RimWorld

RimWorld

Everybody Gets One - Continued
Počet komentářů: 121
Spectral_Ace před 16 hodinami 
*there
I has potato mush brain (aka dysgraphia xD)
Spectral_Ace před 16 hodinami 
Ah that makes sense actually. That was one of my guesses actually, but I didn't really know if the game saved data per map or if the gravship counted as its own "map" in some way so it was more of a theoretical guess then a fully fledged one. It makes sense why it was doing that then.

Oh, and I SPECIALIZE in breaking things so if their is a way to break it, I will find it eventually. I don't intentionally break things, I just really like pushing the limits of every system I find so I basically act as an edge-case generator... and I mess around with this mod A LOT so I'll probably find something eventually xD. (Definitely did not spend 4 hours after getting the original version of this mod experimenting with all its features)
Meme Goddess  [autor] 11. říj. v 13.22 
@Spectral_Ace Oooo ok, welcome back to my favourite game ever!!! ^.^ So the issue was due to it saving the filters to the Map rather than to World or Game in the save file. So as soon as you changed map, it would destroy the filters and trigger the first time creation for when you got to the new map. I move it to save it to the world instead, so now it's able to find the work bench in the filter dictionary when you get to the new map ^.^

If you have absolutely any issues with the mod, let me know and I'll do my best to fix them
Spectral_Ace 11. říj. v 13.12 
@Meme Goddess I finally decided to come back to Rimworld after a break, that break being due to the whole workbench filters reset on gravship travel and I'm glad to see you fixed the issue. I'm curious though, what was the issue/how did you fix it? I'm not a modder and really only have more of a widespread surface level knowledge of how game code works internally so I'm curious. I'm fairly familiar with Rimworld bugs, but the whole gravships being a weird cross between tiles and entities is new to me. Did you end up having to tie the data to the specific cell in the gravship (assuming that gravships in someway count as a separate entity from the rest of the map)? I have a lot of theories and I'm itching to know if any of them were close
Meme Goddess  [autor] 3. říj. v 6.43 
@Aera ~ I've added it to my todo list, although it might be a while before I can get to it, as the list is getting rather long.
xuelin 2. říj. v 8.27 
I misunderstood. The person was referring to the character's health value, while I was referring to the durability of the item
xuelin 2. říj. v 8.25 
@Meme Goddess ,The mod I am currently using (which can control the durability of various items) generates items that are always slightly larger than its maximum durability due to its encoding. From the comments below, it seems that this situation may cause your mod to not function properly
Genaeve 30. zář. v 15.09 
Hi, I'm having the same issue as @Vitakanienen and @SalazarWindriver reported on August 16. Anyone figure out what might be causing this issue? Thanks
Mostima 30. zář. v 0.58 
Update to below. It seems to have fixed itself. I think it's because I saved my WCAAP preset.
Mostima 29. zář. v 5.42 
Just wanted to say I seem to have it so whenever I reload a save my "who counts as a person" resets to default.
Aera 20. zář. v 10.16 
To clarify, referring to vanilla fishing spots from Odyssey, not modded (like Vanilla Fishing Expanded).
Aera 20. zář. v 10.15 
Any chance this could also be applied to fishing spots? They seem to have the basic options for "Do until you have X" or "Do X times", but trying to keep X fish in stock per person would also be helpful.
Meme Goddess  [autor] 6. zář. v 21.14 
@T ~ That's a really interesting problem, how can an item even have higher hp than max? I don't think I've ever seen that happen.
T 6. zář. v 14.17 
Silly observation, but when items, for whatever reason (I think it's Character Editor's fault), have more than their max hp (like 138/100), the "One per colonist + X" limit won't count them, since it's looking for an item that is between 0% and 100% hp (and e.g. 138% is obv above that).

So if you're /really/ bored, that's something to potentially add logic for (like, "if slider is set to = 100%, treat it as >= 100%" kinda thing).

TY for picking up this mod!
Meme Goddess  [autor] 2. zář. v 22.33 
@Your Best Friend ~ I haven't noticed any performance hit, let me know if you do. If possible, use the dubs performance mod to check what is causing it. ^.^
Siveen 31. srp. v 1.20 
Does this still have a massive performance hit? Been a while since I've used this (Biotech maybe?)
Omgwtfbears 23. srp. v 19.17 
This is exactly what i need, i wanna have a certain amount of food stuffs in reserve, and turn anything over that into chemfuel for my glowforest colony and my gravship.
Buddy 17. srp. v 7.29 
Respects to Uuugggg and yourself.
Shame that I learned of their passing while checking for an update to one of my most used mods.

Thanks for keeping their work alive!
Meme Goddess  [autor] 16. srp. v 18.57 
Hmmm ok, let me know if it happens again. The only thing that I could think that would cause it was the migration from Map to World comps, but that happened with the update over 2 weeks ago, not several days ago.
VitaKaninen 16. srp. v 13.35 
I had the same problem as below where the "Who counts as a person" was reset for all my bills, but it only happened once that I am aware of. I can't replicate it.
SalazarWindriver 16. srp. v 10.02 
Yes but I haven't done a direct test. I have created a job several days ago for button down shirts everyone plus 1 and defined it as count only adults and same with kids parka (but for kids) and I notice days later they are both set to make 19 each (15 adults and 4 kids at the moment). I just happen to restart my game but it didn't happen, but I also switched from laptop to desktop so I'm not sure if that changed something as well.
Meme Goddess  [autor] 16. srp. v 6.06 
@SalazarWindriver ~ Had a try at replicating this issue, but haven't been able to. I set up a bill, added a filter for Age Group and set it to a value, then saved and loaded. Is that where you're saying the issue is happening?
SalazarWindriver 16. srp. v 4.48 
Just FYI filters for who should be counted (Kids vs Adults) keep getting reset. I think it is on load that is the problem.
emsee 7. srp. v 16.33 
mod url leads to Uuugggg's mods page, pls update to this page
Meme Goddess  [autor] 7. srp. v 2.07 
@Öffentliches Ärgernis Ohhhh yep, I get what you mean. A filter for assigned loadout allows weapon/item
Öffentliches Ärgernis 7. srp. v 1.04 
@Meme Goddess Combat Extended adds "Loadouts" to specify which weapons, Ammo, Medicine, Drugs etc. pawns should carry on them. They are assigned similiar to Apparel policies.
I just want to search/filter for those Loadouts as for Apparel, so i.e. that every pawn who has assigned the "Short Bow" loadout is counted.
While I'm writing this, I realize that this is more of a feature for the underlying search mod, but I think I'm adressing the right person.
OceanicOxen 7. srp. v 0.09 
Would it be possible to make the with surplus bill have a limit on how many it makes? IE only make chemfuel from rice if there is atleast 300 rice and we have less than 1000 chemfuel.
Meme Goddess  [autor] 6. srp. v 23.07 
@Öffentliches Ärgernis Sounds like more than a *little* feature request ^.^ Can you clarify what you mean?

@Zuldwyn Can you send me a save or something that should have the setting in it? And ideally a mod list uploaded via RimSort
Zuldwyn 6. srp. v 12.46 
The settings are broken for setting who counts for bills. They don't save and reset on loading a save. I added "Prisoners dont count as colonists" to a bill, and every time i've tried to do it when i load in my bills are all reset to remove that value from the settings.
Öffentliches Ärgernis 6. srp. v 9.35 
Got a little Feature request:
Would it be possible to make the Loudout policy from Combat Extended as searchable as Apparel policy?
Would be great to produce Weapons spcific for selected loadouts.
MatrixVirus 5. srp. v 5.55 
Is there a way to check the inventory of an outfit stand?
Meme Goddess  [autor] 4. srp. v 15.23 
@TristanDolfin Oh shit, save file corruption isn't good. Do you happen to have one of those corrupted saves?
VitaKaninen 4. srp. v 10.19 
I am using all three of those mods as well ( Compositable Loadouts, Simple sidearms, and RPG Style Inventory Revamped ), but I only get one error related to Compositable loadouts and better workbench management, which is related to a function of Compositable loadouts ability to create bills at workbenches based on tags.

I have not had any issues with save file corruption or other problems.
TristanDolfin 4. srp. v 9.38 
@Meme Goddess I can second Daferalmasys's assessment. This mod, under Uuugggg, caused save file corruption and rarely crashes when used with a handful of other mods that impact inventory of pawns. While I absolutely love what this does, I had to prioritize everything else over this one mod. Wish it was vanilla and sincerely wish I had logs to help you out with.
PS: Absolutely love what you are are doing you freaking legend! In case no one else has said it, your efforts are definitely appreciated.
Meme Goddess  [autor] 3. srp. v 22.01 
@daferalmasys Could you send the exception you're getting? Would go a long way towards debugging the issue ^.^
daferalmasys 3. srp. v 16.37 
Just a heads up — this mod seems to break both loading saves and starting new games for me. I'm getting a System.NullReferenceException related to bills or pawn inventories.

After some testing, it looks like it's not playing nice with mods like Compositable Loadouts, Simple Sidearms, or RPG Style Inventory. I’ve got over 500 mods, so it's hard to say for sure, but once I removed Everybody Gets One, everything worked again.

Tried moving it around in the load order, didn't help. Posting this in case anyone else runs into the same issue, or if the mod author wants to take a look.
VitaKaninen 3. srp. v 0.17 
Thanks!
Meme Goddess  [autor] 2. srp. v 18.03 
@VitaKaninen Personal Details -> Status -> Health Condition
VitaKaninen 2. srp. v 10.40 
@Meme Goddess, You mentioned the other day that you had a bill that would make a bionic for everyone, and exclude it for people who have it installed. How do I make that filter?
That one watermelon 2. srp. v 9.50 
Everything works now, thank you!
jmh889297 2. srp. v 8.40 
no age or race mods that i know of. 5 are baseline, 1 yttakin (6). mod logs didn't seem to list a conflict or problem with this. unfortunately i don't know how to get the mod list or share the log for you to review. any programming skills i had were lost in the early 90's lol.
Meme Goddess  [autor] 2. srp. v 8.14 
@That one watermelon Ah! Perfect, yes! Ok, I can fix that! ^.^
Just released a fix that should prevent that issue. Can you verify your game files and try again?
That one watermelon 2. srp. v 8.03 
Yeah, I now get an error too. When I try to fly away it fails to delete map, causing me to sit in a gravship launch cuscene limbo inbetween launching off the map and flying in the world. In console, it throws a singe red error I fed to deepseek because I don't understand any of it, and it pointed at this mod as a culprit(I rachecked by turning it off after writing all this, and everything works with this mod disabled), says that
"PersonCountWorldComp.OrphanBills() method throws a NullReferenceException during map removal (specifically when abandoning a gravship launch site). The error occurs because the method attempts to access an object that has already been destroyed or was never initialized."
Also, I don't have any wokstations on tha map with the gravship.
Also, harmody log{/url] [gist.github.com]
Meme Goddess  [autor] 2. srp. v 7.58 
It does, but it doesn't make it easy to load all the mods myself. It only shows the package ids, not even the workshop ids. Whereas with RimSort, I can just take the link and have it set up the modlist
Ferret 2. srp. v 7.55 
Weird I thought harmony logs provided that info. But I'll remember that for next time. thanks for all the work you do!
Meme Goddess  [autor] 2. srp. v 7.51 
@Ferret Haha, well I'm glad it's working again. If you have any issues, a list of your mods (can export via RimSort) and your save would go a long way with debugging ^.^
Ferret 2. srp. v 7.48 
... well awkwardly i have to report that hard saving with the mod not loaded, reenabling the mod and loading back into the save makes everything okay again. I should have tried that out first. Looks like everything's gucci.
Meme Goddess  [autor] 2. srp. v 7.42 
@Ferret Is it consistent? Like if you remove the mod, it goes away. If you add it back and load the save again, it immediately vomits again?
Ferret 2. srp. v 7.39 
yeah it seems when i remove this mod from the load order the sea of vomit goes away. I can share my logs without it loaded if it can help?
Meme Goddess  [autor] 2. srp. v 7.32 
@Ferret Are you sure that it's this mod that is causing it? I'm not seeing any errors related to it, just "Elf.MiscRobotsWorkTabSupport" and some redrawing of fog of war. Plus the latest update for this was to move the component that stored the dictionary of bills with people filters from the map to the world, it shouldn't have this effect.