[1.0] The Many Mods Of Mehni [Updated "daily!"]

Started by Mehni, September 26, 2017, 03:49:12 PM

Previous topic - Next topic

Mehni

"Stock up" sounds like Smarter Medicine. Pick Up and Haul does "pick up X", which doesn't give a hoot about dev mode; it is the same functionality you have on an encounter map.

Rulin

I am getting wrong faction colony tooltips with "more faction interaction" and the newest game version. (1.0.2026 rev1215)



[attachment deleted due to age]

rawrfisher

Professional jerk
Want something broken let me know

Mersid

For the Pick Up and Haul mod

Perhaps allow pawns to use this when hauling materials to a construction frame? As far as I can observe, this does not happen.

Also, maybe it would be nice if one pawn can mark multiple stacks of items nearby in succession to haul. Let us assume we have four pawns, and four stacks of items to haul. If all the pawns are idle, they will all reserve one stack to haul, rather than having the first to get there pick them all up. This becomes annoying when half of the pawns are across the map...

It's a wonderful mod and I love how productive it makes the pawns :D

Mehni

@Rulin: The unstable isn't supported at this time. If you wish to use mods, please opt out of all unstable testing. This puts you in B19.

@rawrfisher <3

@Mersid: It's been requested so often that I am considering it. By now Pick Up and Haul is stable and functional enough that I'm reasonably confident I can make it work without introducing a lot of extra bugs. It's on my wish-list.

As for the scenario you mentioned with multiple pawns hauling: that requires a near-total rewrite. AlexTD went and made great strides in this, but it lead to a couple of very difficult-to-solve problems, such as predicting future storage capacity.

They're great suggestions and I would implement them if I had unlimited time and knowledge. As it currently stands, I'd rather invest the time in Numbers or More Faction Interaction.

temple_wing

Probably a bug from MoreFactionInteraction:


Type MainTabWindow_FactionWar probably needs a StaticConstructorOnStartup attribute, because it has a field factionOneColorTexture of type Texture2D. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()



It's a yellow.

Mehni

Thanks for the report. Yup, that's More Faction Interaction.

The fix for it is ready and will be added to the next update of MFI. Too minor for a point release.

Ruisuki

1. hey mehni you think we can get some missions that coincide with other mods? For example with what the hack and gaining modules that are used for mechanoid hacking. I figure its another type of procurement mission, and we could add some variety if say a trader requested things like a certain amount of hacked mechs, or mechs with certain upgrades to them. I believing thinking along these lines, missions involving other mods could be a welcome addition :)

2. also would it be possible to add in biome timed missions? So that reinforcements keep triggering after a certain point and the goal is to leave? A variation of that: 'wave mode' where the mission is you have to protect an escort until his ride arrives. It can be to endure for a set time or if not possible make it so the enemy spawns from outside the map gradually instead of all at once, to simulate an endless assault ending when a certain amount of raiders are dead

I also have a few other ideas along this line survival kill specific missions where you need to hit a certain goal before time is up or you dont get the whole reward.

Kapun

I am getting red log message, it seems to be cause by MoreFactionInteraction.
XML error: <arrivedLetterLabel>Hunter's lodge</arrivedLetterLabel> doesn't correspond to any field in type SitePartDef. Context: <SitePartDef><defName>MFI_HuntersLodgePart</defName><label>Hunter's lodge</label><description>A small outpost, used by friendly factions as a hunting base.</description><siteTexture>World/WorldObjects/Sites/GenericSite</siteTexture><expandingIconTexture>World/WorldObjects/Expanding/Sites/Nothing</expandingIconTexture><descriptionDialogue>There's usually a large herd of {0} coming through around this time of year</descriptionDialogue><workerClass>MoreFactionInteraction.World_Incidents.SitePartWorker_MigratoryHerd</workerClass><requiresFaction>true</requiresFaction><showFactionInInspectString>true</showFactionInInspectString><approachOrderString>Visit {0}</approachOrderString><approachingReportString>Visiting {0}</approachingReportString><arrivedLetter>Your caravan has arrived at the hunter's lodge. It seems nobody is here, but they've obviously been expecting you and have made the place hospitable.</arrivedLetter><arrivedLetterLabel>Hunter's lodge</arrivedLetterLabel><arrivedLetterDef>PositiveEvent</arrivedLetterDef><tags><li>MigratoryHerd</li></tags></SitePartDef>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

I have a few other mods but i don't think any of them should conflict with MoreFactionInteraction. Is there anything else that i can provide to help solve the problem?

Canute

Kapun,
could you please read at last the 1. line of the error's sometimes ?
What mod does add "Hunter's lodge" ?
I don't think it is one of Mehni's mods.
I think it Sparkling world.
Do you use the latest version of all mods ?
Do you use maybe B19 mods on 1.0 maybe ?

Kapun

Canute
Thanks for your reply. I don't use sparkling worlds mod and i get the error when MoreFactionInteraction is enebled and i don't get it when it is disabled. I am pretty sure that something called Hunter's lodge is added by both Sparkiling worlds and MoreFactionInteraction. You can see it in the list of features of MoreFactionInteraction when you choose the mod in the mods window in the game. I use 1.0 Rimworld and latest version of MoreFactionInteraction which is for Rimworld B19 but still should work with 1.0, right?

Canute

Sorry, i didn't notice MoreFactionInteraction got a hunter's lodge too, my mistake.

Many B19 mod's can work with 1.0 but there is no garantee.
But since you are geting the XML error, i think a few adjustments need to made from Mehni's side.
But if that is the only error, i think the mod is still useable.


viperwasp

Heads up... to your misc mod that has a comment about cats can't hunt and Manhunters not appearing after reaching a certain size.

In 1.0 that bug is fixed all animals should be able to hunt again. So this mod may now cause unexpected results if your patching something that is no longer needed. Unless your fix is better than Vanilla fix. But if the mod maker reads this maybe clarify if that has been removed or at least looked at. Thanks! :) Good mods.
•  Lian Li Lancool II MESH RGB
•  Intel Core i7-12700K Alder Lake 12-Core
•  64 GB Corsair Vengeance LPX 3600Mhz
•  WD Black SN850 2TB GEN4
•  2x WD Black 8TB
•  Windows 10 OS
•  RTX 4080 GIGABYTE Gaming OC 16GB
•  Dark Rock Pro 4 (CPU Cooler)
•  TUF Gaming Z690-Plus- WIFI D4

HSneak

Excuse the first post, but should it be ok to assume that mods under 1.0 tab in the first page (even github ones) are compatible with the 1.0v of the game ?