Hi!
I've added some new features to this mod after learning a bit better how to work with the dlls.
Would love some help with the textures if anyone wants to make them for the
Scrap Table,
Study Table and
Auto Trader Console
Features:
- [Updated] Automatically strip corpses inside your Home Zone. This is no longer just a hack that explodes the gear! I've added it to the colonist's AI. It's a low priority hauling task, so any colonists with Haul enabled will do it after he's done with the rest.
- [Updated] Automatically unforbid any forbidden item that's haulable inside your Home Zone and automatically haul all Chunks in your Home Zone. This is now a separate download because based on feedback some people would not like this feature. I've removed the keybind to make it 100% compatible with other mods and building shortcuts. If you want to turn it off just disabled the mod.
- A "Scrap Station" building to extract Cloth from cheap Apparel so you don't have to drag-vendor them one by one. I don't have the C# skills to make it extract the correct cloth, specially keeping compatibility with Fabric/Leather adding Mods such as Cybernetic Storm. So it just extracts Cloth :-\
- [New] An "Auto Trader" building that you can configure to make your pawns with Social skills (Warden job must be enabled) to automatically buy or sell items based on rules. You add the desired item to the list and configure how many of them you want to keep in stock. Works with items from other mods if they show up on Trade Ship stock!
- [New] A "Study Table" building that you put on your colonist's private room to make them study when they would be idle. This is mostly to prevent slow downs in year 4+ when you have many idle colonists. The colonist needs to be able to do "Intellectual" jobs and have Research enabled. He will slowly gain XP in a random area he has Passion (Burning Icon), with Major Passion having a greater chance. Maybe I'll add other "idle" buildings for dumb colonists :P
- EDIT: I've decided to remove the rebind of Haplo's Colonist Grouping from this pack, since its not adding any new functionality and might create incompatibilities later when I might not have time to fix them.
You should still check out his awesome mod at: https://ludeon.com/forums/index.php?topic=3612.0 (https://ludeon.com/forums/index.php?topic=3612.0)
Any feedback is appreciated. The Auto Trader will probably need some play-testings to iron out any bugs..
IMPORTANT: Delete any previous version of the mod before installing this one!Some Screens:
(http://i.imgur.com/EeSCxhK.jpg?1)
(http://i.imgur.com/L97TUtO.jpg?1)
[attachment deleted due to age]
I love the idea of this mod. However, I would like to see at least 1 more group keybinding. When I use Miscellaneous' version of it I set up 2 battle position settings. One for the first line of defense and the other for a fallback position in case we get overrun by melee guys or they somehow find a way past us. I'm not sure I like it replacing the speed buttons though. 1 - 4 are used frequently by me. If you wanted to set the buttons to 5 and 6 it wouldn't interfere with the game speed controls and it would still be within reach of the left hand. I'll definitely be using the auto-strip feature of this mod a lot, not sure I'll be using the unforbid thing that much because I often set up piles of stuff which I then forbid till I need them for various purposes. But it's pretty cool that it is there especially in the early game.
Excellent points. I didn't realize that by pressing SHIFT-1 I was changing the game speed. Added group #2 back and Changed to SHIFT-E,Q.
I'd love to use this, but forcing eating and sleeping is too valuable for me to give up, particularly in the end game where you have 10 plus colonists in need of mental help.
Is there a way I can just utilize the force strip (giggity) and unforbid?
I actually butchered Haplo's mod for my own using and made it into just the colonist positions and forced sleep and eat, and nothing else.
You can keep using Haplo's default mod or your own modded alongside mine and everything should work.
nice! if this mod could now somehow mark corpses to be stripped so that colonists can be involved, it would be perfect
oh my gods, the auto unforbid is what I was looking for.
Quote from: hyprformnce on December 28, 2014, 12:45:37 PM
nice! if this mod could now somehow mark corpses to be stripped so that colonists can be involved, it would be perfect
Check out the new version :)
Quote from: alphalol on January 02, 2015, 10:09:13 PM
Quote from: hyprformnce on December 28, 2014, 12:45:37 PM
nice! if this mod could now somehow mark corpses to be stripped so that colonists can be involved, it would be perfect
Check out the new version :)
Auto trading and stripping?? this mod is incredible, thanks!
I just got a chance to use the first version of this mod last night. At first I thought it wasn't working but then I realized that I didn't have the area where the bodies were set to home zone. As soon as I added home zone there the bodies were all naked and gear was all over the place. I definitely liked it. I'll try to test the new version soon too. That study table is pretty interesting sounding. The auto-trader might be pretty cool too. I did like the keybinding thing from Haplo's mod, but the fact that I couldn't use Q and E to rotate items without sending everybody to their battle positions was a little annoying. But since it's not in this mod anymore I guess I don't have to get used to it now.
Keep up the good work man, this is shaping up to be a nice little mod.
With this mod enabled, i can no longer give orders to colonist using the right mouse button without drafting them first. is this intended or am i having some kind of compatibility issue? I was really interested in the study table but it seems a bit of a high price to pay. :(
this needs a new game ?
Quote from: BajtMe on January 03, 2015, 07:25:49 AM
With this mod enabled, i can no longer give orders to colonist using the right mouse button without drafting them first. is this intended or am i having some kind of compatibility issue? I was really interested in the study table but it seems a bit of a high price to pay. :(
Sorry about that, fixed and reuploaded AlphaTweaks.7z
Quote from: Patrykbono20 on January 03, 2015, 07:34:03 AM
this needs a new game ?
It shouldn't break your current game but some features might not work. If you have a previous version of this mod you 100% need a new game.
Quote from: alphalol on January 03, 2015, 10:56:18 AM
Sorry about that, fixed and reuploaded AlphaTweaks.7z
Wow! That was fast. Thank you. :D
Wow, from a great idea you made it into a beautiful fix.
HI! I like your mod very much, but i have right mouse button command menu issue on random colonists on fixed version of AlphaTweaks. Please help i cant prioritise many colonists commands, cant haul or take weapon if not drafted.
After the start of the new colony, the menu has all the colonists, but after some playing time, some random colonists menus disappear. Drafted colonists RMB menus working as it should.
The logs show this error, i think EdbInterface Mod conflicting.
NullReferenceException: Object reference not set to an instance of an object
at Alpha.AlphaTweaks.WorkGiver_StudyTable.JobOnThing (Verse.Pawn pawn, Verse.Thing thing) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMaker.ChoicesAtFor (IntVec3 clickCell, Verse.Pawn myPawn) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMaker.TryMakeFloatMenu (Verse.Pawn myPawn) [0x00000] in <filename unknown>:0
at RimWorld.Selector.HandleWorldClicks () [0x00000] in <filename unknown>:0
at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0
at EdB.Interface.MainTab_Inspect.TabOnGui () [0x00000] in <filename unknown>:0
at EdB.Interface.MainTabsRoot.GameControlsOnGUI () [0x00000] in <filename unknown>:0
at EdB.Interface.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0
at VerseBase.Root.OnGUI () [0x00000] in <filename unknown>:0
Thank you in advance for your help!
Like your mod man, two things i find annoying. one is what Lj71 posted with not beeing able to give hauling commands
the other is more comp issue and not your fault. the auto strip does not strip jaffas.
I give it a A anyway:D
Quote from: alphalol on January 03, 2015, 10:56:18 AM
Sorry about that, fixed and reuploaded AlphaTweaks.7z
This seemed to be fixed at first but the problem reappears after playing for a while
Shame, hopefully you can find a definitive solution, this is a great mod
Until I either dig up comments about apps that extract 7z, or find an app, can you please change it to .rar or .zip? Also, any other comments to help me find where to go would be much appreciated.
Quote from: Iwillbenicetou on January 04, 2015, 03:16:34 PM
Until I either dig up comments about apps that extract 7z, or find an app, can you please change it to .rar or .zip? Also, any other comments to help me find where to go would be much appreciated.
download the 7zip program to extract 7z files. It's easy to find if you google 7zip.
Quote from: Igabod on January 04, 2015, 03:26:23 PM
Quote from: Iwillbenicetou on January 04, 2015, 03:16:34 PM
Until I either dig up comments about apps that extract 7z, or find an app, can you please change it to .rar or .zip? Also, any other comments to help me find where to go would be much appreciated.
download the 7zip program to extract 7z files. It's easy to find if you google 7zip.
I found it on the Zombie Apocalypse mod by digging it up. I found it here: https://ludeon.com/forums/index.php?topic=3635.msg60830#msg60830 (https://ludeon.com/forums/index.php?topic=3635.msg60830#msg60830)
I'm still so confused :(
Quote from: Lj71 on January 04, 2015, 10:10:50 AM
HI! I like your mod very much, but i have right mouse button command menu issue on random colonists on fixed version of AlphaTweaks. Please help i cant prioritise many colonists commands, cant haul or take weapon if not drafted.
After the start of the new colony, the menu has all the colonists, but after some playing time, some random colonists menus disappear. Drafted colonists RMB menus working as it should.
The logs show this error, i think EdbInterface Mod conflicting.
NullReferenceException: Object reference not set to an instance of an object
at Alpha.AlphaTweaks.WorkGiver_StudyTable.JobOnThing (Verse.Pawn pawn, Verse.Thing thing) [0x00000] in <filename unknown>:0
Ugh, I fixed a null ref for the strip corpses job, but missed this one...I played a long game now with no problems with float menu so let me know if it happens again. This should not need a new game
Quote from: solnar on January 04, 2015, 10:34:49 AM
Like your mod man, two things i find annoying. one is what Lj71 posted with not beeing able to give hauling commands
the other is more comp issue and not your fault. the auto strip does not strip jaffas.
I give it a A anyway:D
Jaffas? is that a custom faction? Send me a link to the mod and I'll try to fix if its on my end
Stargate - Jaffa, Kree! (https://ludeon.com/forums/index.php?topic=7869)
Quote from: solnar on January 04, 2015, 10:34:49 AM
Like your mod man, two things i find annoying. one is what Lj71 posted with not beeing able to give hauling commands
the other is more comp issue and not your fault. the auto strip does not strip jaffas.
I give it a A anyway:D
So I downloaded this faction and it worked for me. Have you made sure the corpse is in your Home Zone and that you have an idle worker? This should work regardless of the new version that fixes the Float Menu
(http://i.imgur.com/9gIEj3y.jpg)
Please help me with 7-Zip. I cannot play Rimworld without a sufficient amount of mods
http://www.7-zip.org/download.html (http://www.7-zip.org/download.html)
I can't believe people still use winrar in 2015 ::)
I use 7-Zip. I might have figured out how to use it.
Quote from: alphalol on January 04, 2015, 04:53:02 PM
So I downloaded this faction and it worked for me. Have you made sure the corpse is in your Home Zone and that you have an idle worker? This should work regardless of the new version that fixes the Float Menu
So the up on the left side is where the knife is, is where the jaffa was killed and xull is now hauling him to a grave. Idk, guess there is another mod that is conflicting here, but i got a butt-load of them installed :)
(http://i.imgur.com/lnMyy79.jpg)
Using this with the Apothacarius mod, when someone grabs a body and takes it to the Soylent Green machine, no stripping is done. I know this is due to this action not being done as part of Hauling, but as part of Cooking.
Just some rambling thoughts/questions - which mod would need an update to fix this? Should Apoth strip before picking up the body for processing? Or should Tweaks strip a corpse before any action non-Hauling action is taken? The workaround is to haul the bodies somewhere before they get processed.
Now it seems everything is working fine. Thank You very much!
Such a great mod :3
there wouldn't be a way to exclude dumping areas from autohaul? being designated to haul makes it unusable for crafting BUT with trashbins and unhoming the dump it works well too
I'm loving the AutoHaul, my only problem with it is, you can't assign the forbidden trait to medicine unless you remove the Home Zone. So your colonists will always use up the better medicine instead of the stacks of herbal medicine for scratches and such.
I love the Auto Trader. Would it be possible to either raise the limit on the auto-buy (so you can tell it to stock more than 9999 of an item) or just be able to set it to infinite?
Thank you! I ran into the disappearing right click menu bug in two separate games and began disabling chunks of addons (i use a lot) and yours was in the first group of nine. I appreciate you hard work and diligence :)
it would be cool for AutoTrader to add the option of selecting the material from which should be made items for selling\buying.
And I not found a club and tribalwear for choosing. Also about "add item" option, seems like in search field the cursor always jumps to the beginning. Because of that not easy to write a whole word.
Am i missing a trick with the auto trader? I have the building, i have potatoes set to keep 3000 (I currently have 4000+) Bulk traders comes (ive checked he can buy potatoes) colonist goes to auto trader building, is "trading" but nothing ever gets sold...
I'm running into the disappearing right click menu too unfortunately, I have the most recent update
Edit: My bad, forgot to delete the previous version, working fine now.
Amazing mod, thanks so much.
Quote from: skullywag on January 09, 2015, 04:30:28 AM
Am i missing a trick with the auto trader? I have the building, i have potatoes set to keep 3000 (I currently have 4000+) Bulk traders comes (ive checked he can buy potatoes) colonist goes to auto trader building, is "trading" but nothing ever gets sold...
Are all the potatoes within range of the trade beacon? Currently the seller unlike the buyer only counts items which are available for launch.
yep potatoes in the beacon zone. My overflow from my freezer goes to a beacon for selling, I can sell manually fine, the colonist goes over to start "trading" but nothing happens, i assume he wouldnt if there was nothing to do or is there everytime a bulk trader shows up?
is there a version of this without the scrap station? i already have another mod that renders it superfluous.
Does auto-strip/unforbid need a new game to work? It's not working for me.
Are the dead dudes in your home zone?
Quote from: skullywag on January 12, 2015, 04:14:40 AM
Are the dead dudes in your home zone?
Yep. Auto-unforbid wasn't working either. I started a new game though and it works.
As a suggestion, would it be possible to force pawns to strip corpses before cremation?
Found a fix for auto unforbid and study for an old save.
Save was missing crucial line:
"<li Class="Miscellaneous.MapComponent_AddRecipesToPawn" />"
which needs to be added to "<components> ... </components>" section.
Find "<components />" and replace it with:
<components>
<li Class="Miscellaneous.MapComponent_AddRecipesToPawn" />
</components>
If "<components />" does not exist in edited save search for "</components>"
and in line before found phrase insert
"<li Class="Miscellaneous.MapComponent_AddRecipesToPawn" />"
so after you will get something like this
<components>
<li Class="Simplemod" />
<li Class="Morecomplicatedmod" />
...
</li>
...
<li Class="Miscellaneous.MapComponent_AddRecipesToPawn" />
</components>
Is there any chance unforbid to not overrule me manually forbidding items? For example I often forbid medicine when I want guys to use herbal instead but it unforbids itself when in home zone.
my mods in your screen shots lol, free advertisement ;)
I have to say, i love this mod. Especially after adding Apparello and more factions, i got more and more tangled in busy work of stripping corpses, selling stuff and clean up my base- After adding your mod, 90% of that is gone.
One question though: While the autotrader works like a charm even after adding project armory and apparello, there are a few items i can't add. Even stranger, most of them seem to be vanilla items. Scyther knife protrusions and Miniguns amongst them. Not a huge thing, but maybe you fix that if you ever plan on updating this one.
In the screens, what is the mod that shows icons of your colonists in the top right?
Quote from: Dragonbored on January 27, 2015, 01:27:44 PM
In the screens, what is the mod that shows icons of your colonists in the top right?
That would be the EdB Interface UI Mod, which you can find here: https://ludeon.com/forums/index.php?topic=5258.0
Quote from: Pez on January 04, 2015, 11:19:31 PM
Using this with the Apothacarius mod, when someone grabs a body and takes it to the Soylent Green machine, no stripping is done. I know this is due to this action not being done as part of Hauling, but as part of Cooking.
Just some rambling thoughts/questions - which mod would need an update to fix this? Should Apoth strip before picking up the body for processing? Or should Tweaks strip a corpse before any action non-Hauling action is taken? The workaround is to haul the bodies somewhere before they get processed.
i have this issue. but one difference.... i do not have a work-around that strips.
i haven't tried this mod without soylent green, but i do have my haulers first haul the bodies to the freezer to keep the bodies from rotting (before the cook comes along and turns them to food) but the hauler is not stripping these corpses. i am forced to manually strip them before they go to the freezer.
i am using epyk pack. new world/save/colony. auto strip not working at all.
side note. not a fan of home zone re-un-forbidding my manual attempts at forbidding my medicine. i can set a non-home zone for the medicine, but the problem is that if i build any upgrades to my base near that area, the home zone will just automatically be created again, thus my meds will start being used without my noticing the home zone change.
Quote from: Feniks on January 21, 2015, 04:16:05 PM
Is there any chance unforbid to not overrule me manually forbidding items? For example I often forbid medicine when I want guys to use herbal instead but it unforbids itself when in home zone.
I usually use this bubblegum patch to workaround that, by removing the home zone from that square where i keep my medicines at! ;D Works like a charm, forbidden stays forbidden, and as long as I manually manage my homezone instead of letting the game make new homezones wherever I build, it stays that way.
Quote from: shhfiftyfive on January 28, 2015, 12:30:49 PM
Quote from: Pez on January 04, 2015, 11:19:31 PM
Using this with the Apothacarius mod, when someone grabs a body and takes it to the Soylent Green machine, no stripping is done. I know this is due to this action not being done as part of Hauling, but as part of Cooking.
Just some rambling thoughts/questions - which mod would need an update to fix this? Should Apoth strip before picking up the body for processing? Or should Tweaks strip a corpse before any action non-Hauling action is taken? The workaround is to haul the bodies somewhere before they get processed.
i have this issue. but one difference.... i do not have a work-around that strips.
i haven't tried this mod without soylent green, but i do have my haulers first haul the bodies to the freezer to keep the bodies from rotting (before the cook comes along and turns them to food) but the hauler is not stripping these corpses. i am forced to manually strip them before they go to the freezer.
i am using epyk pack. new world/save/colony. auto strip not working at all.
side note. not a fan of home zone re-un-forbidding my manual attempts at forbidding my medicine. i can set a non-home zone for the medicine, but the problem is that if i build any upgrades to my base near that area, the home zone will just automatically be created again, thus my meds will start being used without my noticing the home zone change.
I guess the best workaround for the automatic corpse stripping you could do is change in the Defs\WorkGiverDefs\Alpha_WorkGiverDefs.xml the
<defName>StripCorpses</defName>
<priorityInType>5</priorityInType>
By default its 5, so its on par with normal stuff when it comes to hauling, hauling corpses has a core priority of 10, so if you set your Priority for stripping corpses to 10 or 11, they should do that first things first if there is a corpse in your homezone that can be stripped, as in, whenever they haul a corpse into your base (homezone) and drop it on the floor, the next thing theyll do is notice that they can totally strip that corpse out of all it's worldly possessions, so they'll do that, and check if theres more corpses to be stripped, and head back out to haul more dead people to be stripped. ;D
This is atleast how I imagine it should work on those settings.
I like this mod so thanks for it, it makes it less time consuming and micro managing.
One thing i noticed though was that it was not auto stripping corpses, i checke the code and saw nothing about it :-\ Seems i needed AlphaTweeks over AutoHaul which i didn't know.
Shall install it now and enjoy the stripping of corpses.
Edit:
Damn, seems alphatweeks dont like the old save. Oh well start #5,681... What? The game cheats :P
For stripping large raids, i just suspend the soylent green machine. After the cooler is full, they'll eventually strip the corpses, when there are no other high priority hauling tasks nearby. Once the "Apperello Explosion" is done, unsuspend the Soylent Green Machine. While it requires manual input, it's still way better then having to strip every single corpse. At year 3 now, enemy raids are now 40-60 attackers, i would go crazy manually stripping them all.
I'm still having a bit of trouble with the Autotrader... like 80% of the items are found in the list, some never show up. It still is hugely helpful to clean up the trade beacons, nonetheless. Also would be nice to have atleast 3 letters for the search, after 2 it keeps bugging out.
Still, one of the most useful "small" mods. Tyvm again!
I can't seem to find a download link for this mod, and I would love to use this mod.
Quote from: TechnologicApe on February 01, 2015, 10:40:35 AM
I can't seem to find a download link for this mod, and I would love to use this mod.
You should be able to see two small links below the last picture. You need to be logged in into the forums, since they are attachments.
Hello there! I've been using the mod for a few colonies, and I have to say that i'm totally happy with it, but, as always, there's some minor problems that at least should have an easy solution, so the auto-haul system isn't bothering all the time. But I would like to suggest some workarounds:
- When a chunk is in a zone "reserve" or "crap" zone, the system should ignore them, that way, If I build a floor or a wall nearby the stash, i don't have to go and delete the home zone that involves the slags.
- It would be great, if the system checks around for dead animal corpses, it would be an amazing combination with the Auto-Hunt Beacon Mod (https://ludeon.com/forums/index.php?topic=8930.0), so if there's a collateral animal death, the auto-haul will simply make those poor animal don't die for nothing
If I came up with more ideas, I'll tell you.
Thanks again! I hope my suggestion is welcome, have a nice weekend.
Quote from: Calico on February 01, 2015, 01:56:19 PM
Quote from: TechnologicApe on February 01, 2015, 10:40:35 AM
I can't seem to find a download link for this mod, and I would love to use this mod.
You should be able to see two small links below the last picture. You need to be logged in into the forums, since they are attachments.
THANKS! I've been looking at this post for a while and i wanted to use, about to play the hell out of it!
I'm trying to modify your Auto Hauler code in order to include dead animals outside of home base, but my knowledge of C# is lacking and I would appreciate a bit of help.
var forbiddenHaulablesInHomeZone = from thing in haulables
//join cell in homeCells on thing.Position equals cell
where (Find.HomeRegionGrid.ActiveCells.Contains(thing.Position) || thing.innerPawn.get_RaceProps().get_IsAnimal()) && thing.IsForbidden(Faction.OfColony) == true
select thing;
The problem is with thing.innerPawn.get_RaceProps().get_IsAnimal(). As you probably already see, thing is not a corpse, therefore has no innerPawn.
How do I extrapolate a pawn or corpse from thing?
Quote from: SilverDragon on January 28, 2015, 01:14:13 PM
I guess the best workaround for the automatic corpse stripping you could do is change in the Defs\WorkGiverDefs\Alpha_WorkGiverDefs.xml the
<defName>StripCorpses</defName>
<priorityInType>5</priorityInType>
By default its 5, so its on par with normal stuff when it comes to hauling, hauling corpses has a core priority of 10, so if you set your Priority for stripping corpses to 10 or 11, they should do that first things first if there is a corpse in your homezone that can be stripped, as in, whenever they haul a corpse into your base (homezone) and drop it on the floor, the next thing theyll do is notice that they can totally strip that corpse out of all it's worldly possessions, so they'll do that, and check if theres more corpses to be stripped, and head back out to haul more dead people to be stripped. ;D
This is atleast how I imagine it should work on those settings.
Thanks! It worked.
Quote from: frenchiveruti on February 02, 2015, 12:12:22 AM
Hello there! I've been using the mod for a few colonies, and I have to say that i'm totally happy with it, but, as always, there's some minor problems that at least should have an easy solution, so the auto-haul system isn't bothering all the time. But I would like to suggest some workarounds:
- When a chunk is in a zone "reserve" or "crap" zone, the system should ignore them, that way, If I build a floor or a wall nearby the stash, i don't have to go and delete the home zone that involves the slags.
- It would be great, if the system checks around for dead animal corpses, it would be an amazing combination with the Auto-Hunt Beacon Mod (https://ludeon.com/forums/index.php?topic=8930.0), so if there's a collateral animal death, the auto-haul will simply make those poor animal don't die for nothing
If I came up with more ideas, I'll tell you.
Thanks again! I hope my suggestion is welcome, have a nice weekend.
That's exactly what I'm trying to add:
* Add dead animals on the map to the check, regardless of within Home Zone or not.
* Remove items within a Stockpile zone from the check.
However, I seem to have a problem.
After I rebuilt the dll with my changes from the source file, the script stopped working. I added some console notifications, but they don't show up, just as if the script wasn't there.
Actually, i do like the autohauler function (with many attackers it's very useful), i just don't understand why it keeps reselecting for hauling the chunks i already moved into the designed storage
Hm?
Quote from: Asfalto on February 03, 2015, 08:48:56 AM
Actually, i do like the autohauler function (with many attackers it's very useful), i just don't understand why it keeps reselecting for hauling the chunks i already moved into the designed storage
Hm?
Because there is no filter for items already in the storage. A design oversight probably. I'm trying to fix it on behalf of the author as my C# learning exercise. It should be ready today, once I get back from work.
Quote from: smoq2 on February 03, 2015, 09:00:50 AM
Quote from: Asfalto on February 03, 2015, 08:48:56 AM
Actually, i do like the autohauler function (with many attackers it's very useful), i just don't understand why it keeps reselecting for hauling the chunks i already moved into the designed storage
Hm?
Because there is no filter for items already in the storage. A design oversight probably. I'm trying to fix it on behalf of the author as my C# learning exercise. It should be ready today, once I get back from work.
So basicly you just want to add a check to the dll that looks if the found chunk is on home region, if so, it ignores it? :)
Quote from: SilverDragon on February 03, 2015, 09:09:13 AM
Quote from: smoq2 on February 03, 2015, 09:00:50 AM
Quote from: Asfalto on February 03, 2015, 08:48:56 AM
*snip
*snip
So basicly you just want to add a check to the dll that looks if the found chunk is on home region, if so, it ignores it? :)
Precisely! You can find that bit of code here (https://ludeon.com/forums/index.php?topic=9898.0).
Ok, I did it. My changes:
* unforbid all dead animals that aren't in a stockpile regardless of where they are on the map
* unforbid everything in home zone if the item is not in a stockpile
* designate chunks for hauling in home zone if the item is not in a stockpile
There is a problem however. The mod seems to work only with colonies created after the installation. Loading an older colony causes the script not to update.
I don't know why and do not wish to upload it anywhere until someone tells me why it is so.
i'm still quite unsure the deal here. i'm using epyk pak and the haulers will never auto-strip. they will haul to a stockpile for corpses, but then the crafter tasked to incinerate will burn them with the clothes on if given the opportunity. the cook will grind them into soylent green if given the chance.
i have literally never seen a hauler actually strip a corpse. i assume they have so many other things to haul that maybe the stripping task is so low that it gets no attention?
when i first read "auto-strip" feature, i assume that means either the hauler will strip before hauling, or hauler would strip after hauling, or the crafter would strip before incinerating. and with some compatibility the soylent cook would strip before cooking....
Have your downloaded AlphaTweeks in the first post?
After which go here: Mods\AlphaTweaks\Defs\WorkGiverDefs
change line 31 "<priorityInType>5</priorityInType>" to <priorityInType>20</priorityInType>
Quote from: ManWithNoName on February 03, 2015, 07:21:42 PM
Have your downloaded AlphaTweeks in the first post?
After which go here: Mods\AlphaTweaks\Defs\WorkGiverDefs
change line 31 "<priorityInType>5</priorityInType>" to <priorityInType>20</priorityInType>
hmm. wow. i guess the problem is the epyk pack doesn't include that folder. just an "auto-hauler" folder.
okay then. so is there a reason why epyk isn't including the auto-strip (alpha tweaks) one in his pack? is it incompatible?
Yeh i had the same issue wondering why it wasn;t working then i saw whats dragon wrote, as for why its not included i don't know ive not had any issues with the mod so far
Quote from: smoq2 on February 03, 2015, 03:10:27 PM
Ok, I did it. My changes:
* unforbid all dead animals that aren't in a stockpile regardless of where they are on the map
* unforbid everything in home zone if the item is not in a stockpile
* designate chunks for hauling in home zone if the item is not in a stockpile
There is a problem however. The mod seems to work only with colonies created after the installation. Loading an older colony causes the script not to update.
I don't know why and do not wish to upload it anywhere until someone tells me why it is so.
Take a look at some old save of yours, and glance over the
<li Class="Alpha.AlphaTweaks.MapComponent_AutoHaul" /> things, see if anything in there catches your eye. :)
Quote from: shhfiftyfive on February 03, 2015, 07:54:22 PM
okay then. so is there a reason why epyk isn't including the auto-strip (alpha tweaks) one in his pack? is it incompatible?
It should work just fine with Epyk Pack, I've included Alphatweaks and Autohauler in the Quality of Life pack, which has a ton of stuff, and it works perfectly fine with Epyk Pack as long as I disabled the mods that are in QoL so they won't doubleload. :)
Quote from: smoq2 on February 03, 2015, 03:10:27 PM
Ok, I did it. My changes:
* unforbid all dead animals that aren't in a stockpile regardless of where they are on the map
* unforbid everything in home zone if the item is not in a stockpile
* designate chunks for hauling in home zone if the item is not in a stockpile
There is a problem however. The mod seems to work only with colonies created after the installation. Loading an older colony causes the script not to update.
I don't know why and do not wish to upload it anywhere until someone tells me why it is so.
I really have no idea, but I think if you share your achievements with alphalol maybe both of you can get to the goal.
I have no idea of any kind of coding, so I can't help here, i can do tests and check for errors, yeah, but help with code? Nein.
Quote from: smoq2 on February 03, 2015, 03:10:27 PM
Ok, I did it. My changes:
* unforbid all dead animals that aren't in a stockpile regardless of where they are on the map
* unforbid everything in home zone if the item is not in a stockpile
* designate chunks for hauling in home zone if the item is not in a stockpile
There is a problem however. The mod seems to work only with colonies created after the installation. Loading an older colony causes the script not to update.
I don't know why and do not wish to upload it anywhere until someone tells me why it is so.
cool ;)
A9 Planned update?
Quote from: wyattray on February 23, 2015, 02:51:24 PM
A9 Planned update?
I hope so, although alphalol hasn't shown activity since January 20th.
Damn that sucks
I NEEED the autostrip for a9 to continue the game I am playing
We gotta get someone to take a look at what is causing this not to work.
I was looking at the source... it is so simple for the auto hauler script that I don't see how it would not work. Has anyone already tried it? (just the auto hauler not the tweaks)
I tried it, didnt work maybe something with the .dll?
i don't like how the new vanilla trade beacon stockpile works.
adjacent/overlapping trade beacon stockpiles not merging on creation...
and in general, not being able to split a stockpile up without it deleting itself. idk why tynan felt this was a feature/restriction worth enforcing. can it be circumvented with mods?
Quote from: wyattray on February 25, 2015, 11:11:25 PMI tried it, didnt work maybe something with the .dll?
Try this.
[attachment deleted due to age]
Quote from: Sadler on February 26, 2015, 05:31:43 AM
Quote from: wyattray on February 25, 2015, 11:11:25 PMI tried it, didnt work maybe something with the .dll?
Try this.
When I tried to use this fix the game started stuttering really bad, and once I exited and reloaded the save I got the "Fatal error, too many threads". This only happens when I'm using the fix for AutoHauler.
Quote from: Yilmas on February 27, 2015, 07:23:56 AMWhen I tried to use this fix the game started stuttering really bad, and once I exited and reloaded the save I got the "Fatal error, too many threads". This only happens when I'm using the fix for AutoHauler.
Sorry, that was because I'm trying to inject autohaul even on already created maps (on game load) to not recreate my old colonies after the mod install. Reuploaded the file, current version must be more accurate on injection. Tell me if it's still not working for you.
Autotrader doesn't seem to work with this fix....
Quote from: Sadler on February 27, 2015, 08:55:06 AM
Quote from: Yilmas on February 27, 2015, 07:23:56 AMWhen I tried to use this fix the game started stuttering really bad, and once I exited and reloaded the save I got the "Fatal error, too many threads". This only happens when I'm using the fix for AutoHauler.
Sorry, that was because I'm trying to inject autohaul even on already created maps (on game load) to not recreate my old colonies after the mod install. Reuploaded the file, current version must be more accurate on injection. Tell me if it's still not working for you.
Thanks, it works now :)
It seems to work at first, but then I suddenly lost all sound. I quit the game and tried to load my save game but it started doing some really weird psychedelic graphics for the UI and I couldn't see the map at all lol. Something really wrong with this mod ^^;
Which one are you using?
I am using the one @Sadler posted and it works fine. However I tweaked it for my personal use a bit. Now I can block the usage of certain Items or cancel the Haul job for stuff that is already in a Stock/Dumppile. That way they can all transport it to a localiced stockpile and I still can block the usage of medpacks for example without removing the homezone
This sounds like a great mod I wish it was still around. After getting into the late game of rimworld its taking sooo long to unforbid everything each wave.
A10 ??I hope this MOD can continue to update, the intelligent game。
Alpha 10 update ?
as awesome as this mod is and how I wish it were around for alpha 10, with the Rimworld changelog looking like alpha 11 is on the way, I think it's best to wait.
*sighs* maybe for Alpha 11? Anyone feel like updating it?
Yes, please, this mod I miss in my playthrough, this is a must have mod and who ever updates it will be the hero of many