Ludeon Forums

Ludeon Forums

  • July 20, 2019, 12:56:10 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 153 154 [155]

Author Topic: [1.0.19] Hospitality (updated 16.07.2019)  (Read 806904 times)

Canute

  • Transcendent
  • *****
  • Posts: 7416
  • Refugee
    • View Profile
Re: [1.0.16] Hospitality (updated 07.05.2019)
« Reply #2310 on: May 11, 2019, 04:23:40 AM »

Same like with regular visitors.
But with this mod you can assign zone's to visitor and ofcouse to your pawn.
At this way you can give them more chances for a nice chat so they become friends and more.
But you can't force a romance.

Logged

Vectricity

  • Muffalo
  • *
  • Posts: 14
  • Story Writer
    • View Profile
Re: [1.0.16] Hospitality (updated 07.05.2019)
« Reply #2311 on: May 24, 2019, 11:48:43 AM »

Well, I got -10 from Chief angered and +13 when she left the map healthy. But I guess point is when a visitor comes to town jonesing for some crack, loses it, stabs an animal... The chief should have been apologising to me :P

We melted her knife and confiscated her drugs, though :D
Sounds to me like everything is functioning correctly. Also, if a group of visitors isn't to your liking, you know you can send them away as early as the moment they arrive, yes?
Logged

nickdos

  • Drifter
  • **
  • Posts: 54
  • Refugee
    • View Profile
Re: [1.0.16] Hospitality (updated 07.05.2019)
« Reply #2312 on: May 24, 2019, 12:46:07 PM »

Visitors that visited my colony before still arrive to the colony mind broken and with empty need bars, probably because of the large distance of my base to the edge of the map. Fresh faces arrive just fine. Do you clear their moods and fill their needs in between visits?
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7416
  • Refugee
    • View Profile
Re: [1.0.16] Hospitality (updated 07.05.2019)
« Reply #2313 on: May 24, 2019, 03:51:53 PM »

The visitor's will walk to their designatated zone at first.
Then they will eat,sleep and use your recreation object.
Maybe you should keep some pawn's ready to rescue some of these visitors.
That's the disadvance of large maps.
Logged

Orion

  • Super Modder
  • Planetologist
  • ***
  • Posts: 1064
  • And why not
    • View Profile
    • Extra Nice

Orion

  • Super Modder
  • Planetologist
  • ***
  • Posts: 1064
  • And why not
    • View Profile
    • Extra Nice
Re: [1.0.17] Hospitality (updated 10.06.2019)
« Reply #2315 on: June 10, 2019, 12:37:10 PM »

Update
1.0.17 - 10.06.2019
- New: Added setting for minimum group size
- New: Travelling guests will never have mental breaks
- New: Guest tab shows the amount of guests and beds
- Fix: Guests now only get entertained when they're inside of the guest area
- Fix: Returning visitors get their needs reset
- Tweak: Buying food improved
« Last Edit: June 10, 2019, 12:39:26 PM by Orion »
Logged

Raf's

  • Drifter
  • **
  • Posts: 43
  • Refugee
    • View Profile
Re: [1.0.17] Hospitality (updated 10.06.2019)
« Reply #2316 on: July 11, 2019, 02:49:12 PM »

Getting erros with the new version.

"Something failed when spawning visitors: Object reference not set to an instance of an object
  at HugsLib.Settings.SettingHandle`1[System.Int32].op_Implicit (HugsLib.Settings.SettingHandle`1 handle) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.GetGroupSize () [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_VisitorGroup.SpawnGroup (RimWorld.IncidentParms parms, Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.<>c__DisplayClass9_0:<TryExecuteWorker>b__0()
Verse.DiaOption:Activate()
Verse.DiaOption:OptOnGUI(Rect, Boolean)
Verse.Dialog_NodeTree:DrawNode(Rect)
Verse.Dialog_NodeTree:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)"

Don't if it's the mod or another mod I have but it ran with the other version of Hospitality fine.

Edit: The new option sometimes don't seem to load also, and the spawn guest option in the debug menu is not working.
« Last Edit: July 11, 2019, 03:24:39 PM by Raf's »
Logged

Goldenpotatoes

  • Super Tester
  • Colonist
  • ***
  • Posts: 430
  • 01101110 01101111
    • View Profile
Re: [1.0.17] Hospitality (updated 10.06.2019)
« Reply #2317 on: July 11, 2019, 04:11:30 PM »

Can you add a mod option for assigning item blacklists for gifting? Playing with Combat Extended essentially means the visitors will more or less give you all of their ammo before leaving as a token of their appreciation, which is rather annoying and super exploitable.
Logged

Orion

  • Super Modder
  • Planetologist
  • ***
  • Posts: 1064
  • And why not
    • View Profile
    • Extra Nice
Re: [1.0.17] Hospitality (updated 10.06.2019)
« Reply #2318 on: July 16, 2019, 05:04:27 AM »

@Raf's: Do you use Soft Warm Beds, by any chance? This mod breaks every time Hospitality is updated, and the error looks a bit like what you're getting.

@Goldenpotatoes: Sounds like something worth fixing, yeah. I think I'll take a look at what makes ammo ammo and hardcode that they won't gift it.

Canute

  • Transcendent
  • *****
  • Posts: 7416
  • Refugee
    • View Profile
Re: [1.0.17] Hospitality (updated 10.06.2019)
« Reply #2319 on: July 16, 2019, 06:04:34 AM »

Quote
@Goldenpotatoes: Sounds like something worth fixing, yeah. I think I'll take a look at what makes ammo ammo and hardcode that they won't gift it.
Maybe generel item under a special market value ?
Logged

Orion

  • Super Modder
  • Planetologist
  • ***
  • Posts: 1064
  • And why not
    • View Profile
    • Extra Nice
Re: [1.0.17] Hospitality (updated 10.06.2019)
« Reply #2320 on: July 16, 2019, 07:53:39 AM »

It's easier. Their category is called "Ammo".

Canute

  • Transcendent
  • *****
  • Posts: 7416
  • Refugee
    • View Profile
Re: [1.0.17] Hospitality (updated 10.06.2019)
« Reply #2321 on: July 16, 2019, 08:34:21 AM »

But sometimes some modder forget and misdesign the value of some of their items.
And then guest drop alot of these 0.01 silver items.
That's why i suggest the market value too.
Logged

Orion

  • Super Modder
  • Planetologist
  • ***
  • Posts: 1064
  • And why not
    • View Profile
    • Extra Nice
Re: [1.0.17] Hospitality (updated 10.06.2019)
« Reply #2322 on: July 16, 2019, 09:29:42 AM »

I'm not taking into account that other modders do stuff wrong. That's a can of worms I'm not going to open.

Trentennisfigati

  • Drifter
  • **
  • Posts: 36
  • Refugee
    • View Profile
Re: [1.0.19] Hospitality (updated 16.07.2019)
« Reply #2323 on: July 16, 2019, 11:50:06 AM »

Downloaded 1.19 from github but it still says 1.18 in description
Logged

Orion

  • Super Modder
  • Planetologist
  • ***
  • Posts: 1064
  • And why not
    • View Profile
    • Extra Nice
Re: [1.0.19] Hospitality (updated 16.07.2019)
« Reply #2324 on: July 17, 2019, 02:12:28 PM »

Yeah, sorry about that. I changed the number a bit too late. Won't have any negative effects.
Pages: 1 ... 153 154 [155]