[1.3.0] Hospitality

Started by Orion, March 13, 2015, 11:19:16 AM

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LittleMikey

How does the "Let guests buy items" option work? Like will they buy anything, or only meals? I'm scared that somebody will nab my good weapons and armour.

Wraithling

A small request, my dear sir, if you will. Can the refugee chased event also lists the person's traits, like what you did with wanderer joins event?

A hundred thanks and keep up the good work Orion :D

Canute

Quote from: LittleMikey on June 28, 2017, 07:48:31 AM
How does the "Let guests buy items" option work? Like will they buy anything, or only meals? I'm scared that somebody will nab my good weapons and armour.
They will buy anything in their allowed area. But don't worry about your "good" things. Visitiors never got enough cash to buy anything expensive.

Wilponderroci

#1743
Quote from: Orion on June 28, 2017, 02:33:31 AM
Mods that make visitors bring slaves or animals will cause problems. Ignoring this warning makes it your own problem.

Yes indeedy speedy... for the record i wasnt ignoring the warning. I was reading TropiCKAPP had been fixed all up to date etc and had the wrong version.

Quote from: wwWraith on June 27, 2017, 05:06:56 PM
Wilponderroci, also make sure that you are using the latest version of TropiCKAPP. There should be no animals coming with guests, this problem was fixed.

Yup!

I had downloaded very slightly outdated Version of tropiCKAPP... by like a day. FML!

was driving me bonkers ::)

I kept reading about this trampled path and was like "hey where is that let me reorganize my load order hmm wtf where is this , DAMNIT!! Why isnt this working?!?!?!"

<----- errored user

hoaxdream

any idea on this error?

Lilith started 10 jobs in one tick. newJob=GuestImproveRelationship A=Thing_Human94160 jobGiver=RimWorld.JobGiver_Work jobList=(GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160) (GuestImproveRelationship A=Thing_Human94160)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Hospitality.<>c__DisplayClass3:<GotoGuest>b__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Orion


faltonico

Isn't it the "10 jobs in one tick" error from the base game?

Orion

I don't think the base game has it. I think certain circumstances (in particular mods) cause it. With Hospitality, it's quite clear that GuestImproveRelationship causes it.

faltonico

I have seen that error on the base game even without mods all the way down to A15. In this case it could probably be triggered by your mod, but it doesn't mean it can't be by anything else that adds jobs, included the base game jobdrivers.

PreDiabetic

I don't think "10 jobs in one tick" in base game error because after I un-installed Hospitality. This error didn't accorded so far (almost 10 hours)

NoImageAvailable

Quote from: Frug on June 28, 2017, 06:55:53 AM
When using Combat Extended and Hospitality together, it's possible to remove items from visitors' inventories by going into their gear tab.

That bug has nothing to do with CE, you can run Hospitality and nothing else and still get it.
"The power of friendship destroyed the jellyfish."

faltonico

#1751
Quote from: damngrl on June 30, 2017, 05:32:51 PM
I don't think "10 jobs in one tick" in base game error because after I un-installed Hospitality. This error didn't accorded so far (almost 10 hours)
It was random in my case, It happened to me with no mods installed.
How often did it happen to you?
Edit: Well whatever, it looks like it was fixed in the base game, but there were several similar reports in different situations.

Vyrena

Quote from: Wilponderroci on June 27, 2017, 04:12:30 PM
So yeah this is the mod list attached if this is helpful. Not sure if its this mod specifically thats conflicting with hospitality.

Again the issue is that if a visitor trys to exit the map under certain conditions it will trigger an infinite loop of beeps and notifications.

i.e. blah faction is leaving. 

I also posted this in TropiCKAPP thread

I also have the most recent updated version of this mod

Dropbox link for the save file

Yes I have the same issue as well. I don't use TropiCKAPP

I got the error which starts beeping non stop the moment guests are leaving. This is the output. https://gist.github.com/HugsLibRecordKeeper/2bee87696b46fccdf6b5a563371df582

It was a fresh tribal start and they were my first visitors. I am not sure how many came but I assumed there were 3. All along I thought there were only two because only two wandered around my base. Krand and Jackson were at my base. I entertained and recruited Jackson. I built a bed in the room where Krand is and put it as guest bed but for some reason Krand decided to sleep on the floor instead. Weird. As I was looking around the map, I saw Kaleun also sleeping on the ground far away from my base. I checked the option to entertain and set the area to Home. As he woke up, the visitors wanted to leave and I get spammed continuously with the message "Visitors from Iseria are leaving".

Now they are starving themselves to death.

Take a look at the screenshots http://imgur.com/a/OQgeo

wwWraith

Vyrena, recently I had the same issue and figured out that it was caused by the conflict with Expanded Incidents: https://ludeon.com/forums/index.php?topic=29831.msg349081#msg349081, but it's author said he fixed the error in latest version (personally I didn't manage to use it yet). Also it's said in the OP here that Hospitality conflicts with Refugee Stats (but some people say that it works indeed).
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Vyrena

#1754
I just got another issue. I tried to uninstall a guest bed and... after uninstalling it, it becomes unselectable.

Now even if I want to turn hospitality mod off, it shows this at the menu
RimWorld 0.17.1557 rev1153

Duplicate code-linked translation key: Paused in language English

Could not resolve cross-reference to RimWorld.ConceptDef named GuestBeds

Could not resolve cross-reference to RimWorld.ConceptDef named RecruitGuest

Could not resolve cross-reference to RimWorld.ConceptDef named Hospitality

Failed to load key/value pair: , 0

Failed to load key/value pair: , 0

Failed to load key/value pair: , 0

Could not resolve cross-reference to RimWorld.ConceptDef named GuestBeds

Could not resolve cross-reference to RimWorld.ConceptDef named RecruitGuest

Could not resolve cross-reference to RimWorld.ConceptDef named Hospitality

Failed to load key/value pair: , 0

Failed to load key/value pair: , 0

Failed to load key/value pair: , 0

Colonist Bar KF: Adding Harmony fixes for MarkDirty_Helper.

[HugsLib] v3.1.2 initialized Psychology, ExpandedIncidents, AllowTool

AcEnhancedCrafting injected.

ColonistBarKF injected.


Full log here https://gist.github.com/HugsLibRecordKeeper/f16b08484197b8b6c7c351a5b29f2e95