Ludeon Forums

Ludeon Forums

  • September 23, 2019, 03:34:00 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 11

Author Topic: [1.0] Hatti's Modlist, Home of QualityBuilder (Updated 22.11.2018)  (Read 168575 times)

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile

Hatti's Modlist


1.0
                                                                                                                                                                                  
Mod nameShort descriptionVersionDownload
QualitySurgeonOnly the doctor with best surgery chance will perform surgeriesV 1.0.3Dropbox / Steam
QualityBuilderSet minimum expected quality to buildings. Only best builder will buildV 1.0.7Dropbox / Steam
DeadMansClothingNewly stripped apparel won´t get the "Dead mans cloth" markV 1.0.2Dropbox / Steam
LongRangePodLauncherSets max fuel from 150 to 600 for launch padsV 1.0.1Dropbox / Steam


More mods will follow




B19
                                                                                                                                                                                  
Mod nameShort descriptionVersionDownload
CleaningAreaSelect a area where your pawns should cleanV 1.0.1Dropbox / Steam
QualitySurgeonOnly the doctor with best surgery chance will perform surgeriesV 1.0.1Dropbox
QualityBuilderSet minimum expected quality to buildings. Only best builder will buildV 1.0.5Dropbox
DeadMansClothingNewly stripped apparel won´t get the "Dead mans cloth" markV 1.0.1Dropbox
LongRangePodLauncherSets max fuel from 150 to 600 for launch padsV 1.0.1Dropbox



B18
                                                                                                                                                                                  
Mod nameShort descriptionVersionDownload
AllowDeadMansApparelNew filter for stockpiles/workbenches to allow/deallow dead mans apparelV 0.18.1Dropbox / Steam
CleaningAreaSelect a area where your pawns should cleanV 0.18.2Dropbox
QualitySurgeonOnly the doctor with best surgery chance will perform surgeriesV 0.18.3Dropbox
QualityBuilderSet minimum expected quality to buildings. Only best builder will buildV 0.18.3Dropbox
DeadMansClothingNewly stripped apparel won´t get the "Dead mans cloth" markV 0.18.2Dropbox
LongRangePodLauncherSets max fuel from 150 to 600 for launch padsV 0.18.1Dropbox



License
Everything is under Creative Commons License

Updates
Code: [Select]
22.11.2018:
      QualityBuilder 1.0.7
- Changed the icon. Also the icon on the buildings are now a indicator for the desired quality that is set.
- The SET designator in the Architect-Order menu now have a right click menu. The selected quality will apply to all selected buildings. The tooltip will show the quality that is set.
- Finally got rid of the old 'Detour' mechanics and switched to Harmony as it should be!
- Tooltip shows {0} instead of the quality that is set is fixed
- Fix a bug that buildings that are generated with the map, like a raider base, get reconstructed after deconstruction. This will also add compability with 'Real Ruins' mod
- Added russion translation. Thanks to Steam user 76561198018947335.
- Fixed buildings stops getting reconstructed till desired quality is set while its currently beeing constructed and the game is saved and loaded again.

      QualitySurgeron 1.0.3 FINALLY 1.0!
- Fixed bug with modded workbenches.
17.10.2018:
      QualityBuilder 1.0.6 ready for 1.0!
- Finally changed how mod is loaded. No more staticConstructor warnings at start due to Qualitybuilder.
- Fixed error log message "EVT0" when toggling QualityBuilder on a building.
- Fixed issue where QualityBuilder insisted to build in the desired quality even though it was disabled

      DeadMansClothing 1.0.2 ready for 1.0!
  LongRangePodLauncher 1.0.2 ready for 1.0!
31.08.2018:
      Updated mods to B19 and updated this post
11.08.2018:
      QualityBuilder 1.0.5 - Fixed Nullpointer if you never opened mod settings before starting game.
10.08.2018:
      QualityBuilder 1.0.4 - Fixed minor bug
10.08.2018:
      QualityBuilder 1.0.3 - Added some mod settings.
- Its possible to default enable/disable qualitybuilder on buildings.
- You can set a skilllevel at which other builders will build buildings with quality too. So no more one and onyl "Quality builder"
- Ever wanted to switch your "Quality builder" ? Now you can set the Pawn who should build stuff with quality.
- There is also a nice option to set the default minimum quality on new buildings.
31.07.2018:
      QualityBuilder 1.0.2 - Fixed a 1.0 unstable update. Thanks for renaming from 'isFrame' to 'IsFrame'...
      All other mods - 1.0.0 unstable update.
18.06.2018:
      QualityBuilder 1.0.1 - 1.0 Hype!
 
26.11.2017:
      QualitySurgeon 0.18.3 - B18 Hype!
- Almost new implementation, now with Harmony library.
- "Force do operation" on rightclick menu implemented
- Included skill requirements check for recipes

      CleaningArea 0.18.2 - B18 Hype!
20.11.2017:
      First mods for B18.. more will follow!

25.10.2017:
      First mods for A18.. more will follow!

25.05.2017:
      Almost all mods updated to A17 release version
      CaravanSpot discontinued cause A17 vanilla provides it now
      QualityBuilder 0.17.3 Fixed bug where portion of materials delivered to last blueprint just dropped to floor instead of placing into frame. Floors, walls, buildings

16.05.2017:
      CleaningArea, QualityBuilder, QualitySurgeron 0.17.2 - Updated to latest A17 unstable build 0.17.1539

17.03.2017:
      CleaningArea 0.16.4 - Updated harmoy library

14.03.2017:
      CleaningArea 0.16.3 - Updated harmoy library to fix incompability with Nandonalt's Visual Addons(which needs to get updated too)

08.03.2017:
      DeadMansApparel 0.16.1 - Initial release

24.02.2017:
      CleaningArea 0.16.2 - Fixed issue that pawns get stuck if the cleaning area isnt covered in the homearea

23.02.2017:
      CleaningArea 0.16.1 - Initial release

14.02.2017:
      QualitySurgeon 0.16.2 - Fixed issue that not the right doctor is considered for surgery ( Mostly glittertech and EPOE).. turns out there are 2 different, independent identifiers for surgery

05.02.2017:
      QualitySurgeon 0.16.1 - Release of QualitySurgeon

      QualityBuilder 1.0.6 - Fixed issue that nothing with QualityBuilder designation will be build, if the best constructor is incapable of moving or manipulation. The next best constructor will build instead.

21.01.2017:
      QualityBuilder 1.0.5 - Fixed issue that QualityBuilder does not work on not active maps

05.01.2017:
      CaravanSpot 0.16.3 - Fixed issue after loading a game with a caravan spot set

26.12.2016:
      CaravanSpot 0.16.2 - Fixed some issues

26.12.2016:
      Post init
« Last Edit: November 22, 2018, 05:50:14 AM by Hatti »
Logged

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016)
« Reply #1 on: December 26, 2016, 06:00:21 PM »

CaravanSpot - You tell where to form!




Description:
With A16 the new feature for world traveling and forming outgoing caravans became a hit. Unfortunately sometimes the place where your outgoing caravans will form is not the best one.
With this mod you can change it!
A new spot like the party sport where caravans will form. You can change position of the spot everytime you want!

Download
« Last Edit: February 04, 2017, 11:30:48 PM by Hatti »
Logged

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016)
« Reply #2 on: December 26, 2016, 06:00:31 PM »

LongRangePodLauncher - Raid the world!




Description:
Just alters the max fuel for the podlauncher from 150 to 600.

Download




AllowDeadMansApparel




Description:
The opposite of the 'Allow non-dead man's apparel' filter for stockpiles and workbenches.

 Vanilla gives you the option for stockpiles and workbenches, to exclude apparel which hasn´t been worn by dead man with the filter option 'Allow non-dead man´s apparel'
 But you are unable to exclude apparel which has been worn by dead man. This mod adds a filter for it so you can exclude apparel which has been worn by dead man in stockpiles and workbenches.

Download
« Last Edit: March 07, 2017, 07:21:24 PM by Hatti »
Logged

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016)
« Reply #3 on: December 26, 2016, 06:00:38 PM »

QualitySurgeon - Let the chief doctor perform!




Description:
Only the doctor with the best surgey success chance will perform surgeries.
If he is the one on the table, the next best one will perform the operation.

Of course, only doctors with some movement and manipulation can perform surgeries!. If your doctor with the best surgery success chance is incapable of walking or manipulation, he wont be considered.

Conflicts:
The mod detours "WorkGiver_DoBill.TryStartNewDoBillJob"

Download
« Last Edit: February 10, 2017, 12:54:46 PM by Hatti »
Logged

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016)
« Reply #4 on: December 26, 2016, 06:00:45 PM »

CleaningArea- Set a area for your clean jobs!




Description:
In vanilla, the whole homearea will get cleaned up except if you restrict your pawn to a specific area.
With CleaningArea you are able to set a specific area that will get cleaned up.
This mod works with multiple colonies. You can set the cleaning area for each one.
Per default, the homearea is still used for cleaning.

This mod is save compatible. You can add it to a existing save.

How to?
If you are in game, take a look at the icon bar at the bottom right ( below the speed options ). You will notice a small brom there. If you click on it, it will open up the floating menu where you can set the area where your pawns will clean

Example:

Create a new area and call it "whatever you like". Click on the little broom in the icon menu (below the speed options) and select the area "whatever you like".
Now your pawns will only clean in this area.

Click on the broom again and select "Home". Now your pawns will only clean in the homearea again (as in vanilla)

Conflicts:
The mod redefines the WorkGiver for cleaning

Download
« Last Edit: February 23, 2017, 01:08:48 PM by Hatti »
Logged

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016)
« Reply #5 on: December 26, 2016, 06:00:51 PM »

QualityBuilder - build like never before!


Description:

With QualityBuilder all buildings that have quality (beds, tables etc) will only be build by the best builder to ensure the best outgoing quality. Every other constructor will be able to bring in the materials, but only the best one will build it.

If you know Skilledbuilder, you know that QualityBuilder do the same thing?!

Why use QualityBuilder if there is already a mod that makes this?

With QualityBuilder you are able to set a minimum quality you want on a Object you want to build.
Tired of placing, deconstructing and replacing 100 of beds just to get some decent ones? This has an end now! You can set the minimum quality you want to get from you selected objects.

If the finished object does not met your minimum quality requirements, it will get deconstructed and replaced in same position and same stuff.


In the Architect->Order menu you have 2 new designators to set or unset if only the best constructor should build.
If you select one or more things that have quality, you see a toggle command. Do a right click on it to get the floatmenu for setting your minimum quality for these objects you want to get.


  • After selecting one or more objects with quality, you have the toggle command to set or unset construction by only best constructor.
    With a right click you open up the floatmenu to set the desired minimum quality you want to have.





  • Designators in Architect->Order menu to set or unset only best constructor to build





  • Mod Settings


    On the mod settings page you set set following options:
    - If you are currently on a game map, you can select between the settings "Default settings" and "Current map". The default settings will be applied on all new generated maps and are shared over all save games. The "Current map" settings will be only applied on the current map.
    - Enable QualityBuilder by default: If enabled, qualitybuilder wil also be enabled new placed buildings.
    - Ignore QualityBuilder at skill: If for example set to 15, all builders at that level or higher will build qualitybuilder enabled buildings.
    - Default minimum quality: The QualityBuilder quality settings for newly placed buildings will be set to this.
    - Override best builder with: The selected Pawn will be the only one who build qualitybuilder enabled buildings.
Youtube video

Download



Special credits and thanks:

QualityBuilder is the descendant of Skilledbuilder with some nice addtions.
Thanks and credits to shadwar for Skilledbuilder and the inpiration, after i updated it for A14 and A15, to make QualityBuilder.

Authors from CCL for some nice code snippets
« Last Edit: August 10, 2018, 03:38:34 PM by Hatti »
Logged

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016)
« Reply #6 on: December 26, 2016, 06:01:13 PM »

Reserve
Logged

Love

  • Colonist
  • ***
  • Posts: 279
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016)
« Reply #7 on: December 26, 2016, 06:07:07 PM »

Hey Hatti, this error is being thrown seemingly at random times. After doing some troubleshooting I'm 100% sure it's something up with QualityBuilder.

Code: [Select]
Invalid count: 0, setting to 1. Job was HaulToContainer A=Thing_WoodLog15500 B=Thing_Wall_Blueprint71991
Verse.Log:Error(String)
Verse.AI.Toils_Haul:ErrorCheckForCarry(Pawn, Thing)
Verse.AI.<StartCarryThing>c__AnonStorey41A:<>m__67B()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<UninstallIfMinifiable>c__AnonStorey22F:<>m__41()
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)
Verse.AI.<GotoThing>c__AnonStorey460:<>m__6C9()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Logged

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016)
« Reply #8 on: December 26, 2016, 06:15:15 PM »

Hey Hatti, this error is being thrown seemingly at random times. After doing some troubleshooting I'm 100% sure it's something up with QualityBuilder.

Code: [Select]
Invalid count: 0, setting to 1. Job was HaulToContainer A=Thing_WoodLog15500 B=Thing_Wall_Blueprint71991
Verse.Log:Error(String)
Verse.AI.Toils_Haul:ErrorCheckForCarry(Pawn, Thing)
Verse.AI.<StartCarryThing>c__AnonStorey41A:<>m__67B()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<UninstallIfMinifiable>c__AnonStorey22F:<>m__41()
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)
Verse.AI.<GotoThing>c__AnonStorey460:<>m__6C9()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

What was your troubleshooting and how you can be 100% sure its the mod? First time i see this error. Qualitybuilder dont alter any hauling related stuff.
And what other mods do you have? Especially any mods that have something to do with hauling..
Logged

Love

  • Colonist
  • ***
  • Posts: 279
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016) NEW CARAVAN SPOT
« Reply #9 on: December 26, 2016, 06:44:26 PM »

Any mod that affects pawn building behaviors also has some effect on hauling, they're pretty closely linked. I deactivated any other mod that affected hauling in any way by searching all the assemblies in my Mods directory for the word 'haul' with Agent Ransack, and I did some talking with ZorbaTHut about the errors (because at first I was suspecting his mods at first).

Thus far I have not been able to come up with a way to reliably reproduce it other than trying to agitate the pawns with constantly changing qualitybuild blueprints but I thought you should know.
Logged

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 26.12.2016) NEW CARAVAN SPOT
« Reply #10 on: December 26, 2016, 07:30:11 PM »

Any mod that affects pawn building behaviors also has some effect on hauling, they're pretty closely linked. I deactivated any other mod that affected hauling in any way by searching all the assemblies in my Mods directory for the word 'haul' with Agent Ransack, and I did some talking with ZorbaTHut about the errors (because at first I was suspecting his mods at first).

Thus far I have not been able to come up with a way to reliably reproduce it other than trying to agitate the pawns with constantly changing qualitybuild blueprints but I thought you should know.

Sideeffects maybe yes. Mods only alter whats in their code:) QualityBuilder does not CRUD any hauling jobs. And the Log according the error occured from a wodden wall.
In the first place i also would point at mods like hand me that brick or something. But it also could be a super random vanilla bug or just a mod compability issue. Never heared or saw this bug happen so far.
Logged

faltonico

  • Guest
Re: [A16] Hatti's Modlist (Updated 28.12.2016) NEW CARAVAN SPOT
« Reply #12 on: December 28, 2016, 10:42:18 PM »

Any news for an incoming trade caravan spot for A16 ?
Trading spot is working for A16: https://ludeon.com/forums/index.php?topic=25579.msg259985#msg259985
Logged

Love

  • Colonist
  • ***
  • Posts: 279
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 28.12.2016) NEW CARAVAN SPOT
« Reply #13 on: January 04, 2017, 06:11:38 PM »

CaravanSpot was bugged, the root cause is trying to store the map in a local variable rather than calling Map directly. Simply get rid of the curMap variable and just use Map.

https://mega.nz/#!yh402III!2l4faHuScYUyNEnNsn0VHzL2vf5AsYKX6qQzkz4MmZk

Fixed version.
« Last Edit: January 04, 2017, 06:13:47 PM by Love »
Logged

Hatti

  • Colonist
  • ***
  • Posts: 131
  • Refugee
    • View Profile
Re: [A16] Hatti's Modlist (Updated 28.12.2016) NEW CARAVAN SPOT
« Reply #14 on: January 05, 2017, 03:43:24 PM »

also officially updated:)
Logged
Pages: [1] 2 3 ... 11