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I guess the comment was meant for another mod?
Yeah, I already added the incompatibility to the 'About' file.
Glad the mod was useful for you :)
That's sad, i really love this mod :c
I never used Vehicle Framework, but didnt they had their own "from vehicle caravan" dialoge?
Seems like they are using the vanilla one now and patching it...
As my mod does the same, seems like from now on (Rw1.6) the two mods are just incompatible.
Happens if loaded together with Vehicle Framework.
I will see what I can do.
Error in static constructor of CaravanItemSelectionEnhanced.Harmony: System.TypeInitializationException: The type initializer for 'CaravanItemSelectionEnhanced.Harmony' threw an exception. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref EDFD71CB]
Description says: "The vanilla feature to "auto select travel supplies" is removed."
Adding it back is not a option at the moment. Maybe some day.
The core feature of this mod is the ability to create fully customizable categories(★★★★★) and subcategories.
This makes it much easier to filter specific items like sculptures or duster meant for trading, saving you the hassle of manually searching for them.
One of the most valuable unintended features of this mod is that it allows you to view only the desired items stored in a warehouse, making it incredibly useful for tracking quantities, thanks to its categorization system
It even allows you to check scattered inventories of bionic item and durgs all on a single scrollable page.
I would love it if the mod author could separate this excellent unintended inventory categorization feature into its own mod, or at least add a shortcut key or button to access the item list without needing to click form caravan button. Right now, I’m using the transport pod interface just to check it.
Not atm.
Maybe I will rewrite the mod at some point and may add that feature then.
No matter if there is any errors, can you provide a hugslib log?
Eventually another mod is patching the caravan selection window, that could be helpful to know.
I got a similar report on 7th of january.
Unfortunately I can not reproduce the issue, it works on my end.
Any errors in the log?
Did you try it with only this mod to rule out a conflict?
Which monitor resolution are you using?
Can you close the gui pressing "esc" ?
Issue should be solved.
The problem was that when loading a preset a bool got set to true, which is used to check if we need to call the vanilla method "Notify_TransferablesChanged".
The method calculates the mass of the caravan, tilesPerDay, daysWorthOfFood, ...
But after calling the vanilla method, it never got set to false...
So the vanilla method got called every frame.
When I press reset button -> lag stops
When I deselect all pawns -> lag also stops
I am not familiar with RimWorld modding at all, but DubsAnalyzer shows (if I am reading it correctly) that as you have said, calculating days of food takes ~180ms. Probably trying to cache the last calculated value if nothing in selection (e.g. pawns/animals) have changed would be the best, it it is doable in that way.
Does the lag stop if you deselect all colonists (or all pawns)?
I can reproduce making the gui laggy.
It seems to be about the calculation for "days of food".
I am pretty sure I dont touch that calculation, but I could not reproduce the issue without the mod...
Thanks for the report, I will see if I can fix the issue.
I can not reproduce that issue.
Do you only have those two mods (+Harmony) loaded?
Which RW version are you using?
Any error log?
You can try to disable the loading list. Maybe thats the cause of the lag. But iirc even vanilla was lagging with extreme amounts of selected stuff...
However, if it is not game breaking I probably wont fix it, but I put it on my list for a eventual rewrite of the mod.
Preset "Long Distance Caravan" carries food for 15+ days, tent, meds, 2 people in the truck from the vehicle mod.
Fan-effing-tastic mod.
Thanks, this rocks.
If SRTS is using the vanilla caravan system, then yes.
Give it a try, you can remove the mod without issues from a save.
But make a backup of your save, just in case...
Because I raid some old structures from other mod's quests and I tend to need to carry stuff like tents+food+medicine and it's a pain to find and select everything manually every time.
I wish Resizable Table Columns was supported, or that we could manually resize the window like Dynamic Trade Interface because many object descriptions are truncated like quality or % when I prepare my caravan, it makes items selection a bit tedious - but very nice mod overall!
Nevertheless I just tried reproducing the bug (but only with RW v1.5.4069).
I cant.
I loaded both my caravan mods (CISE and CFI) and vehicle framework.
I tried loading vehicle framework first and last.
I tried making a vehicle caravan and a normal caravan.
Works without issues.
Btw, CISE is not loaded in the log you posted.
According to the log it is not caused by (any of) my mod(s).
https://gist.github.com/HugsLibRecordKeeper/82477e528163c88686f493e4b1ff42a1 h
I hope I'm not mistaken and bothering you by mistake, thank your for your time, great mod §
Not sure if I got you...
I guess it is the same issue as "Thels" reported on 28th of July.
If not, please give me a step by step instruction to reproduce the issue.
Thanks for reporting back!
If the message was "could not load reference ..." then it is harmless. See mod description for more details.