)

P.S : I'm no expert, but can't you just remove the objects from the mod and let research present, or add them to a "Redundant" hidden tab ? in order to keep save-friendliness (perhaps even for futur mods ?)
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 29, 2018, 06:44:44 AM
Quote from: HSneak on November 29, 2018, 06:21:58 AM
P.S : I'm no expert, but can't your just remove the objects from the mod and let research present, or add them to a "Redundant" hidden tab ? in order to keep save-friendliness (perhaps even for futur mods ?)

The thing is, I'm removing more than just research with that XML. I'm removing all Dubs Hygiene related composting things. So if you ever used Dubs' soil, biosolids, composting, related research, etc... It'll potentially break your save. That's why if you delete that one XML, the patch becomes save-friendly. I just don't bother describing how to do it because it causes confusion. Easier to label it as "not save-friendly IF...". Maybe I'll get around to writing a brief tutorial on making it save-friendly. Because it's literally only that one XML that causes issues, and that's only IF you use the two mods, and only IF you used the composting functions.

Anywho. Update is out. Do the same thing I suggested previously if you want to use the new update.
Title: Re: [1.0] DocWorld
Post by: HSneak on November 29, 2018, 07:01:02 AM
Great !

I just noticed the changelog "Vanilla beds require cloth to build." is this by default ?

Because there's Telkirs "T's Mods" (https://ludeon.com/forums/index.php?topic=4373.0) which already makes changes to beds (adds some and either make them [with vanilla] require cloth or not).
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 29, 2018, 07:06:20 AM
Quote from: HSneak on November 29, 2018, 07:01:02 AM
I just noticed the changelog "Vanilla beds require cloth to build." is this by default ?

In Vanilla RimWorld you do not need cloth to build a bed. I was inspired by his mod to include cloth with this patch. I haven't added any bed types, so it's all still vanilla, but the recipe to make the bed changed to add cloth. However I am using "[sd] goodnight" beds myself, as I like the variety.
Title: Re: [1.0] DocWorld
Post by: HSneak on November 29, 2018, 07:15:17 AM
Since your mod mainly makes changes ONLY IF another mod is loaded, I thought perhaps you should avoid gameplay mechanic changes from your mod alone (perhaps making all beds, vanilla and modded, require cloth IF "T-MoreBedsCloth" is loaded, or something like that), but it's up to you of course.

EDIT : "..in my own vision." I just re-read your mod description, so yeah, up to you.
Title: Re: [1.0] DocWorld
Post by: Dr_Zhivago on November 29, 2018, 02:46:01 PM
Quote from: HSneak on November 29, 2018, 07:15:17 AM
Since your mod mainly makes changes ONLY IF another mod is loaded, I thought perhaps you should avoid gameplay mechanic changes

That's fair. I am trying to keep vanilla changes to a minimum. So far only vanilla changes are miniaturisation, tab organization, and cloth beds. I feel like cloth beds should be standard in vanilla because it seems silly to me that people sleep on just wood or just steel, for example. If you dislike any of the patches I make, you can always remove them. I'm trying to make them fairly modular. All you need to do is go into the "Patches" folder and find the patch you dislike. So in this case we could go to "Vanilla_ClothBeds" and delete that XML. I've tried to provide a short description of each patch at the top once it's opened, and name them intuitively, so that you can find what you want at a glance.

New Topic: https://ludeon.com/forums/index.php?topic=47165.0