RimWorld

RimWorld

Ask Before Enter
124 Comments
Schadenfreude 26 Jul @ 6:30pm 
Would be cool if there is a mod option that this only comes into effect when you unlocked/claimed a Comms Console.

Then the caravan leaders don't have to yell so loudly for me to get their message.
L. Velociraptor 18 Jul @ 7:31pm 
Looks like it is! Thanks Mlie!
Mlie  [author] 15 Jul @ 12:50pm 
@L. Velociraptor Should be fixed now
L. Velociraptor 12 Jul @ 2:17pm 
Hello Mlie! Looks like there's some kinda issue I'm having with Vanilla Achievements Expanded, here's the debug log, let me know if you'd prefer this some other way or need other info:

Exception filling window for RimWorld.Dialog_Options: System.TypeInitializationException: The type initializer for 'AchievementsExpanded.AchievementHarmony' threw an exception. ---> System.TypeLoadException: Type AskBeforeEnter.RefusalTracker has invalid vtable method slot 16 with method none
[Ref 16AE7692] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref 8A779049] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Mlie  [author] 25 Jun @ 11:33am 
@Andreas Updating all my mods, see discord for progress
Andreas 25 Jun @ 11:30am 
Any plans to update this for 1.6?
Mlie  [author] 21 Dec, 2024 @ 11:38am 
@Gopher There are some pretty simple steps described here on the mod-page on how to find the issue in your setup.
As Ive been using better loading myself with no issues, the problem lies with your mod-setup, not this mod.
Gopher 21 Dec, 2024 @ 9:35am 
Of course not. I am merely following directions and alerting you to the error. I truly do not have time in my life to look into your mod for you and figure out why it's assemblies wouldn't be loading. I just see similar sounding issues in previous comments, so figured the data points i have would be helpful. I am trying to get a load order that works, and dropping yours gave me a pristine load order, is all I can really say.
Mlie  [author] 21 Dec, 2024 @ 5:55am 
@Gopher So you only have this mod, vae and better loading active and are experiencing this error?
Gopher 21 Dec, 2024 @ 5:51am 
Well, I dunno what to tell you except that you are wrong, because I have VAE loaded before the mod and there is still this issue? Maybe there is a conflict with BetterLoading, cause it told me all that in a message explaining why it didn't trigger at the start as it normally would for the loading screens.
Mlie  [author] 20 Dec, 2024 @ 11:00pm 
@Gopher As long as you have VAE loaded before this mod there should be no issues with load order
Gopher 20 Dec, 2024 @ 2:40pm 
Betterloading has informed me thus:
The assemblies that failed to load are:
Ask Before Enter - AchievementsExpanded_AskBeforeEnter.dll, AskBeforeEnter.dll, VersionFromManifest.DLL

BetterLoading suggests this means you have a bad load order, or you're missing a dependency, such as HugsLib. I use RimPy's Sort for my mod load order solution, so I am not sure if the position it is in is wrong or if there is a dependency missing, but based on previous comments, I am wondering if there is a compatibility issue with VAE, as I have that mod, as well.
StarK 8 Nov, 2024 @ 5:55am 
VAE -> ABE order fixes the startup errors.I still get the "Failed to redeem reward TradeCaravanReward" I mentioned. I'm guessing VAE has to add a check if ABE is holding the caravan or just failed.
Mlie  [author] 7 Nov, 2024 @ 10:09pm 
@StarK I dont get these errors in my tests. Try loading VAE earlier in the list
StarK 7 Nov, 2024 @ 4:37pm 
Hi Mlie. Thank you so much for maintaining all these mods..
I get an error with Vanilla Achievements Expanded aswell.
Turned off nearly all my mods and they are as follows Harmony -> Core -> DLCs -> HugsLib -> ABE -> VAE.
Didn't really mind the startup errors since game launches. But I noticed when summoning a caravan with VAE I would get a "Failed to redeem reward TradeCaravanReward" message on top left but, caravan would arrive but VAE points will be unspent?. I'm not sure who can fix the compatibility so am posting on both pages.
HugsLib Log [gist.github.com]
Mlie  [author] 1 Nov, 2024 @ 1:43am 
@GeodesicDragon Does not happen when I test it. You have some other errors in that log as well, you may need to look over your modlist
GeodesicDragon 31 Oct, 2024 @ 2:30pm 
Getting some errors with Vanilla Achievements Expanded enabled.

ReflectionTypeLoadException getting types in assembly AchievementsExpanded_AskBeforeEnter: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.

Could not find type named AskBeforeEnter.RefusalTracker from node <tracker Class="AskBeforeEnter.RefusalTracker"><count>10</count></tracker>
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Exception loading from System.Xml.XmlElement: System.MissingMethodException: Cannot create an abstract class 'AchievementsExpanded.TrackerBase'.
[Ref 28C00382]

Could not find type named AskBeforeEnter.RefusalTracker from node <tracker Class="AskBeforeEnter.RefusalTracker"><count>25</count></tracker>
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Log: https://gist.github.com/HugsLibRecordKeeper/95adf956c36728d3ce303a7704f58c66
pgames-food 22 Oct, 2024 @ 2:08pm 
ah ok, hehe, i guess sometimes a bit of peace and quiet can be nice lol :lunar2019piginablanket:
(but if you stay alone for ages and start calling a coconut "wilson", be careful) :lunar2019grinningpig:
Chromium 22 Oct, 2024 @ 12:43am 
No I can't walk to anybody either , and no caravans coming which is very nice .Alone and peacefully among the banana and coconut trees :albioncrown:
pgames-food 21 Oct, 2024 @ 4:50pm 
hi @chromium, are you still able to walk to other settlements? if so, maybe they can still reach you too (especially before any vehicles or flying methods are available?)
Chromium 21 Oct, 2024 @ 6:02am 
Promising mod I might try out however I started a new save with a tribe on an island. I don't think anyone will come to me. Maybe I try it in another run.
Chromium 21 Oct, 2024 @ 6:00am 
:buzzed:
物理系魔法师 29 Sep, 2024 @ 3:24am 
ok
Mlie  [author] 28 Sep, 2024 @ 11:12pm 
@物理系魔法师 Then dont enable traders in the mod-options
物理系魔法师 28 Sep, 2024 @ 9:09pm 
What I mean is that they should automatically enter when there is no danger on the map, and ask for permission to enter only when there is danger. My current experience is that they ask for permission regardless of whether there is danger or not.
Mlie  [author] 28 Sep, 2024 @ 11:38am 
@物理系魔法师 Isnt that the default logic? Just disable caravans in the mod-options
物理系魔法师 28 Sep, 2024 @ 11:05am 
Is there a way to allow caravans to enter directly when there is no danger on the map instead of asking?I couldn't find the relevant option in the settings.
Kham 27 Jul, 2024 @ 2:17pm 
Ahhh yeah it was a group of visitors, I've had this mod for so long I didn't realise the visitors asking was a separate thing haha. Thanks for the reply, sorry to bother you :D
Mlie  [author] 27 Jul, 2024 @ 1:54pm 
@Kham There is no such option in this mod, perhaps you are referring to the options added regarding visitors in the Hospitality mod?
Kham 27 Jul, 2024 @ 1:37pm 
If you accidentally click "always enter (don't ask again)" is there any way to undo that option? Just clicked it by mistake and really don't want to revert to an earlier save because I just cleared a large raid.
Mlie  [author] 5 Jul, 2024 @ 1:30pm 
@JSJosh Please see the Reporting Issues section described above
JSJosh 5 Jul, 2024 @ 1:27pm 
This mod messes with BetterLoading because it says that this mod has an assembly that has failed to load.
Kerm 25 May, 2024 @ 6:38pm 
Thank you so much been looking for this as I use vehicles and they constantly decide to ram through a forest and not the massive 10 tile wide road I built across my entire base at the center.:steamthumbsup:
baHTheske 4 May, 2024 @ 10:53am 
Ok my bad, i will test it when i have free time. great mod anyway!!
Mlie  [author] 4 May, 2024 @ 10:38am 
@baHTheske The first step was to verify it with only this mod loaded, your log contains loads of mods. I cant help you until I can replicate the issue with a minimal mod-list. Please read the steps again.
baHTheske 4 May, 2024 @ 10:34am 
Uhh should i report the issue on discord or something else
Mlie  [author] 4 May, 2024 @ 10:12am 
@baHTheske Please see the Reporting Issues section described above
baHTheske 4 May, 2024 @ 10:11am 
somehow delete this mod and Museums mod fix incident not firing bug for me
dk if its mod conflict

https://gist.github.com/HugsLibRecordKeeper/eb6f7ae660ad62208c27b16c90a89f6d
Kingdark 19 Apr, 2024 @ 11:50am 
Okay, thanks.
Mlie  [author] 19 Apr, 2024 @ 10:55am 
@Kingdark Yes, its been fixed since 2022
Kingdark 19 Apr, 2024 @ 3:37am 
don't mean to nitpick, but has the typo been fixed that's seen in the first screenshot?
It says "a trade caravan is approching" when it should be approaching. Don't mean to nitpick, just want to know, since replacing screenshots isn't a priority.
JoeOwnage 11 Apr, 2024 @ 8:54pm 
still needed if you don't like huge caravans entering your map all the time
Lacare 11 Apr, 2024 @ 5:01pm 
Is this working with 1.5?
Mlie  [author] 10 Apr, 2024 @ 10:02pm 
@دانيال أيفان مولا Why would it not be needed?
Gerewoatle 10 Apr, 2024 @ 8:25pm 
I thought 1.5 just allowed you to dismiss traders who are already on the map.
دانيال أيفان مولا 10 Apr, 2024 @ 6:51pm 
So, this mod isnt needed anymore in 1.5 as i read, right
Mlie  [author] 25 Jul, 2023 @ 7:47am 
@KNightIL See the section about reporting issues above
KNightIL 25 Jul, 2023 @ 7:39am 
It seems that this mod stopps working for me after an in-game day or two, caravans just flow to my neolithic camp non-stop, I checked the mod settings and there doesn't seem to be any errors.
LZIM 1 Jul, 2023 @ 12:25pm 
What an interesting concept. But it's so vanilla, not identifying yourself before putting the entire settlement at risk. IRL there are banners and flags, colors, and identifying yourself clearly as x to the sentry guards of a settlement prior to being granted entry or passage. Also being required to be searched and paying fees for entry or to traverse. Feels like an antithetical mod is required. RW not having basic pawn economy is extended by things like this where traders should be able to trade to pawns directly. Assuming you pay them money or they gain their own wealth otherwise. A trader comes in with stuff for sale your pawns buy stuff they want. Like Norland.
Khadgarion 2 Jun, 2023 @ 7:34am 
This is exactly what I was looking for. I am playing with Zombieland and two colonists who are related... Have had some deaths in the family. Their brother wandered right into a horde of zombies. (-14 mood debuff) then a day or two later their aunt did the same thing. Stupid visitors, can you not see the zombie hordes?