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Messages - Lupin III

Pages: [1] 2 3 ... 7
1
Releases / Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
« on: April 05, 2019, 04:46:33 PM »
A general purpose "do urgently" command would be handy, but due to the way the job system works, it would come at a performance cost.
Even if it were just prioritizing the thing set for higher priority over other "normal" priority things of the same category (I'm pretty much only thinking about construction here)? It would already be helpful if someone assigned to constructing would just build the prioritzed object before they build anything else. So only if the normal work priorities got them to the point that they are looking for construction jobs, then they would rather pick the prioritized one than the one vanilla RW would give them.

2
Releases / Re: [1.0] No Job Authors (remake of Finish The Damn Thing)
« on: April 04, 2019, 09:49:43 PM »
Finally! I had a pawn work on an "advanced bionic leg" and an "exoskeleton suit", being rudly interrupted by a raid and get shot dead. Now I have those freaking expensive half finished things lying around, that none will touch.

Does this mod respect crafting skill gates so that no random pawn can just pick them up and craft me an awful without my consent?
As far as I understand it (haven't tried the mod yet), all the restrictions of the workbench/bill still apply. I guess that is how the game works in vanilla anyway.
I should try that (without this mod), but if you change the skill gate on a bill while the item is half finished above the skill of whoever is working on that item, even in vanilla RW the item should no longer finish.

3
Releases / Re: [1.0] Sladki mods
« on: April 04, 2019, 09:35:03 PM »
Could you please point what exactly trader is and a way to make it appear in the game? I've tried to execute "Trader arrival" incident via devmode multiple times, but all traders were normal.

The trigger in dev mode is a map incident "MFI_ReverseTradeRequest", which pops up an event that lets you "finance" their caravan, which then makes a trader appear a day or two later (who in turn should pay more for a certain type of goods, like food or raw materials).
I'm looking at the "More Faction Interaction" XML-files, because I couldn't see it in game anywhere, but as far as I understand (I'm not really a modder), MFI adds four "TraderKindDef"s (MFI_EmptyTrader_Apparel, MFI_EmptyTrader_PlantFoodRaw, MFI_EmptyTrader_Weapons, MFI_EmptyTrader_Medicine). I guess MFI is then filling the traders' inventories programmatically ("MoreFactionInteraction.StockGenerator_BuyCategory" in "stockGenerators").
That's as far as I can go. But don't worry too much about it. I wouldn't really use the MFI traders, even without the bug, because at the point at which I am with my colony I don't need any more silver anyway. But if it is your mod that is causing the issue (I can't guarantee that, but I don't think any of my other mods change traders), I still hope these two mods could be made compatible.

4
The deep drill infestation is still happening for me (but I didn't have a normal infestation since I installed this mod).

5
Unfinished / Re: [WIP] WeaponOfChoice [Beta]
« on: March 25, 2019, 02:39:20 PM »
Is this/will this be compatible with "simple sidearms"? I started using that mod mostly for the annoying vanilla behaviour that downed pawns drop their weapon only to have to micromanage them to pick it up again (after they come out of hospital ;) ). I have no idea why there isn't at least a basic version of autoequipping in game (I mean it's there for outfits already...). Your mod would fix that as well, even better actually because I don't even have to micromanage the first time a weapon is equipped (you still need to search for the weapon on the map with simple sidearms the first time you equip one). But I have really come to like the sidearm aspect of the simple sidearm mod.

I'm also using "deep storage" https://ludeon.com/forums/index.php?topic=47707.0. It provides a few storage "furnitures" among them a weapons locker. It would be really nice if this mod could find weapons in those (if it doesn't already). Other mods that search through stockpiles (or even base functions like "build until you have X") work with those lockers, so I hope they will work with this mod as well.

6
Releases / Re: [1.0] Variable Population
« on: March 25, 2019, 01:23:37 PM »
Thanks! Finally I can stop making my own XML mod to patch population limits (and redoing it for every rimworld version).

7
however since yesterday I have a problem (i added the mod allow tools)
I am using rollers and allow tool at the same time without problem. I think you need to search elsewhere for the problem.

8
Releases / Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
« on: March 24, 2019, 12:22:26 PM »
What version of MFI are you on? Doesn't look like the steam version, nor the the date-coded zip from https://github.com/Mehni/MoreFactionInteraction/releases/latest
I'm pretty sure I used one of the "releases" and nothing else. I got the release 20190306 now and the error message is gone. Don't know why with the previous version I had it worked a few weeks ago, then started throwing the error.
The problem with items only being paid 0.01 is still there. I guess your mod is creating a new trader type and the bargain tweaks mod doesn't know about that and spits out a zero multiplier instead. I left a post in the mod's thread to maybe fix that on the other end.

9
Releases / Re: [1.0] Sladki mods
« on: March 24, 2019, 12:08:43 PM »
I'm using bargain tweaks, because it mixes things up a little. But it seems to have a problem with the special traders from more faction interaction (https://ludeon.com/forums/index.php?topic=35832.0). There are special incident traders that are supposed to pay more for a certain item type. But when they appear they just pay 0.01 for any item. In the tooltip it says "x0.00 (trader type)". I guess that multiplier is coming from your mod and 0, because the mod doesn't know the trader type? Could you take a look at that?

10
Releases / Re: [1.0] Sladki mods
« on: March 24, 2019, 11:53:20 AM »
Could the storage tweak settings be added to the things that get copied when you copy and paste the stockpile settings? I have quite a few small stockpiles around my fields to collect the small fruits/veggies with the priority setting for them then to then get hauled as a stack to main storage (it also works very well with industrial rollers). It would be nice if I didn't have to go into the tweak settings when I've already copied the other stockpile settings from an existing one.
Oh, and while we are at it: could you make a tooltip appear when you hover over the settings so it tells you what it is. I know after looking at the description in the forum thread and for some time while using it in game, but after a few days of not playing I got to look up the forum thread again. Or maybe I'm just getting old ;)

11
Releases / Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
« on: March 20, 2019, 12:30:30 PM »
I hope it isn't a permadeath colony (bad idea with mods anyway).
Hell no! I want to be able to cheat ;)

Just disable the Tweak mod, load the colony, spawn a trader with the dev comands (Incident).
Then do the same with disabled MFI and tweak enabled.

I tried that. First without changing anything about the mods. Triggering the MFI trader worked, but when he should appear, I got this error message instead (apparently every tick; so console soon told me it stopped logging to avoid spam):
Code: [Select]
System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.IncidentWorker_PawnsArrive.CanFireNowSub (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_TraderCaravanArrival.CanFireNowSub (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (RimWorld.IncidentParms parms, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Restarted the game without changing mods again. The error message changed slightly (the save was after triggering the trader about 2 ingame hours before the trader would arrive):
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.NeutralGroupIncidentUtility.AnyBlockingHostileLord (Verse.Map map, RimWorld.Faction forFaction) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_TraderCaravanArrival.CanFireNowSub (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.CanFireNow (RimWorld.IncidentParms parms, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
(the second line is different). So just saving, restarting and loading changed the error message.
I never saw that problem before, because I always rejected the MFI traders after I saw that their prices are bugged. So I don't know what causes this behaviour now. This happens with a mod setup I have run the game for the last week or so without seeing any other problems. It looks like to get rid of this error message I would need to edit the save game. Saving with the error message ticking, just makes it appear immediately on reloading the save.

For good measure I also disabled the Bargain Tweaks mod, but that doesn't change anything. The usual trade ships, trade caravans and visitors (slightly changed by hospitality mod) are completely fine. Only the "special" MFI traders trigger that message. So I can't even test now, because something else with triggering the traders is broken.

12
Releases / Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
« on: March 20, 2019, 10:41:20 AM »
Would it be possible to add a "build urgently" command? Sometimes I want a certain thing built right now and micro managing pawns and forcing them to continue building a thing becomes quite tedious. I tried fluffy's priority area mod, but with that my pawns just started to idle after some time even when there was a lot of work to be done in non priority areas. Not to mention that having to set up an area (and delete it afterwards) just to build a single thing is a little bit annoying.

13
Releases / Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
« on: March 20, 2019, 09:18:28 AM »
Is anyone having the special traders of MFI appear with all prices being 0.01? I am also using Sladki's "Bargain Tweaks" https://ludeon.com/forums/index.php?topic=41965.msg454096#msg454096. That mod randomly changes the price of some (but not all) goods up or down a little bit. Are the traders of MFI incompatible with that?

14
Releases / Re: [1.0][MODLIST] Fluffy's Mods - last update: 4-2
« on: March 03, 2019, 08:02:17 AM »
Fluffy's Mods in use since ... ever.
One feature request for mod manager: would it be possible to add an option to sort mods by author? Half the time I know who made a mode, but I don't remember which name it actually has. There's also those mods from the same author that depend on each other and it would be nice to have them be besides each other in the mod list.

[EDIT] well, don't know why I never tried that, but entering the authors name into the search field does pretty much what's needed.

15
Releases / Re: [1.0] Gear Up And Go
« on: March 03, 2019, 07:39:01 AM »
I'm using Haplo's "Miscellaneous" mod (https://ludeon.com/forums/index.php?topic=3612.0), which makes it possible to assign colonists to 4 groups when they are drafted and in the position you want them to be in. At any time at the push of the 6-9 keys they get drafted and move to the position you stored.
Would it be possible to make them go for the equipment first? The way it is right now the two mods are incompatible. Not in the sense that they throw errors, but you can only make use of one or the other at a time.

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