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

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

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Canute

I wouldn't count on it.
When you look at the update date, it is too early.
Maybe you don't know B19 was labeled as 1.0 at the beginning, so i think they are all B19.


HSneak

Ah thank you, didn't know about the B19=1.0 before.

Indeed github dates are old for some mods, but I see that OP updated "Pick Up And Haul" in steam, I think (hope) that github updates will be pushed a lil' later.

Mehni

Quote from: Ruisuki on October 16, 2018, 06:15:28 AM
1. hey mehni you think we can get some missions that coincide with other mods?  I believing thinking along these lines, missions involving other mods could be a welcome addition :)

While cool, that's "functionality for one mod". I think things like that are more suited for that mod to implement it: I don't really wanna benefit a sub-section of users while there are still plenty of things I can implement that will be awesome for all users of MFI.

Quote from: Ruisuki on October 16, 2018, 06:15:28 AM
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.

See, cool stuff like that.

Quote from: viperwasp on October 18, 2018, 03:24:17 PM
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.

Thanks for the headsup. I noticed that too. I took out the bugfix for now, because I saw a cat hunt a rat. I think Ludeon's fix isn't 100% correct but it seems functional. I'll keep an eye out.

Quote from: HSneak on October 18, 2018, 04:51:51 PM
Ah thank you, didn't know about the B19=1.0 before.

Indeed github dates are old for some mods, but I see that OP updated "Pick Up And Haul" in steam, I think (hope) that github updates will be pushed a lil' later.

Most are updated now. Didn't get around to Climate Cycle++ yet, that one will follow soon. If there's something else I forgot, lemme know.

BlackSmokeDMax

Were you meaning to put the "Numbers" mod in your list in first post of thread?

The Numbers mod Steam page points to this thread, but the mod is not listed here. Unless I am being a big dummy and am missing it, which is certainly possible!

Borschik

Food alert does not work for me in 1.0 even with all other mods disabled. Don't know what else to add, that text bar to the right just doesn't show up.

UPD: Never mind after some days passing I noticed it and it's working. Didn't appear at hte beginning for some reason/

Warforyou

I just lost my whole caravan at trade fair for some reason. I guess they arrived nearly at the end of the fair. But they never had the time to leave. The map self destruct and my whole caravan with a trader, animals and goods was lost as the closing message appeared... I didn't expect this, could you rework it somehow?

Ruisuki

I just keep getting garden harvesting events. Im 3 years in and have yet to experience anything else, no town fair or marriage events

Mehni

Trade fair is a part of Sparkling Worlds, not More Faction Interaction.

Ruisuki

Ah. Well i only seem to get vanilla (bandit camp. item stash rarely incapacitated refugee) and harvesting (from this mod) Am I missing more events from this mod?

Ser Kitteh

I was gonna post this on your steam page but thought I might as well do here.

IMO, the whole marriage mechanic still needs some rework. Most of the time, it's a instant "nah I'm not gonna bother answering that" because the colonist is either valuable or in a relationship. The hit to the faction relationship sucks too because you can't soften the blow with a high Social pawn.

Due to the other ways this mod allows for players to befriend other colonies (harvesting, specialised merchants, etc), this actually makes the marriage request kinda redundant. I think a method, that would make marriage more of a valuable interaction is well, money! Not a dowry per se, because that would belong to the colonist, but more of a 'if you let X marry into us we'll give you silver/bionics/artefacts/etc.

Maybe it could also go the other way with players asking other colonies for marriage as well, but that would well, require if the other pawn is in any way shape or form useful and that's a whole other form of headache.

-

On note, I've some things to note about the bandit post/HQ stuff. Due to me being terrible at managing my food and base, I've gone 2 years as of this current colony (Randy Random/Intense/7 colonists), a single HQ spawn 4 outposts and all those outposts became HQs ....

Raids are, expected, coming more often. Mostly in the form of me refusing to pay silver. This is fine, as I've yet to be overwhelmed by raids (but I think that's mostly Randy being merciful). As atm, I am equipping my colonists with better gear to take out at least one base. I've done base assaults before, but I would be lying if I said they were in any form balanced requiring MAXIMUM CHEESE to take on due to the sheer amount of raiders and lack of time to built a mini-bunker.

I know you're currently busy with other stuff, but perhaps would it be possible if friendly colonies (as in allied or higher), are able to join in the fight? I suppose it would work as reinforcements, and the quests come with either a) being asked to join or b) you asking them to join.

Mehni

Quote from: Ruisuki on October 27, 2018, 06:54:53 PM
Ah. Well i only seem to get vanilla (bandit camp. item stash rarely incapacitated refugee) and harvesting (from this mod) Am I missing more events from this mod?

Refer to the Steam page for a list of current features/events.

Quote from: Ser Kitteh on October 28, 2018, 08:07:38 AM
I was gonna post this on your steam page but thought I might as well do here.

IMO, the whole marriage mechanic still needs some rework. Most of the time, it's a instant "nah I'm not gonna bother answering that" because the colonist is either valuable or in a relationship. The hit to the faction relationship sucks too because you can't soften the blow with a high Social pawn.

Due to the other ways this mod allows for players to befriend other colonies (harvesting, specialised merchants, etc), this actually makes the marriage request kinda redundant. I think a method, that would make marriage more of a valuable interaction is well, money! Not a dowry per se, because that would belong to the colonist, but more of a 'if you let X marry into us we'll give you silver/bionics/artefacts/etc.

Maybe it could also go the other way with players asking other colonies for marriage as well, but that would well, require if the other pawn is in any way shape or form useful and that's a whole other form of headache.

-

On note, I've some things to note about the bandit post/HQ stuff. Due to me being terrible at managing my food and base, I've gone 2 years as of this current colony (Randy Random/Intense/7 colonists), a single HQ spawn 4 outposts and all those outposts became HQs ....

Raids are, expected, coming more often. Mostly in the form of me refusing to pay silver. This is fine, as I've yet to be overwhelmed by raids (but I think that's mostly Randy being merciful). As atm, I am equipping my colonists with better gear to take out at least one base. I've done base assaults before, but I would be lying if I said they were in any form balanced requiring MAXIMUM CHEESE to take on due to the sheer amount of raiders and lack of time to built a mini-bunker.

I know you're currently busy with other stuff, but perhaps would it be possible if friendly colonies (as in allied or higher), are able to join in the fight? I suppose it would work as reinforcements, and the quests come with either a) being asked to join or b) you asking them to join.
Quote from: Ser Kitteh on October 28, 2018, 08:07:38 AM
I was gonna post this on your steam page but thought I might as well do here.

IMO, the whole marriage mechanic still needs some rework. Most of the time, it's a instant "nah I'm not gonna bother answering that" because the colonist is either valuable or in a relationship. The hit to the faction relationship sucks too because you can't soften the blow with a high Social pawn.

Due to the other ways this mod allows for players to befriend other colonies (harvesting, specialised merchants, etc), this actually makes the marriage request kinda redundant. I think a method, that would make marriage more of a valuable interaction is well, money! Not a dowry per se, because that would belong to the colonist, but more of a 'if you let X marry into us we'll give you silver/bionics/artefacts/etc.

Maybe it could also go the other way with players asking other colonies for marriage as well, but that would well, require if the other pawn is in any way shape or form useful and that's a whole other form of headache.

-

On note, I've some things to note about the bandit post/HQ stuff. Due to me being terrible at managing my food and base, I've gone 2 years as of this current colony (Randy Random/Intense/7 colonists), a single HQ spawn 4 outposts and all those outposts became HQs ....

Raids are, expected, coming more often. Mostly in the form of me refusing to pay silver. This is fine, as I've yet to be overwhelmed by raids (but I think that's mostly Randy being merciful). As atm, I am equipping my colonists with better gear to take out at least one base. I've done base assaults before, but I would be lying if I said they were in any form balanced requiring MAXIMUM CHEESE to take on due to the sheer amount of raiders and lack of time to built a mini-bunker.

I know you're currently busy with other stuff, but perhaps would it be possible if friendly colonies (as in allied or higher), are able to join in the fight? I suppose it would work as reinforcements, and the quests come with either a) being asked to join or b) you asking them to join.

Cool feedback, had to respond. Yeah, the current marriage system is a bit of a pain admittedly. There's a branch on GitHub with an untested dowry mechanic, and it is exactly the headache you mention: is the other pawn worth it? You're buying it sight unseen. I think being that annoying towards the player is good game design, but I am aware the whole marriage deal is the most contented feature of the mod. I probably should've done it as you mentioned; in reverse.

RE: Getting allied help in destroying an outpost. The idea has merit. Fighting alongside definitely falls under the umbrella of More Faction Interaction. I can also see taking the easy way and broadcasting a bounty (same way factions contact you to destroy something) to work. Less satisfying though. Taking into consideration for the next time I get to work on it for a while -- making it work is easy. Making it work immersing is the hard part.

Makani

Feature request for climate cycle+

Would it be possible to have an "initial offset" option to control how big the first swing is?

For example, maybe at year 1 I want the temperature swings to start at +/- 40 degrees, and then continue becoming more extreme according to the usual setting as the years go on.

Canute

Some issue with pickup&haul.
I am not 100% sure if this only pickup&haul mods, but i believe so.
The pic show that cook is trying to pickup the chunk.
There isn't any empty place to store it, and the chunk is to heavy to add it to the inventory.
But he is trying it over and over until he got bored. I notice this behavior allways when the game start to lag.
But no error appear.
Maybe a wrong calculation at the weight system ?


[attachment deleted due to age]

Mehni

Should already be fixed on the main branch, but wasn't rolled into a release. Try the new zip file in the releases section, the one marked with today's date. Report back if that fixes it or not, and please do bring a log regardless if it's empty or not.

Canute

I took the master from Pickup&Haul, looks like it fixed it.
But i notice
Pick Up And Haul tried to get Extended Storage capacity but it failed: System.TypeLoadException: Could not load type 'ExtendedStorage.Building_ExtendedStorage' from assembly 'ExtendedStorage, Version=3.4.1.8646, Culture=neutral, PublicKeyToken=null'.
  at PickUpAndHaul.ExtendedStorage_Support.CapacityAt (Verse.ThingDef def, IntVec3 storeCell, Verse.Map map, System.Int32& capacity) [0x00000] in <filename unknown>:0

Not sure if that was before, since it only appear at the log, not ingame.
But i don't notice any problems with the storages.

But i got
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) RimWorld.Planet.Site.ShouldRemoveMapNow_Patch1 (object,bool&) <0x00037>
at MoreFactionInteraction.WorldComponent_OutpostGrower/<>c.<WorldComponentUpdate>b__2_0 (RimWorld.Planet.Site) <0x000b6>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<RimWorld.Planet.Site>.MoveNext () <0x0016b>
at MoreFactionInteraction.WorldComponent_OutpostGrower.WorldComponentUpdate () <0x001a7>
at RimWorld.Planet.WorldComponentUtility.WorldComponentUpdate (RimWorld.Planet.World) <0x00075>

Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentUpdate(World)
RimWorld.Planet.World:WorldUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

https://git.io/fxbsE
Since the FTL races cause some trouble i am not sure if that error belog to More faction interaction.