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Author Topic: [1.0] [KV] Path Avoid [ModSync RW]  (Read 38103 times)

Kiame

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #75 on: October 20, 2018, 01:52:19 PM »

Update:
Added an option in Path Avoid options to Enable Preferred.
To access it, check "Advanced Settings" then check "Enable Preferred"

For this to take effect the game must be restarted
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Angelix

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #76 on: October 20, 2018, 03:20:39 PM »

got error on load main menu. only enabled mods are hugslib and path avoid. but no error if "Enable Preferred" checked.
Code: [Select]
Not including prefer
Verse.Log:Error(String, Boolean)
PathAvoid.PathDesignationCategoryDef:<ResolveReferences>b__0_0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
also "Prefer" not make any marking, looks like its just another "Normal"
« Last Edit: October 20, 2018, 03:50:40 PM by Angelix »
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Kiame

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #77 on: October 20, 2018, 03:31:35 PM »

I forgot to remove that debug log message
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Kiame

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #78 on: October 20, 2018, 03:33:24 PM »

Fixed
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Kiame

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #79 on: October 21, 2018, 08:11:00 PM »

Update:
Fixed the issue where Normal was not being persisted in the settings.
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bigheadzach

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #80 on: October 21, 2018, 10:40:39 PM »

Hmm, must be something going on with Github downloads. This one appears borked.
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viperwasp

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #81 on: October 21, 2018, 10:57:19 PM »

The pathing issue with Vanilla for longer paths? Is that fixed? If not I don't even see a bug report for it in Bug forums?
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Kiame

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #82 on: October 22, 2018, 03:06:55 AM »

Yeah github's having issues today  :(
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Canute

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #83 on: October 22, 2018, 03:09:53 AM »

The pathing issue with Vanilla for longer paths? Is that fixed? If not I don't even see a bug report for it in Bug forums?
Should be fixed.
At last the one for the animals which caused hvy lag.
If normal pawn's can choose their path more clever i can't say.

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tile7

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #84 on: February 12, 2020, 08:58:02 AM »

Hi.
Used mod heavily. Works great. However, lost submenu in architect menu. I see "Pathing" but when I press it, nothing shows up.
Using Simmqol too, and there is option "Avoid designator refresh" in case submenus are missing some icons. But didnt solve anything. Still missing menu to be able to select type of pathing zone and create it. Ideas?
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Canute

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #85 on: February 12, 2020, 10:07:24 AM »

Do you lost the submenu from the beginning, then i would try to move the mod around, at the end of the modlist or near on top.
When the menu disappear during gameplay then i think some error show up that prevent it.
Check the log window and when you see red text post the logfile (Share log button).
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tile7

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #86 on: February 13, 2020, 03:30:09 AM »

Hi Canute.
Thanks for a millionth time.
I didn't solve it but found out it is up to RimSQol mod.
I excluded it from the mod list and Path avoid works. I put it back in on the top and bottom, and Path avoid doesn't have submenu again.
I also moved position of patch avoid, even its position in the Architect tab, but nothing.
I dont have anything except harmless messages in output_log (you mean that log file?).
I think it is from beginning, as I never use it at the beginning of the game but not sure.
I'm also not aware that I changed anything from last game, and then it worked.
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tile7

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Re: [1.0] [KV] Path Avoid [ModSync RW]
« Reply #87 on: February 17, 2020, 08:09:53 AM »

Rimmsqol mod creator wrotte that in order to have path avoid working, buttons have to be switched to vanilla buttons.
Possible?
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