[1.3.0] Hospitality

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

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Orion

To be honest I can't imagine how you don't have conflicts.
Half of these I don't even know. You could try putting Hospitality to the end of the list and see if that helps.

Do you get errors (at any point between starting RimWorld and the angry message)?

joaonunes

Quote from: Nanao-kun on May 24, 2016, 05:29:39 PM
Here's my mod list:

...

I just had passerbys go missing in a new game. No corpses or anything, they just left and were immediately declared missing.

For possible conflicts, I can't really imagine anything other than Scheduled Caravans (TRCaravans). Maybe something with CR visitors too.

EDIT: Just got a message saying the faction chief is angry that 0 people went missing, although relations didn't change (+0).

Welcome to the group. :D I have over 80 files being loaded on my load order and have no issues at all :P at least no game breaking issue
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Nanao-kun

Quote from: Orion on May 25, 2016, 02:57:08 AM
To be honest I can't imagine how you don't have conflicts.
Half of these I don't even know. You could try putting Hospitality to the end of the list and see if that helps.

Do you get errors (at any point between starting RimWorld and the angry message)?

I haven't seen any errors. I don't have any noticeable conflicts either, since I've taken some effort to use mods that don't bother each other for the most part.

joaonunes

Quote from: Nanao-kun on May 25, 2016, 03:43:31 AM
Quote from: Orion on May 25, 2016, 02:57:08 AM
To be honest I can't imagine how you don't have conflicts.
Half of these I don't even know. You could try putting Hospitality to the end of the list and see if that helps.

Do you get errors (at any point between starting RimWorld and the angry message)?

I haven't seen any errors. I don't have any noticeable conflicts either, since I've taken some effort to use mods that don't bother each other for the most part.

That is what everyone should do, and I posted something relative to that a while back somewhere... why will people install multiple mods if they know (if they think a little bit) that they will replace the same files or affect the same mechanics, or can't just simply read the whole mod post and see it's incompatibilities...
Do you want your colonists to look manlier?
Get a free mustache sample here!

Orion

This does make it practically impossible for me to find the problem, though :P

As a last resort, you could attach your output_log.txt after you had a message that you shouldn't have had.

1000101

As you are now using CCL, I would like to point out that CCL has methods to help enumerate loaded mods.  While you can do this with just the core methods, CCL takes some of the fiddle out of it.  This would allow you to detect things like other mods which add things like packs and vehicles and then add them to your pawns programmatically without having an explicit dependency on those mods.  This could at least resolve the "spawn and drop" issue with overloaded pawns due to CRs weight/bulk mechanic.
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Orion

Quote from: 1000101 on May 25, 2016, 05:19:59 AM
As you are now using CCL, I would like to point out that CCL has methods to help enumerate loaded mods.  While you can do this with just the core methods, CCL takes some of the fiddle out of it.
This does seem handy, thanks for pointing it out. Right now I'm using reflection to check if another mod is loaded and to call its functions, to make Hospitality work with CR's inventory limits. I am not, however, going to fix other mods having problems with CR :P

crusader2010

Hi. I'm getting some debug errors that keep on adding to the output file and making it extremely large (20MB after few hours of game play). The message that repeats itself is this:


TraverseParms for null pawn.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


After looking for that "TraverseParms" object, I could only find it inside GuestUtility.cs, and 3 of the CombatRealism files (Detour_AttackTargetFinder.cs, JobGiver_UpdateLoadout.cs, WorkGiver_ReloadTurret.cs). These errors are generated continuously and there are no active raids, nor do I have any reloadable turrets - so it's most likely something in the loadout update file, or the GuestUtility.

Unfortunately I am unable to play and test right now, but should Hospitality be loaded after CombatRealism or before? (right now I have it before). Also worthy to note that before the 1.13 update I didn't have any of the errors. As for the mods I am using, it's the pack from my signature.

Any help is appreciated! Let me know if it's CR-related so I can write about it in that thread too :)
My mod pack: {A13} Mod Mega Pack

1000101

Quote from: Orion on May 25, 2016, 11:27:13 AM
Quote from: 1000101 on May 25, 2016, 05:19:59 AM
As you are now using CCL, I would like to point out that CCL has methods to help enumerate loaded mods.  While you can do this with just the core methods, CCL takes some of the fiddle out of it.
This does seem handy, thanks for pointing it out. Right now I'm using reflection to check if another mod is loaded and to call its functions, to make Hospitality work with CR's inventory limits. I am not, however, going to fix other mods having problems with CR :P

Well, you'll still need reflection to access the other mods DLLs, CCL can just help with detection and enumeration.

As to other mods issues, I agree, those are other mods and not your responsibility to fix.  ;)
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Culise

I'll add my own mod list in load order, in case it helps. The only thing on my list that I can imagine affecting factions is the More Factions Spawn option, but that doesn't seem like it would affect anything after worldgen.


  • Community Core Library v0.13.2.1
  • Community Core Library - Vanilla Tweaks
  • EdB Mod Order
  • EdB Prepare Carefully
  • Enhanced Tabs
  • Combat Realism Core
  • Combat Realism Defense Pack
  • Rimfire 2.1 for CombatRealism 1.6.4
  • Apparello 2
  • Ushanka!
  • LT-RedistHeat
  • Modular Tables v1.48
  • More Factions Spawn
  • Rimsenal - Rimhair
  • RTGs v1.15
  • RT Fuse
  • RT Power Switch
  • Stonecutting Tweak v1.02
  • Practise Target v2.06
  • [T] MoreFloors
  • Vegetable Garden
  • More Traits
  • Hospitality
  • No Dazed Stripping
  • Clutter Furniture
  • Clutter Structures
  • Clutter Misc
  • Glass+Lights
  • Extended Storage
  • Extended Storage - Food Plus Patch *Just a minor tweak I added to allow Vegetable Garden and prepared meals to be used in EStorage's containers
  • Extended Surgery

Output.txt appears to give no clues; no errors are present.  One other thing I noticed - this hasn't seem to have occurred with new worlds/colonies generated after the new Hospitality update, though that may be an issue with reproduction as well.  It appears to be occurring with a world that existed prior to the latest Hospitality update, and one in which I had recently recruited the wife of one of my settlers from a town. 

Nanao-kun

Related to More Factions Spawn, Scheduled Caravans also increases the number of factions in a different ratio.

Exende

Quote from: Culise on May 25, 2016, 01:42:30 PM
I'll add my own mod list in load order, in case it helps. The only thing on my list that I can imagine affecting factions is the More Factions Spawn option, but that doesn't seem like it would affect anything after worldgen.


    ......
    • Extended Storage - Food Plus Patch *Just a minor tweak I added to allow Vegetable Garden and prepared meals to be used in EStorage's containers
    ....
Oh?  what did you change and would you mind if I get that as I use both as well![/list]

merendero

Is it possible to remove the missing visitors mechanic in the xml file? Or is it more complicated than just removing some lines?

Orion

Quote from: Culise on May 25, 2016, 01:42:30 PM
Output.txt appears to give no clues; no errors are present.  One other thing I noticed - this hasn't seem to have occurred with new worlds/colonies generated after the new Hospitality update, though that may be an issue with reproduction as well.  It appears to be occurring with a world that existed prior to the latest Hospitality update, and one in which I had recently recruited the wife of one of my settlers from a town.
Hm. Maybe it is a bug with Hospitality after all. Hard to tell without an actual error. Do you use a very large map? The timeout for visitors to count as missing is 2 days. If they haven't left by then, the whole group counts as missing. So if you have a huge map that they have to cross, this might cause the problem...

Quote from: crusader2010 on May 25, 2016, 12:57:47 PM
Hi. I'm getting some debug errors that keep on adding to the output file:


TraverseParms for null pawn.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Hm. I have to check if I'm getting this too and if Hospitality could cause it.

Quote from: crusader2010 on May 25, 2016, 12:57:47 PM
Unfortunately I am unable to play and test right now, but should Hospitality be loaded after CombatRealism or before? (right now I have it before).
Definitely after.

Quote from: merendero on May 25, 2016, 03:02:48 PM
Is it possible to remove the missing visitors mechanic in the xml file? Or is it more complicated than just removing some lines?
It turned out rather complicated. But maybe I can make the timeout duration xml tweakable. Then people can effectively turn it off.

Orion

Quote from: crusader2010 on May 25, 2016, 12:57:47 PM
Hi. I'm getting some debug errors that keep on adding to the output file and making it extremely large (20MB after few hours of game play).
Btw, Miscellaneous - Incidents might conflict with Hospitality. But the fact that you say it's just with the latest version, makes it much more likely it's a Hospitality introduced problem. You could also try putting it after Trade Request - Caravans, which might override something.