[1.3.0] Hospitality

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

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Orion

Oh, yeah... I get what you mean now. But he shouldn't get that error message. I think.

@Canaris: Could you post a screenshot of your entire map? I'm mostly interested in the edges.

I'll check github. How odd.

Sirsim

True self and happiness lies in the space between two thoughts.

ridjack

I realize this hasn't been updated for Royalty as yet, but is there any possibility of getting a config option (or even just a snippet of code to slap into a file) to disable the Shattered Empire faction from visiting? They've been my most frequent visitors, and I end up allied with them just from that. Feels a bit cheesy.

Canute

The relation to the empire isn't that important, more important are your title.
And new title you only earn from tribute or quests.



wwWraith

Hmm I can agree that Empire guests come much more frequently than other factions. Not a big problem for myself, but probably something is wrong there.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Orion

Sorry about that. It's on Github now.

This mod has been updated for Royalty. In fact, I spent weeks doing so.
The visit rate is dependant on how much they like it, your current relationship, and how close they are settled. And indeed, there aren't any special benefits from that.

ridjack

Quote from: Orion on May 02, 2020, 01:50:41 PM

This mod has been updated for Royalty. In fact, I spent weeks doing so.

Apologies, I either misread or misremembered. Good to know either way!

Canaris

#2497
Quote from: Orion on May 02, 2020, 03:15:02 AM
Oh, yeah... I get what you mean now. But he shouldn't get that error message. I think.

@Canaris: Could you post a screenshot of your entire map? I'm mostly interested in the edges.

I'll check github. How odd.

It actually happens on all maps, both vanilla and modded biomes, islands and in the middle of the continent, both normal nice maps and absolute -190C toxic fallout ridden nightmares. Always with the same console message.

That whole "pleasure island" was kind a misnomer i guess, sorry about that.
And like i said - i had Hospitality on top of 230 mods so maybe that is the problem.

Oh and island biome isnt a problem here for sure, they all are perfectly fine to spawn something at the border because of the shallow ocean water being passable albeit with 30% speed. After all raids spawn fine ( both vanilla and modded factions ).
Phoneposter - typos will happen.

Canute

If you like to experiment abit.
Enable developer mode at the options.
The top right icon is quickstart, Shift-leftclick generate fast a random colony.
Use godmode to place some guest beds.
At debug action (one of the top icons) select do Incident (map), search for visitor and spawn some visitor groups.
If the same problem happen, deactivate one or more mod and try it again until you can maybe find the one. Or use the 50% methode (deactivat half of your mods). :-)




ridjack

Just had a guy show up from my game's shattered empire with bionic eyes, stoneskin gland, Industrious+Great Learner, full cataphract armor all at excellent quality.

He was able to be recruited immediately. Guest screen showed "0/0 Royal friends" for the requirement, and he only caused a 20 relationship hit.

Looking at the log, I see a couple things:

Failed to read royalty titles or their required apparel. This means you are using a mod that changes these and broke them.
System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.ItemUtility+<>c__DisplayClass1_0.<IsRequiredByRoyalty>b__0 (RimWorld.RoyalTitle title) [0x00000] in <5113c67bff384e17a9e7135b975dff75>:0
  at System.Collections.Generic.List`1[T].FindIndex (System.Int32 startIndex, System.Int32 count, System.Predicate`1[T] match) [0x0003b] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Collections.Generic.List`1[T].FindIndex (System.Predicate`1[T] match) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.GenCollection.Any[T] (System.Collections.Generic.List`1[T] list, System.Predicate`1[T] predicate) [0x00000] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at Hospitality.ItemUtility.IsRequiredByRoyalty (Verse.Pawn pawn, Verse.ThingDef apparelDef) [0x0002c] in <5113c67bff384e17a9e7135b975dff75>:0
Verse.Log:Error(String, Boolean)
Hospitality.ItemUtility:IsRequiredByRoyalty(Pawn, ThingDef)
Hospitality.ItemUtility:PocketHeadgear(Pawn)
Hospitality.GuestUtility:Arrive(Pawn)
Hospitality.LordToil_VisitPoint:Arrive()
Hospitality.LordToil_VisitPoint:Init()
Verse.AI.Group.Lord:GotoToil(LordToil)
Verse.AI.Group.Transition:Execute(Lord)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:ReceiveMemo(String)
Hospitality.LordToil_CustomTravel:LordToilTick()
Verse.AI.Group.Lord:LordTick()
Verse.AI.Group.LordManager:LordManagerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


<color=#D09B61FF>Sabbas</color> has a chance of Infinity of showing up.
Verse.Log:Message(String, Boolean)
Hospitality.<RandomlyUsingTitleAsChance>d__11:MoveNext()
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.<InRandomOrder>d__4`1:MoveNext()
System.Linq.EnumerablePartition`1:ToList()
System.Linq.Enumerable:ToList(IEnumerable`1)
Hospitality.IncidentWorker_VisitorGroup:GetPawnsToSpawn(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:SpawnPawns(IncidentParms, List`1)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.IncidentWorker_VisitorGroup:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.IncidentQueue:IncidentQueueTick()
Hospitality.Hospitality_MapComponent:MapComponentTick()
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Sabbas is the pawn in question.

Full log on Gist: https://gist.github.com/ridjack/1af541147a712fb56081e548a65e3ac1

(Top half or so of that log is filled with a (theoretically) unrelated error spam that occurred when my returning caravan had nowhere to unload their inventory.)

Orion

Looks like maybe a mod messes with your Royalty titles.

ridjack

Know of any likely candidates? I have a healthy-sized mod list, and trying to pin down the cause of an error that doesn't happen all the time will take quite awhile on my own.

I'm removing Royalty Tweaks at the moment as the only mod I saw that explicitly modifies royalty, but any thoughts on other possibilities would be appreciated. :)

Orion

Sorry, I really don't know. I'd probably go to the workshop folder where steam stores your mods and search for royal in all files.

Hrod

#2503
Hey everyone.

After a while without visitors I just spawned some visitors using dev mode. Everything went fine until they had to leave. Now there's some error and it just spams that they are leaving but they can't.

This is the error:

Exception while ticking lord with job Hospitality.LordJob_VisitColony:
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentQueue.Add (RimWorld.QueuedIncident qi) [0x00000] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Hospitality.Hospitality_MapComponent.QueueIncident (RimWorld.FiringIncident incident, System.Single afterDays) [0x0001d] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.GenericUtility.PlanNewVisit (RimWorld.IIncidentTarget map, System.Single afterDays, RimWorld.Faction faction) [0x00044] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.GenericUtility.TryCreateVisit (Verse.Map map, System.Single days, RimWorld.Faction faction, System.Single travelFactor) [0x00036] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.LordToil_VisitPoint.PlanRevisit (RimWorld.Faction faction, System.Single targetGoodwill, Verse.Map currentMap, System.Boolean sentAway) [0x00142] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.LordToil_VisitPoint.DisplayLeaveMessage (System.Single score, RimWorld.Faction faction, System.Int32 visitorCount, Verse.Map currentMap, System.Boolean sentAway) [0x0000a] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.LordToil_VisitPoint.Leave () [0x0015b] in <a20d107dfae34012a7901a1f006be785>:0
  at Hospitality.LordToil_VisitPoint.Cleanup () [0x00001] in <a20d107dfae34012a7901a1f006be785>:0
  at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x0000f] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.Transition.Execute (Verse.AI.Group.Lord lord) [0x00055] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, Verse.AI.Group.TriggerSignal signal) [0x000de] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (Verse.AI.Group.TriggerSignal signal) [0x00050] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.Lord.LordTick () [0x0002a] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00011] in <4489f1367c1c4d76b2ae1272c8ed691d>:0


Anyone know how to fix this? I deleted those visitors and the message stopped. I then spawned a few more visitors and sent them away and the error was back. I'm willing to remove the mod altogether if there's no solution (destroying pawns and beds and uninstalling).

One thing that may be related to this bug: Because I wasn't getting visitors I searched the incident queue in the savegame and besides the main incident queue (empty), there was a hospitality queue with the same message repeated, which I deleted just in case.

<queuedIncidents>
<li>
<firingInc>
<def>VisitorGroup</def>
<parms>
<target>Map_0</target>
<threatPoints>-1</threatPoints>
<faction>Faction_100</faction>
<spawnCenter>(-1000, -1000, -1000)</spawnCenter>
<spawnRotation>2</spawnRotation>
<pawnGroups IsNull="True" />
<quest>null</quest>
</parms>
</firingInc>
<fireTick>10500317</fireTick>
</li>
<li>
<firingInc>
<def>VisitorGroup</def>
<parms>
<target>Map_0</target>
<threatPoints>-1</threatPoints>
<faction>Faction_101</faction>
<spawnCenter>(-1000, -1000, -1000)</spawnCenter>
<spawnRotation>2</spawnRotation>
<pawnGroups IsNull="True" />
<quest>null</quest>
</parms>
</firingInc>
<fireTick>11766826</fireTick>
</li>
</queuedIncidents>


Halp.

Canute

Hrod,
i don't think it is Hospitality it self it is more a bad configurate faction/race or maybe your current map so they can't leave.
When i am playing a mountain base, mosttimes i dig to the map border at the mountain side. Most caravan leave through these narraow passage and many visitors.

So what version of Hospitality do you use and could you post a complete log (CTRL-F12) after you loaded the safegame and that error happen.