RimWorld

RimWorld

Possessions For Everyone
63 Comments
Farbott 14 Jul @ 2:55pm 
Could we perchance get a slider to blacklist some things if thats possible? I love the mod, not so much when a raider carries 5 isotopic wastepacks from vanilla recycling resulting in everyone dying to radiation
vin 11 Jul @ 11:59am 
i fucking love the mod title image, peak
moo 9 Jul @ 5:01pm 
Just in case you didn't see it, there's a discussion thread open by me for 1.6
dracoix 🐉 15 Jun @ 10:17pm 
Thank you for 1.6.
NightmareCorporation  [author] 15 Jan @ 1:07am 
@Farbott
This mod uses the base games possession generation logic. If you want pawns to generate with ammo, you should suggest to the mod author of the ammo mod to change how pawn possessions are generated.
Farbott 14 Jan @ 7:45pm 
Compat chance for generic ammo experience maybe? Saw that it works with CE base, but doesn't generate the weapons with the generic ammo type if its enabled https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3284460811
csfireworks 5 Dec, 2024 @ 7:11am 
very funny mod ,they always carry eggs in bags lollll
NightmareCorporation  [author] 20 Nov, 2024 @ 12:06am 
@Mitchel Vories
The exception stems from this line in base games code:

PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo(pawn, faction.def, request, xenotypeDef);

I assume the faction has NULLed out instead of being a valid value, which coughs up the NullReferenceException in your case. But PfE doesn't touch the pawns faction except for reading it to figure out whether or not to generate possessions. And all the PfE patches are wrapped into try-catch blocks so you would never get a "natural" exception thrown by them.

A simple search over your hugslib did provide multiple different mods that modify faction generation behavior, so I am inclined to suspect one of those are at fault. Specifically faction manager seems like it may be a prime candidate to break factions on pawn generation.

Thanks for the extra details at the top of the link btw, the bugs that you can't reliably reproduce tend to be the hardest ones to fix.
irrelevantredundancy 19 Nov, 2024 @ 3:48pm 
Try again today. I had included a URL inside of the paste and it didn't like that. I took it out and re-saved it as public so they should work.
NightmareCorporation  [author] 19 Nov, 2024 @ 12:59am 
@Mitchel Vories
The links are sadly not available, you could try using this site instead:
https://rentry.co/
irrelevantredundancy 18 Nov, 2024 @ 7:55pm 
Hey @NightmareCorporation.

Could you take a look at this and let me know what you think? I had two errors pop up at the same time and they both reference PFE. Otherwise, my mod list is clean, the only other errors that pop up from time to time are related Real Ruins, but they weren't present. There are some notes in the beginning of the PasteBin post that explain what happen and how I created it.

Error 1 [pastebin.com]

Error 2 [pastebin.com]


PasteBin said the content of my posts were obscene for some reason amd it made me make these 'private', so I hope you can access them with the links.
NightmareCorporation  [author] 28 Oct, 2024 @ 12:28am 
@Benji
I can't see how - this mod is only actively doing something when a pawn is generated, it has no other impact - it doesn't even persist any information, it just modifies generated pawns inventories.
Aulwynd 27 Oct, 2024 @ 10:28pm 
Would removing this give me errors for quests? ): i removed it and now the empire and deserter quest r full of errors
Lurmey 3 Sep, 2024 @ 1:10pm 
No problem! I absolutely agree, with the number of mods I run it's very difficult to pin down exactly what's causing an issue for exactly that reason, there's so many different mods potentially playing a role. I'm re-adding the mod as it only seemed to crash when doing a quickstart generation and it might've been a fluke. If I get any issues I'll do my best to find out what the cause is and let you know.

No worries I know you weren't meaning to insult! I'm sorry I took offense, I wasn't in the best frame of mind at the time. It's totally understandable given just how many people don't know how to properly manage their mods lists with this game, how poorly the in-game mod manager does mod sorting, and the fact the log doesn't actually include my full mod list.

As I said yeah most of those missing refs are from the Life Lessons for Everything mod, a number more are CE (who saw that coming!) and the remainder are from other random mods.
NightmareCorporation  [author] 1 Sep, 2024 @ 12:19pm 
@Lurmey
Thanks for the report and investigating it regardless! I looked into the code and can not say how this mod could break pawn generation the way it did for you, when you get to that many mods there are a lot of moving parts that might be the culprit, so it's best to keep it in the back of mind until someone else experiences it, too.

And in regards the the many errors I meant to insult, you gotta see it from the modders perspective, we see a lot of ramshackle load orders with hundreds of errors, it's easy to tell people to fix those first because that normally results in fixing a lot of their issues. All I saw was a ton of missing references, that normally tips off a thrown together load order.
Lurmey 1 Sep, 2024 @ 11:48am 
So I've tested running only this mod and the others listed by the errors at the end of the log. It didn't crash this time, which suggests it's crashing due to something else and not just the mods that harmony patch the PawnGenerator functionality.

Nonetheless I tested with the full list after removing this mod and it works fine, so it must be something else failing, potentially conflicting with this mod. That or it was a fluke that removing this mod fixed it.

I am not really able to test much with my full list loaded as, even my PC being decent, it takes upwards of 15 minutes to load each time.

If I found out any more info I'll let you know but for the time being, unless anyone else encounters it, I think this can just be shelved.
Lurmey 1 Sep, 2024 @ 11:20am 
Just to add, the vast majority of the errors on startup are from "Life Lessons for Everything" and are happening because the author of that mod hasn't made their patches conditional, so they all just fail on start if the mod they're there to patch isn't present. I've asked them to fix this but as you can imagine with hundreds of patches it's quite a monumental task.

Nonetheless, failed patches isn't an issue when the mod they're patching isn't in use.
Lurmey 1 Sep, 2024 @ 11:16am 
1. It's not a badly managed load order. I understand each of the errors happening on startup and their source and have fixed those that are fixable and ignore the ones I know are not problematic. With almost 500 mods it is nigh impossible to have the game load up cleanly. It is not necessarily a sign that the user doesn't maintain their list properly.
2. Thank you for letting me know there are catches in place. Must be a conflict with another mod in that case. I'll investigate and come back shortly with my findings.
NightmareCorporation  [author] 1 Sep, 2024 @ 10:37am 
@Lurmey
I have to doubt that Possessions for Everyone is the culprit of your issues:
1. You have a very large amount of errors on startup, related to various missing defs, misconfigurations, etc. This points at a badly managed load order and should be taken care of first.
2. PfE can't break pawn generation, if an exception were to happen in its main patch, it would merely log it out and let the pawn generate normally:
https://gitlab.com/nightcorp/possessionsforeveryone/-/blob/master/Source/Patches/Patch_PawnGenerator.cs?ref_type=heads#L56

If you manage to reproduce the issue with a clean mod list (nothing but core and this mod), then I can look into it, but as is I have to suspect that other mods are responsible for this.
Lurmey 1 Sep, 2024 @ 10:09am 
I've had to remove this mod from my list as it was causing the game to CTD when trying to generate a new quickstart game.

https://1drv.ms/u/c/0f583e98347aeaa3/EY3E0DwLztRAjL26JH5sM-0Bf5xVK_sgqTQB-9b7bXhs-Q?e=h1nmKA

Here's the player.log shared in OneDrive so you can see the error.
Angel 20 Jul, 2024 @ 3:18pm 
Great mod!
Can you add a field where I can choose a particular item that spawns on everyone? like if I want everyone to spawn with a couple survival meals, herbal medicine or ammo in their possession.
Appreciate it if you do :)
NightmareCorporation  [author] 19 Jun, 2024 @ 12:11pm 
@G.P.S
Yes. Safe to add or remove mid-save. The only time this mod truly does anything is when pawns are generated.
G.P.S 17 Jun, 2024 @ 2:41pm 
sorry if someone already asked this but... it's safe to add mid-save?
L. Velociraptor 16 Jun, 2024 @ 5:46pm 
No problem at all, glad I could help. Thanks so much for the fix, happy to add this back into my load order! :p2cube:
NightmareCorporation  [author] 16 Jun, 2024 @ 2:16pm 
@L. Velociraptor
Thank you very much for the proper bug report, I did not know that book generation was actually broken from the previous messages. I added some extra handling for generating books as possessions so now they generate with proper titles, etc.

I also added a DefModExtension that anyone can quickly add to a ThingDef to prevent that thing from ever being generated as a possession, in case this ever happens to something else but I can't fix it or something.
L. Velociraptor 15 Jun, 2024 @ 11:30pm 
It looks like this ends up giving pawns books that aren't properly generated. Disabling this mod stopped the steady tide of books with no titles and no skills that would crash the game while making the log shit itself if I moused over them.

I think there's some step to book generation that doesn't happen if the book is generated via the vanilla possessions system.
NightmareCorporation  [author] 6 Jun, 2024 @ 11:43am 
@AgiN3ko
Not really, no. The possession generation is entirely up to base game, all this mod does is trigger it for given pawns.
AgiN3ko 6 Jun, 2024 @ 10:52am 
Would it be possible for you to disable books spawning through this method?
CrackaJack 18 May, 2024 @ 1:17pm 
the guy on the thumb really has the munchies
蛋大官人 8 May, 2024 @ 6:18am 
the book of possession could not read
loklan 8 Mar, 2024 @ 2:11am 
Thanks heaps for your reply, I think I understand. It's a lot of fun learning how it all works behind the scenes.
NightmareCorporation  [author] 6 Mar, 2024 @ 7:10am 
@loklan
This mod really just "unlocks" the possession limitations, the game itself determines whether or not something is a valid possession. It does this by checking if a given ThingDef has a "possessionCount" > 0.

No way to "force" pawns to spawn with the ammo as a possession though, the game simply selects one out of all the valid possessions to give to a pawn.

If you want that ammo to appear as a starting possession, simply use a PatchOperation for the given def and set the possessionCount to a number of your own choosing.
loklan 6 Mar, 2024 @ 2:08am 
Or even, can you point me to where this mod is pulling the list of possessions to choose from? Maybe I could just add ammo to that list and get it occasionally. Thanks again!
loklan 6 Mar, 2024 @ 1:29am 
Would love an option to specify a set possession that everyone spawns with, so I can make raiders bring ammo from another mod. Dunno how hard that would be though. Either way, very cool mod, thanks for the great work!
NightmareCorporation  [author] 6 Dec, 2023 @ 8:00am 
@Maboy
@Farbott
I am so sorry, I didn't receive any notifications for this mod so I just now saw that you had issues during naked brutality generation.
I believe I have resolved the issue, so if you ever give a naked brutality playthrough a shot - the initial pawns should be perfectly fine without possessions.
Farbott 20 Aug, 2023 @ 10:00pm 
Seems this mod makes naked brutality 300% harder with a lack of a pawn spawning in
Maboy 2 Jul, 2023 @ 8:34am 
Yeah same. It creates pawn generation errors but only in the naked brutality scenario where your pawns supposed to have no possessions.
Donk 27 Jun, 2023 @ 9:10pm 
@SC_Reaper is your issue regarding tribal_ChiefMelee not being capable of violence for 120 tries? if so, this issue is potentially a part of a bigger issue that others are investigating
NightmareCorporation  [author] 29 Apr, 2023 @ 2:34pm 
@SC_Reaper
Without further details regarding the exception or access to your logs I can't do anything.
SC_Reaper 29 Apr, 2023 @ 2:22pm 
I seem to be getting some pawn generation error when using this mod, preventing the starting pawns from being created. Something about a reference issue. It probably interacts in some weird manner with another of my active mods, though the list is pretty large so it is hard to determine which one is causing the issue.
FungalFish 19 Apr, 2023 @ 10:12pm 
I love mods that just add little tweaks to make the world and people of Rimorld feel more alive.
NightmareCorporation  [author] 16 Apr, 2023 @ 11:36am 
@Emberbuck You're right, I had placeholders for those links and never put the actual links in. Thanks for the report, the issue should be fixed now.
Emberbuck 16 Apr, 2023 @ 10:58am 
having an minor bug when checking into the mod manager.
Exception loading file at https://gitlab.com/nightcorp/??????????????????????/-/raw/master/About/Manifest.xml . Loading defaults instead. Exception was: System.Xml.XmlException: The 'link' start tag on line 99 position 2 does not match the end tag of 'head'. Line 121, position 3.
Gavril 2 Apr, 2023 @ 10:50pm 
Ah, thank you. That makes sense. It would be a nice QOL if you ever get around to it. lol
NightmareCorporation  [author] 2 Apr, 2023 @ 12:01pm 
@Gavril
Interesting idea, right now it just uses vanillas pool of possession items, I am unsure about adding rather complex settings to this mod, the settings would probably be more complicated than the rest of the mod.
Gavril 30 Mar, 2023 @ 10:19pm 
Would it be possible to have an option to pick which items will spawn? In particular I'm thinking of toxic waste packs, but I also noticed pawns spawning with some fairly expensive things such as a sniper rifle which I would like to disable as well, but I know not everyone would feel the same.
KingsMan_ 12 Mar, 2023 @ 4:33pm 
A bug exists. I want to give you the error log. How can I do this?
NightmareCorporation  [author] 7 Mar, 2023 @ 11:40am 
@Shadow
Good point. I will see if I can add an exception for beggars
nothing to see here 7 Mar, 2023 @ 10:36am 
Hm, well, removing this fixed the problem. I'll see if I can't find out which other mod could be borking pawn generation when used in conjunction with this.
Shadow 7 Mar, 2023 @ 6:00am 
Can beggars have possessions too? Since that might result in beggars begging for items they already randomly generated in their inventory, which would break the point of them begging for the items, if they already have the amount of items that they are begging for, in their inventory.