[1.3.0] Hospitality

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

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Elysium

#930
This is a very interesting mod with a lot of potential but I think there might be something wrong with the trading visitors.  It would seem only the inventory of the pawn you actually trade with is available in the trade window, and not the inventory of the accompanying escorts.  I don't think this is how it works in vanilla, all of their inventories are tied together when you barter with traders.  At first I thought it might have something to do with the traders proximity to their escorts, but that does not appear to be the case.

Edit: The actual trade caravans seem to work correctly, but on further inspection the vast majority of the items are held in the animal mule's inventory, the escorts seem to only have essentials like meals.  However this is not the case for the "visiting traders", most of the escorts seem to be holding valuable items they wouldn't have otherwise and you are not able to access them without stripping or killing them.  I don't know if this is how visitors work in vanilla also, can't say I paid that close attention the first time I played this game.

Gfurst

Gonna step forward on these ones

Quote from: rwulf on August 05, 2016, 04:21:45 AM
The mod was working fine at first, but now I have no social tab, caravan traders show up, hang out for a bit, and leave, and travelers just speed straight through without stopping.
This whats supposed to happen, trade caravans just stop for a while and then leave, people traversing the map are also supposed to just leave, they're not guests per say. Only actual guests come and stay for a day or so, are allowed to be recruit and increase relationship with factions. Eg, if they're not coming, then perhaps you don't have high enough reputation yet.

Quote from: Elysium on August 05, 2016, 11:47:36 AM
It would seem only the inventory of the pawn you actually trade with is available in the trade window, and not the inventory of the accompanying escorts.  I don't think this is how it works in vanilla, all of their inventories are tied together when you barter with traders.
And again, this is how supposed to be. When few guest appear and they have something to trade, only that pawn inventory is in on the trade. Trade caravans on the other hand also add the "mule" inventory. And this is vanilla behavior as well.

Serenity

How is recruitment supposed to work. I know it says you need to increase their trust, but I don't see an option to even make an attempt.

Gfurst

Quote from: Serenity on August 06, 2016, 02:25:44 PM
How is recruitment supposed to work. I know it says you need to increase their trust, but I don't see an option to even make an attempt.
Again... when ***guests*** appear, you have an additional tab on the pawn, which allows you to select between interactions: not interact; recruit; be friendly;
and you can choose between that and even choose a default, note that the first option doesn't mean they won't interact, just means they won't actively try to engage with the guests.

biship

#934
Got a steam update to this mod today, don't know if it's related, but I get this on game load:

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.Trigger_UrgentlyCold.TooCold (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].FindIndex (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.Any[Pawn] (System.Collections.Generic.List`1 list, System.Predicate`1 predicate) [0x00000] in <filename unknown>:0
  at Hospitality.Trigger_UrgentlyCold.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


and then the same thing over and over, about 20 times per second.

EDIT: Save also says I have a visit from a group from Banzo of Trout, but I don't see them, nor do they show up.

Orion

Quote from: biship on August 08, 2016, 12:04:17 PM
Got a steam update to this mod today, don't know if it's related, but I get this on game load:

EDIT: Save also says I have a visit from a group from Banzo of Trout, but I don't see them, nor do they show up.

I've updated it on Steam. It's amazing how much can go wrong in 10 lines of code in RimWorld... ANYTHING can be null :-\

biship

#936
Nice, that error is fixed. I now have visitors from Township-at-the-ridge, and I am getting this about once every 5s:

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.LordToil_CustomTravel.<LordToilTick>b__1 (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Count[Pawn] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
  at Hospitality.LordToil_CustomTravel.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


Interesting. These guys are not leaving... Just hanging out in my base dieing from starvation.

Traders from Vasalo Galga turned up and won't leave. Just dieing all over my base. How inconsiderate.

Orion

Did you by any chance save your game after getting errors? Maybe your save game is in an invalid state... I'll see if I can add another check against what error you might be getting. It's shooting in the dark, though...

biship

When of the them dies, either from starvation, or God Mode, the rest flee. Otherwise, they stay forever.

Orion


biship

For every group of visitors or traders that turn up. They won't leave.
(and I still get that Hospitality.LordToil_CustomTravel every ~5s)

Orion

I've just uploaded an update to Steam. I hope it will fix your travel error. If it doesn't, something else is broken. You should remove all visitor groups from your save file by hand and see if that helps.

biship

#942
I get this now:
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Trigger_WoundedGuestPresent.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


I'll start deleting these guys...

EDIT: All visitors & Lord(things) deleted. Caravans now come and go - thanks for your fixes and help!

Codexehow

Nice mod, but I have a question....is it possible to create zones for Guests? They go everywhere, and they don't respect locked doors. They're smoking all my joints :(.

Thanks.

Kaaven

Quote from: Codexehow on August 08, 2016, 10:02:00 PM
Nice mod, but I have a question....is it possible to create zones for Guests? They go everywhere, and they don't respect locked doors. They're smoking all my joints :(.

I second that - it would be neat to be able to create zones for guests to stay in. As it is now, every-time someone visits my base, they all go straight for the vodka supply :D