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Messages - BBream

#1
Quote from: xiongyiwen on November 13, 2015, 07:38:57 PM
Quote from: midaw on November 13, 2015, 04:21:20 PM
https://github.com/BBream/ToolsForHaul/issues/20
Character ignores the exclusion zone in the presence of objects in the backpack

my patch for v1.5d in attachments.
three checks "is forbidden" in the patch.

Excuse me,What position??

- ToolsForHaulUtility.cs:187:Added line
  '&& !ForbidUtility.IsForbidden(item, pawn)'
- ToolsForHaulUtility.cs:207:Added line
  '&& !ForbidUtility.IsForbidden(item, pawn)'
- WorkGiver_HaulWithCart.cs:33:Added 'cart.IsForbidden(pawn)'
#2
Change Log
V1.5d
  - Finding items logic is changed.
  - JobDriver_HaulWithCart is improved.
  - DrawPos is adjusted for big animal.

omnix32 & nguadien's report
- Cart is placed too far. Dismount Policy is changed: Home Area => Storage zone for cart or Cell near cart
- The cart seldom gets used.
- If there is no zone for containing carts, colonists do not dismount carts at all
- If there is a zone for carts, Started going around in circles with the cart in the drop area doing nothing else.
- Backpack need manually emptied from time to time. It is Hard to fix it without losing savefile.
Thanks nguadien. Your detail report was helpful for fixing bug.

MindALot, I agree that it is needed to make "industrial cart". nguadien has undergone 200 people's raid so new tool is necessary. I hope I can add new contents ASAP.

About MindALot's post
- Cart is not applied quality system and item capacity is not related to cart quality. I'll think about applying cart's quality to its item capacity like backpack's.
- I'll check "on the way" search is good enough to apply it.

Edit: Understood. Quality means technology that cart is made by. And it has level from "industrial cart" to "primitive cart".
#3
Change Log
  V1.5c
  - Now cart's maximum item become 4.
  - Backpack's maximum stack is 50 per item.
  - Bugs related to door are fixed.
  - Dismount Policy is changed: Home Area => Storage zone for cart or Cell near cart
  - Now cart is not used if Hauling item is less than 50 persent of maximum item capacity(Typically less than 2 items).
  - Cart wheel is rotated if cart is moving.

I'm still finding how to find & fix the bug omnix32 report.
Quote from: BBream on October 14, 2015, 12:24:10 AM
WHIZ's report
- Door is not closed if cart is passed.
- Cart is placed on door.
- The popup menu is lagged in it's appearance.
omnix32's report
- Cart is placed too far. Dismount Policy is changed: Home Area => Storage zone for cart or Cell near cart
- The cart seldom gets used.
- Started going around in circles with the cart in the drop area doing nothing else.
Thanks for reporting issues. I'm working on fixing it.

notfood, I agree your thought. I think it is unbalanced between cart and backpack. I need to adjust backpack and cart. Also I will solve cart problem.
#4
WHIZ's report
- Door is not closed if cart is passed.
- Cart is placed on door.
- The popup menu is lagged in it's appearance.
omnix32's report
- Cart is placed too far. Dismount Policy is changed: Home Area => Storage zone for cart or Cell near cart
- The cart seldom gets used.
- Started going around in circles with the cart in the drop area doing nothing else.
Thanks for reporting issues. I'm working on fixing it.

notfood, I agree your thought. I think it is unbalanced between cart and backpack. I need to adjust backpack and cart. Also I will solve cart problem.
#5
  Change Log
  V1.5b
  - Texture is changed. Thanks for sharing it, mrofa!
  - Critical Bug that make colonist idle is fixed.
  - Backpack bug is fixed but need to check it is fine in a lot of case.
  - Code is refined and separated from release mod. You can download code from github.
#6
Help / Re: Failed to find any texture Error
October 12, 2015, 08:58:30 AM
Quote from: Orion on October 12, 2015, 08:09:07 AM
Hm. It supresses the error message, but no object shows up with the texture.
Oh I thought this would be worked.
Did you make other texture named BadTexture_side.png, BadTexture_front.png?
#7
Help / Re: Failed to find any texture Error
October 11, 2015, 07:32:31 PM
I have good idea for debugging. Put debug texture named "BadTexture_back.png" in Texture/UI/Misc. Then it will show which one has problem if it is spawned.
#8
Help / Re: Failed to find any texture Error
October 11, 2015, 11:57:28 AM
This error message is started from:
In Graphic_Multi:

    public override void Init(GraphicRequest req)
    {
      this.path = req.path;
      this.color = req.color;
      this.colorTwo = req.colorTwo;
      this.drawSize = req.drawSize;
      Texture2D[] texture2DArray1 = new Texture2D[3];
      texture2DArray1[0] = ContentFinder<Texture2D>.Get(req.path + "_back", false);
      if ((UnityEngine.Object) texture2DArray1[0] == (UnityEngine.Object) null)
      {
        Log.Error("Failed to find any texture while constructing " + this.ToString());
      }
...
#9
Quote from: AHare on October 11, 2015, 03:30:58 AM
Quote from: omnix32 on October 11, 2015, 03:26:39 AM
I don't understand the Mod. No errors, everything worked, as in making the carts and one backpack. My colony though stops hauling items altogether. I can right click and haul it that way, but they go idle unless I send them to an item.

Removing Hauling as any priority will stop them from being idle and go to a work bench or whatever their suppose to do.

Also with the cart they ignore the other items next to the item I send them to.

I was thinking the Mod might make them pick up multiple items, not stop them from Hauling altogether. They just go around with the car and look at clouds, visit graves and do anything else but work.

It could be I am just doing something wrong, but I had to remove the mod.
The concept is cool if I understood how it was suppose to work.

Have fun.
I've had the same issue actually. I love the idea of the mod, but it seems a bit too buggy or just doesn't work as intended. Seems like after a while with the mod on, all of my colonists refuse to haul unless commanded, even when that's the only job available. Not to mention that even when they do haul it's very spotty - They'll keep something with them or they'll only grab one thing.
I'm very sorry for that. I'm shameful that the mod still has critical bug even if it released several times. I'm going to start hunting bug. Very sorry and please be patient.
#10
Help / Re: Failed to find any texture Error
October 08, 2015, 01:14:06 PM
All I found is:
In Weapon_Gun.xml, MechanoidFlameThrower, BoomBoom and MechanoidBoom have "Hidden" texPath.

#11
Help / Re: Failed to find any texture Error
October 08, 2015, 09:45:43 AM
I thought your custom pawn has their own race so they might have race def.
Or somewhere it has wrong graphic type that should be graphic_single but not graphic_multi. For checking, please give me more information.
#12
Help / Re: JobGivers and animal taming
October 07, 2015, 07:44:20 PM
I recommend to use JobDriver rather than WorkGiver.
I think thing.InteractionCell is wrong. This is for building_production.


WorkGiver_GrowerHarvest workGiver_GrowerHarvest = new WorkGiver_GrowerHarvest();
return workGiver_GrowerHarvest.JobOnCell(pawn, thing.InteractionCell);
=>
return new Job(JobDefOf.Harvest, thing.cell);


And you can output string in debug console by using Log class. It has Log.Message, Log.Warning, Log.Error.
- Log.Message method output white string and it would not make open console so if you want to see this message then you should open console window.
- Log.Warning method output yellow string and it might not open console.
- Log.Error method output red string and it would open automatically console.

You can open debug tool in Menu > Option tab.[/code]
#13
Help / Re: Failed to find any texture Error
October 07, 2015, 07:14:50 PM
Did you check not only Race_CustomPawn but also PawnKindDef?
initPath=UI/Misc/BadTexture means its path didn't set.
#14
Quote from: bullet on October 04, 2015, 08:10:05 AM
I think it's because backpack used now for hauling but without verification for WorkGiverDefs or something like that. So when colonists trying crafting\ get meat for training animals\ change outfit etc.  all items going  forever into backpack until it is filled...
I have not tested and I have no experience in the creation of mods, but I think almost guessed the reason)
Quote from: Grogfeld on October 07, 2015, 05:28:34 AM
Great mod and very helpful with combat realism or anything that gives tools but I noticed one problem with saddle. When I put it on any animal it just stay still and do nothing. When I unmounted it, the saddle is now my pawn. Every time I click on it lying on the ground, character chart of that pawn shows up. When I destroy it with dev tools it just delete the saddle and... my pawn :D so Ed colonist icon says now that he is missing.

Now if someone has the same problem than I say this is a bug but I'm using SK Hardcore modpack and I'm aware that this can be compatibility issues.

I'm wondering what will happen when I shoot the saddle? :D

Oh, and I noticed issues with backpack. Pawns just put every item that they want to use on a job and if something interrupt this task they leave those items in backpack for eternity ;)
Cheers!
It is related to skullywag's report. I can fix this backpack bug. But I need to check what problem saddle has. Thanks for giving hint and report.
#15
Probably not. It is hard to examine what happen to your save file for fixing cause.