[A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)

Started by Cpt.Ohu, April 23, 2017, 03:44:16 PM

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TastyCookies

I've tried out your mod and it's awesome but there are some quirks I'd like to share. I had no errors generate on my log when these events occurred.

1. Apparently you cannot load certain items such as Medicine. I set the ship to load 20 medicine and set the min. hauler at 1 and when one of the colonists brought the medicine to the ship, they just drop the medicine next to it and the message said that the loading was completed even though there is nothing in the ship. A similar case happened with loading mortars only this time I set it to load 4 but only 3 were loaded in and the last one was dropped next to the ship.

1.5 Along with above comes with canceling the priority of hauling items to the ship. If I click on it once, it doesn't work and the colonists ends up having a bad mood because I am unable to cancel their current task. However, if I click on it multiple times, then it ends up cancelling. This happened while I had 1 colonist loading 1000 chemfuel to the ship.
2. I don't know if this has something to do with the mod but I feel it's worth mentioning. If I were to send a drop ship to a settlement or outpost and use the touchdown option, the map generation is much smaller than if I were to use an alternative method of transportation such as transport pods. The same thing occurs when just loading a random hex on the world map. Using touchdown would just generate a small map versus using a mod such as set up camp would generate a bigger one. 

Other than the above, this is an innovative mod and I love it!

s44yuritch

The issue 1 you mentioned is the 'last item not loaded'. Basically the last item to be loaded is dropped near ship instead of being loaded. If you only ordered to load 20 medicine then it was the last (and also the only) item. Workaround: order more than 1 item to be loaded, and make sure the last item (like 1 potato or something) comes from a farther stockpile, so it will be hauled last and it will be the thing dropped near ship.

Example: you have 2 stockpiles, one near the ship with medicine and one farther away with foods. You order medicine and 1 potato. Medicine is closer so it is loaded first. Then pawn goes for potato and drops it near ship (as it's the last item), but the important things are already loaded.

TastyCookies

Quote from: s44yuritch on August 03, 2017, 04:52:26 PM
The issue 1 you mentioned is the 'last item not loaded'. Basically the last item to be loaded is dropped near ship instead of being loaded. If you only ordered to load 20 medicine then it was the last (and also the only) item. Workaround: order more than 1 item to be loaded, and make sure the last item (like 1 potato or something) comes from a farther stockpile, so it will be hauled last and it will be the thing dropped near ship.

Example: you have 2 stockpiles, one near the ship with medicine and one farther away with foods. You order medicine and 1 potato. Medicine is closer so it is loaded first. Then pawn goes for potato and drops it near ship (as it's the last item), but the important things are already loaded.

Thanks for the reply and workaround, I guess that's how the mod handles hauling items which to me isn't much of a big deal. I'm going to look into the 2nd issue and figure out if there is a def. that is involved with the map generation size. I recently tested different types of ways to enter the map. If I were using a caravan and they entered the map, the size is the same to that of the dropship's touchdown option. If I were using a transport pod drop in, then the map size is the same of my home map (250x250). If I were using the set up camp mod to enter the map, the map size is set to whatever I specified in the mod menu (250x250).

Does OHU Dropships alter the map generation size in anyway?

SpaceDorf

I never really noticed the second Issue until you mentioned it.

But I can confirm that I saw something similiar happen, when sending a scout by droppod, then sending the dropship,
I also have Nandonalts Camping Mods Installed, which allow for small camping maps, maybe it's some overlap there.

Another thing that happened to me yesterday : My dropship "forgot" its weapon. After I launched the ship a installed light turret head was still standing around in my base ..

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

TastyCookies

Quote from: SpaceDorf on August 04, 2017, 07:40:18 AM
Another thing that happened to me yesterday : My dropship "forgot" its weapon. After I launched the ship a installed light turret head was still standing around in my base ..
I'm sorry but that is hilarious, I would love to see a .gif file of that happening while the ship is leaving ;D

What was the map gen size of an outpost in vanilla? Maybe OHU is utilizing vanilla map gen mechanics, but then the transport pod drop also uses vanilla map gen and it's much bigger than just a caravan walking in. I'm looking at the def. and I don't see anything pertaining to map generation (or perhaps I missed it).

SpaceDorf

Good Question, I will see if I can measure some map spawns.

And I try to recreate the gun-incident.
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

Cpt.Ohu

First of all I'd like to apologise for updates and replies taking a long time now. Work and family eat up most my time at the moment. Should be better by mid August.




Regarding ships as sleeping spots: I'm already testing with letting pawns regenerate tiredness when sat in a ship.




Ship weapons staying on the ground : That's one of the problems of how ship turrets work. They are separate buildings that need to be despawned when launching, and sometimes that doesn't quite work as it should yet.




Regarding the loading bugs: currently I'm bastardizing the Droppod-system which was never intended to be used like that. Still working on improving on it and catching all references in the vanilla code that need to be changed.

The lagging during on the items tab stems from a less than ideal harmony patch that's gonna be removed in the next update.

Also found the reason for the last item loading bug, shouldn't happen in the next update as well.

And finally: Thank you for your feedback and for staying with the mod during this development phase.

TastyCookies

Thank you for the updates, will this new update require a new game or can I update it mid-game?

SpaceDorf

You can even install the mod midgame ..  should be save to update.


Thank you again for all your work.

While you are here .. Have you implemented different Weapon Slots than LightCalibre and Bombing ?
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

SpaceDorf

#324
Quote from: SpaceDorf on August 04, 2017, 07:57:23 AM
Good Question, I will see if I can measure some map spawns.


And so I did :
275 is my player mapsize, which I choose on start











  Mapsize   Location   Arrival
  275   Bandit Camp  Transport Pod
  275   Settle    Caravan
  120   Bandit Camp    Caravan
  120   Bandit Camp    DropShip
  100   Empty Tile    DropShip

I have yet to try out settlements.

<cursing> include long string of cursewords here </cursing>
I just flew one dropship to the location of another, to merge both ships like caravans on the worldmap.
What I got was the friendly message : your transport pods have arrived, but since there where no colonists inside, the contents are lost
<more cursing> ..
the contents of the droppods were only four of my best armed soldiers .. no simple colonists indeed ..
and again .. thank you flying spaghetti monster that I don't play Permadead.
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

TastyCookies

Thank you for testing SpaceDorf  :) I have achieved the same results as you did. I have tested a settlement assault with the dropship only and got 120. Thanks for pointing out that if you attempt to merge two dropships on the same hex, you can say bye-bye to your colonists.

When you tested the bandit camp with the transport pod and caravan, was that on a vanilla game?


SpaceDorf

Hell no, quite the opposite of unmodded, but like I said the only map related thing would be "Make Camp" ..

it was my current game, which luckily gave me a bandit camp at the right time :)
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

waifu

Hello there! First of all i love this mod. I cant play this game without it any more :D Unfortunately thow i am encountering a bug that is breaking the game. When i tried to install the turret on the ship i got this on my error log

Exception drawing ShipTurret_Turret914347: System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.Building_ShipTurret.<get_ParentShip>b__2_0 (OHUShips.ShipBase x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[ShipBase] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.FirstOrDefault[ShipBase] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_ParentShip () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_DrawPos () [0x00000] in <filename unknown>:0
  at RimWorld.TurretTop.DrawTurret () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings (Verse.DrawTargetDef drawTarget) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings(DrawTargetDef)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

and when i click the Button to set the current position as parking a get this error :

Object reference not set to an instance of an object
at OHUShips.ShipTracker/<>c__DisplayClass20_0.<ShipsInFleet>b__0 (OHUShips.ShipBase) <0x00009>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAllStackBits (System.Predicate`1<OHUShips.ShipBase>) <0x000c7>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAll (System.Predicate`1<OHUShips.ShipBase>) <0x00042>
at OHUShips.ShipTracker.ShipsInFleet (int) <0x0006d>
at OHUShips.ShipBase/<GetGizmos>d__76.MoveNext () <0x0066c>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x001b8>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>

The loading part , taking off , trading and landing works as intended , i only get errors when i click the park button and try to load the turret. Is there any solution for that? I load this mod last to my mod list to overide the others i have.



Cpt.Ohu

Regarding Map Generation Size: I tried to check the world-object that's present and take its size for generation, but that doesn't yet work right. So for now, the maps are basically the same as the touchdown-maps that should only represent a parking spot. I'll try another approach soon.

Quote from: waifu on August 05, 2017, 07:15:24 AM
The loading part , taking off , trading and landing works as intended , i only get errors when i click the park button and try to load the turret. Is there any solution for that? I load this mod last to my mod list to overide the others i have.

I messed up the park button during the last modifications before the new release, accidentally swapping the lines for normal ship parking and fleet-ship parking. Since this ship isn't assigned to a fleet, it throws an error. I have fixed this error by now and it won't happen in the next version.

A quick fix for this would be to go to the main source page of the mod where you can download the latest things I uploaded from my local dev directory. Ship parking should already be fixed there.

waifu