[A17] Colony Leadership and Teaching v1.3

Started by Nandonalt, January 22, 2017, 04:27:35 PM

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Tanelorn

 I am in the boat of having hugslibs and several mods, so maybe that is part of my problem.

AngleWyrm

#106

Quote from: Tanelorn on June 27, 2017, 08:48:24 AM
I am in the boat of having hugslibs and several mods, so maybe that is part of my problem.
  • Disable all mods. Problem solved?
    • No: There's no help for ya; burn baby burn.
    • Yes:

      • Enable one mod. Did the problem resurface?
        • Yes: You found a problem; leave that mod disabled.
        • No: Enable another mod.
There are more efficient ways, but they are also more complicated.

If you have Scuba156's Mod List Backup mod, then the colorized mod names can make a faster search for a problem mod.
  • Activate the minimum known good mods, Core, Hugslib and of necessity Mod List Backup, and mark them in green
  • Mark half of the inactive mods in yellow and activate that set
  • Is active mod set working?
    • Yes: Recolor all the yellow mods to green, and repeat the process with half the remaining mods
    • No: Disable half the yellow mods and un-color them back to white
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

SpaceDorf

Quote from: AngleWyrm on June 27, 2017, 07:19:58 PM

Quote from: Tanelorn on June 27, 2017, 08:48:24 AM
I am in the boat of having hugslibs and several mods, so maybe that is part of my problem.
  • Disable all mods. Problem solved?
    • No: There's no help for ya; burn baby burn.
    • Yes:

      • Enable one mod. Did the problem resurface?
        • Yes: You found a problem; leave that mod disabled.
        • No: Enable another mod.
There are more efficient ways, but they are also more complicated.

If you have Scuba156's Mod List Backup mod, then the colorized mod names can make a faster search for a problem mod.
  • Activate the minimum known good mods, Core, Hugslib and of necessity Mod List Backup, and mark them in green
  • Mark half of the inactive mods in yellow and activate that set
  • Is active mod set working?
    • Yes: Recolor all the yellow mods to green, and repeat the process with half the remaining mods
    • No: Disable half the yellow mods and un-color them back to white

Before I do this, AngleWyrm, do you have a working modlist to compare to mine ?
As always the problem is removing shit midgame, without killing the save :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

AngleWyrm

#108
Quote from: SpaceDorf on July 01, 2017, 01:15:10 PM
Before I do this, AngleWyrm, do you have a working modlist to compare to mine ?
As always the problem is removing shit midgame, without killing the save :)

Here's my modlist, which doesn't pop up an error box outside of dev mode. Your mileage may vary, as I don't subscribe to the policy of always using the newest version; in my opinion that creates opportunity for meddling rather than improvement, so I choose the version I like best.

Also attached is the mod list backup color set files folder, which goes right next to the config folder. The mods listed in red (and not appearing in the active modconfig file) generated errors outside of dev mode, and that's not something I allow in my active mods.

[attachment deleted by admin due to age]
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Tanelorn

#109


After a 3 year run on Cassandra Hard I am VERY FRUSTRATED with my dictator choice of leadership.

This mod DESPARATELY needs a few changes here:

1. Allow any colonist to be a teacher. Even dictators can DICTATE a colonist to teach other colonists!!! They are not mutually exclusive!!!!

2. If a dictator dies, allow for ALL LEADERSHIP OPTIONS! Meaning, if the dictator dies, let us choose to become a democracy. This is how TYRANNICIDE WORKS!


Ok, /!rant. Still, please share your agreement if you agree with me.

SpaceDorf

#110
Quote from: AngleWyrm on July 02, 2017, 12:28:17 AM

Here's my modlist, which doesn't pop up an error box outside of dev mode. Your mileage may vary, as I don't subscribe to the policy of always using the newest version; in my opinion that creates opportunity for meddling rather than improvement, so I choose the version I like best.


Thank you :)
I am a strong follower of the all-the-updates-philosophy, but your list and mine had enough overlap to confirm some suspiscions I had.

One question though, how are you running misc. robots without misc. core ?


========

The culprit was the Naming Bug. After I killed some Mechanoids my Place got Named and Elections are held right now.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

AngleWyrm

Quote from: SpaceDorf on July 02, 2017, 05:15:17 AM
One question though, how are you running misc. robots without misc. core ?
Keen eye on your part, oversight on mine.
I've been playing tribal starts since my last pass updating mods; I'll have to activate the Misc. Core before I get there, thanks for the heads up.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

SpaceDorf

#112
Quote from: AngleWyrm on July 02, 2017, 09:21:46 PM
Quote from: SpaceDorf on July 02, 2017, 05:15:17 AM
One question though, how are you running misc. robots without misc. core ?
Keen eye on your part, oversight on mine.
I've been playing tribal starts since my last pass updating mods; I'll have to activate the Misc. Core before I get there, thanks for the heads up.

Some Jobs really spill over into everything.
So you got instant Karma for being helpfull :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Ynemo

I don't have elections for more than a year, how can i force it in dev mode?

SpaceDorf

First of, have you checked for this ?

Quote from: jts1702 on June 26, 2017, 03:54:26 PM
Exoray and others:

A17b is bugged -- repeat, VANILLA game A17b is bugged.
Unless all the ancient dangers are cleared, you won't have ANY of the crucial events involving a spot or naming your settlement resolved. So, clear them out.
Because this means, your colony won't hold elections until the colony is named.

Second : Execute Incident : LeaderElection
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Ynemo

great, i forgot to clean ancient danger on this save ) Now i have even more reasons to do it

The13thRonin

This mod is excellent. Can we get more types of leaders and maybe a max of three leaders if the colony gets above 8 pawns?

AngleWyrm

Quote from: The13thRonin on August 21, 2017, 09:48:06 AM
... and maybe a max of three leaders if the colony gets above 8 pawns?
How about a relationship between the number of colonists and the number of leaders?

Maybe a leader can support a number of colonists based on their social skill. Then there would be a relationship between the size of the colony and the number of leaders it contains, with some representation of individual skill.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Ra66itInc

Howdy! Care for a glass of go-juice?

The13thRonin

This mod needs an expansion pack. It's great.