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Messages - Jaxe

#151
Glad to hear it's working for you now, quite a relief as one of the features of this mod was "non-savegame breaking" :)

Your video did make me notice that "no faction" error message which can seem to occur when starting a new game after quitting to menu on an old game. It doesn't seem to cause any problems and still start and I'm not even sure it's related to this mod but I'll check it out. Best of luck with your game
#152
Oh derp! Totally my fault I forgot to upload the Defs folder. Adding it to new version now..

Sorry to everyone who downloaded without the Defs folder, please redownload from https://github.com/Jaxe-Dev/PawnRules/releases/latest

And especially sorry to Xion I assumed you had something wrong on your end when it was completely my error. That's why it was working for me and I couldn't figure it out.
#153
The file looks clear of the beta version, so if you try load that game with 1.0 and save it under a new name, it crashes when you reload? I tried loading that game with just a handful of your mods and even though it had errors from missing mods it still loaded and I was able to save and reload so I'm not sure what's happening. Make sure the old beta version was removed from your mods folder and not running and all other mods for your game are activated and try load the file you sent me. I hope it will sort itself out
#154
If you can you send me your save, preferably the autocreated PawnRules_Removed file I'd be happy to fix it for you.
#155
Just to be clear, you were running 0.5 beta, then used remove mod then PawnRules_Removed save was auto created. Then you deleted the old beta mod folder and installed the new 1.0 version and loaded up the PawnRules_Removed save?

You could even try loading up a game without using "Remove Mod" and errors will come on the first launch but that should be it.  If you were prefer however you could send me a link to download your save and I can check/fix it for you.

Edit: On further inspection of your logs, I think you may have used "Remove Mod" after installing the 1.0 version, it should've be done on the old version. If that's the case just ignore the autocreated save and load up the one before. There will be errors but it should launch and after you save again it should be ok.
#156
Released version 1.0

- No longer requires HugsLib
- Huge update, the structure of the saved rules has changed from the beta version so if you previously used Pawn Rules Beta in a savegame you should use the "Remove Mod" button first before updating to create a save without the beta version. Skipping this step will result in errors being displayed on the first launch of an old savegame but no issues should occur.
- Rules can now be saved as presets and mass assigned to other pawns of the same type
- Fixed eating chocolate for joy if it was disallowed
#157
Quote from: Mufflamingo on August 12, 2018, 04:42:36 AM
So I created a rule for my prisoners. I forbid fine and lavish meals only simple meals and raw food but my colonists still deliver fine meals to them and the prisoners wont eat and have starvation debuff. One nearly died because I was not attentive enough to see that one prisoner is starving.
I will test out prisoners for the next release. From my testing earlier it worked ok as the method where Pawn Rules comes into play is "BestSourceFoodOnMap" in which a 'getter' will look for the best food for an 'eater'. The eater should be bound by rules so the getter will skip over food sources that an eater is banned from. Be sure the prisoner has the rules applied to them, setting defaults only works for any new prisoners, any you had before the defaults were set will not have those settings.



Quote from: Canute on August 12, 2018, 12:56:29 PM
Maybe they use the chocolate as joy object not as food.

Thanks for pointing that possibility out, I didn't realize a joy need can make a pawn find food. I will look into putting a rule check on that.



I've been working quite solidly on the next update which has so many changes especially in the rules structure. Now an entire set of rules for a pawn can be set to a preset. Also adding in the ability to mass assign rules. Might be a few days before the next update because as always there are unexpected issues but stay tuned and thanks for all the feedback.
#158
Currently a newborn animal will inherit the rules of it's mother. I haven't fully tested if an egg hatches when the mother is dead or scenarios like that. A mass assign option is a good idea I'll work on that sometime.
#159
Default rules for animals would only apply to new animals who join you. Animals who were part of your faction before the defaults were set would require manual setting of their presets, which by the looks of it you did so I'm not sure what's happening there as I can't replicate it. I will do some more testing anyway and see what comes up.
#160
I just did a quick test with RimFridge and my test dog refused to eat the lavish, fine all other meals except the simple. I tried forbidding the simple meals and even still the dog refused to eat when starving.

The one possibility is I haven't got a rule check a pawn's inventory, so if he was hauling a fine meal and got hungry on the way there is a chance he could eat it then but I have a feeling that hauling something doesn't count as being in one's inventory so that probably isn't it. The other possibility is he was on the way to eat a fine meal before this mod was added to your game.

If any of these sound like the cause then let me know so I know where to look. Thanks for the feedback.
#161
Hmm are those food containers from the RimFridge mod? I haven't tested if those will still apply the rules.
#162
Released v0.5

- Fixed incompability with PrepareCarefully (actually this bug was unrelated and hopefully fixed other potential issues)
- Countless other tweaks, this is quite a large update
- Main Feature: Supports addons created by other modders to add new options to rules window.



Quote from: Navy1227 on August 07, 2018, 03:51:45 AM
Would you be interested in a spotlight video when you're at a later revision?
That sounds great, I'm getting closer to not calling it a beta build, just hoping to hear a little more feedback first.
#163
Thanks for feedback. I just tested with Prepare Carefully and was able to start a game without any issues. I tried adding and removing characters in the preparation dialog and still no errors. Could you provide some steps that I could reproduce the error?

Edit: Ah I found it. It happens when the prepared characters are related to each other in some way. I'll work on fixing that.
#164
v0.4 released

- Added ModSync RW support
- Animals should now inherit their mother's rules
- Fixed null reference when quitting to main menu
- General code tidying
#165
Quote from: Canute on August 06, 2018, 02:07:00 AMwith your update speed you should maybe think about to add Modsync support.

Thanks will do. Already added it to the master in github but will only be active when I put the next release out (unless people want to manually add the new Modsync.xml file to the mod's About folder until then)