RimWorld

RimWorld

Dispensary Mod
47 Comments
firestarme  [author] 17 Apr @ 3:42pm 
For all interested in the future of this mod, please check my latest post on discussions.

If you can help, let me know asap!!
Stim The One 7 Apr @ 10:57pm 
The idea of this mod is good for a completely different reason, but I have trouble that mechs can't get past the dispensary door (the idea is that only mechs can get past it)
firestarme  [author] 23 Mar @ 1:41pm 
@KLickity Bang, Thanks! Glad you are enjoying it!
KLickity Bang 23 Mar @ 9:58am 
This is such an underrated mod. You deserve so much credit and thanks. Thank you for your hard work!
firestarme  [author] 17 Nov, 2024 @ 8:50am 
@slurpme223300 , If you post the log file in the discussions i can investigate this and see if there is anything i can do. If it is a mod conflict though it may be challenging to find a solution.
slurpme223300 16 Nov, 2024 @ 12:27am 
keeps crashing for me may be a mod conflict...
firestarme  [author] 29 Jun, 2024 @ 2:28am 
Update for 1.5 is out now!
TracerFoxTEK 25 Jun, 2024 @ 8:38am 
Yay!
firestarme  [author] 25 Jun, 2024 @ 4:40am 
Didn't realise it was broken with 1.5, I'll have a go recompiling it with 1.5 when i get a chance over the next few days. Hopefully will be a painless process!
Rafa Lorenzo 24 Jun, 2024 @ 8:37am 
1.5 update?
Shork with a Torpedo 10 Apr, 2024 @ 1:51pm 
Make it connectable with other storages, please. At least to vanilla shelfs, or even better to deep storages.
Slikkelas 18 Jan, 2024 @ 6:53am 
@firestarme makes sence, thx for explanation.

Update is working, haven't had the error yet.
firestarme  [author] 18 Jan, 2024 @ 4:53am 
@Slikkelas pretty much anything a pawn does is considered a job. Normally a pawn will get a job to go pick up and take a drug when it is demanded. With dispensary mod, it overrides this with a custom job that lets the pawn collect a drug from a dispensary instead of standard storage. Although the job is defined in the xml, the actual logic of how this custom job works is in the 'JobGiver_GetDrugsFromDispensary' class in the C#.
Slikkelas 17 Jan, 2024 @ 10:59pm 
@firestarme You are amazing! Btw did you notice anything about why it tries to start a job? I see in the modfiles that you have an .xml called "job". Can you explain what the function does or how the game references to it?
firestarme  [author] 17 Jan, 2024 @ 4:11am 
@Slikkelas

Yeah I neglected to press 'full file'!

I haven't been able to replicate this bug personally, so I assume that it is most likely due to a mod conflict. I've released a new version that adds more null checking which will *hopefully* solve the problem. If it persists for you ill see if i can replicate your mod-list and dig a little deeper.
Slikkelas 17 Jan, 2024 @ 2:33am 
@firestarme it is there if you look at the full file. I hope this helps because i would really like this mod to be a stable in my modlist :)
Slikkelas 17 Jan, 2024 @ 2:32am 
@firestarme
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) DispensaryMod.JobGiver_GetDrugsFromDispensary.DispensaryMod.JobGiver_GetDrugsFromDispensary.TryGiveJob_Patch0(DispensaryMod.JobGiver_GetDrugsFromDispensary,Verse.Pawn)
at (wrapper dynamic-method) Verse.AI.ThinkNode_JobGiver.Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage_Patch1(Verse.AI.ThinkNode_JobGiver,Verse.Pawn,Verse.AI.JobIssueParams)
at (wrapper dynamic-method) Verse.AI.ThinkNode_SubtreesByTag.Verse.AI.ThinkNode_SubtreesByTag.TryIssueJobPackage_Patch1(Verse.AI.ThinkNode_SubtreesByTag,Verse.Pawn,Verse.AI.JobIssueParams)
at (wrapper dynamic-method) Verse.AI.ThinkNode_Priority.Verse.AI.ThinkNode_Priority.TryIssueJobPackage_Patch1(Verse.AI.ThinkNode_Priority,Verse.Pawn,Verse.AI.JobIssueParams)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
firestarme  [author] 16 Jan, 2024 @ 5:12am 
@ Slikkelas
I had a look at the log and i cant seem to find any errors relating to dispensary mod (it may just be me!). Could you send a screenshot of the error you are getting in game?
Slikkelas 16 Jan, 2024 @ 3:15am 
@firestarme I got the same error, and it is early game so haven't build the dispesary yet.

here is the log file :) https://gist.github.com/HugsLibRecordKeeper/27773d741ca7138902b244edebdc22d1
firestarme  [author] 10 Jan, 2024 @ 5:01am 
@RoboSpongie Would you be able to send me the log with the error and a save file? This may be easier if you open a post under the 'Discussions' tab
RoboSpongie 10 Jan, 2024 @ 4:18am 
Been getting a strange red bug about it spitting no job tick for the dispensary when I never placed down the said dispenser
Slikkelas 14 Dec, 2023 @ 7:48am 
@firestarme Sounds good, no more drug addicted stealing kids in the colony.
I will test and come back with a report :)
ProfileName 10 Dec, 2023 @ 8:46am 
What an interesting mod, this might help with several (okay, a lot of) problems in the future.
Pablo Discobar 1 Nov, 2023 @ 3:12am 
Thank you, I really needed the fix!
firestarme  [author] 31 Oct, 2023 @ 8:47am 
@Slikkelas

Fix is out now.
firestarme  [author] 31 Oct, 2023 @ 7:56am 
@Slikkelas

Thanks for the report! This is actually the first mod I have released so even i'm learning what makes a good bug report!

I'm pretty sure the information you have given has led me to identify the bug. Can i ask, have you set a drug policy that allows pawns to access drugs before you have actually placed a dispensary? (it looks I have forgotten to get the game to check if a dispensary actually exists before pawns start looking for one).

If that is indeed the issue, i will have an update out shortly (just making sure i haven't missed anything else)
Slikkelas 29 Oct, 2023 @ 1:44pm 
https://github.com/Slikkelas/Log-file-for-Dispensary-mod.git

I have an issue where i think it is CE that is incompatible.
It should not make sence, but it made my pawn unable to craft a short bow. the errors was only reffering to this mod.

This is the first time i have reported a bug, so i hope i did okay with github log files and saying it here, please let me know how to else do it if it was wrong.
AngryBean 28 Oct, 2023 @ 8:33am 
Many thanks, I appreciate you :)
firestarme  [author] 28 Oct, 2023 @ 6:34am 
@AngryBean

The temperature issue should now be fixed with the latest version. Pawns will still deconstruct the existing wall before constructing the dispensary, but the dispensary will now block temp properly after it is constructed.
firestarme  [author] 28 Oct, 2023 @ 5:07am 
@Ducky

I haven't seen this behaviour while testing in vanilla or with the few mods i usually play with. Perhaps if you are happy to share the save file / mod list i may be able to investigate further?

@VulpineVandal

I haven't played round with the locks mod so not sure how well it will work. I cant imagine that there would be conflicts, but it depends a lot on how the other mod works ( and i have been wrong before!)

@AngryBean

The dispensary can be built over a wall, and will replace the wall in that position (just like a door), so pawns deconstructing the wall first is normal behaviour. What isn't normal however is that the dispensary should block temperature in the same way that a wall should. This *hopefully* should be a quick fix and I'll look in to that today!
AngryBean 27 Oct, 2023 @ 7:01pm 
I see in the description that the dispensary is supposed to fit onto a wall, but when I build it my pawns tear down the wall first so I'm unable to keep my room refrigerated. Any advice?
Calmf 26 Oct, 2023 @ 4:30pm 
@Ducky

Same issue here, I had to remove the mod from my game
VulpineVandal 20 Oct, 2023 @ 2:47pm 
a question, does this work with the Locks mod? i keep a tight reign on pawns usually, but its hard to defend against that one random housepet that decides to snort yayo cause they just so happen to be able to access the right room.
Ducky 20 Oct, 2023 @ 8:10am 
i dont have a github acct so i cant make an issue report there but i seem to be having issues when this mod is active, specifically in the logs it says something like "[character] created 10 jobs at once" like 20 times, and then my game crashes. not sure if that helps but figured i would mention it, i dont really have the patience to make other games to see if its a mod conflict (you can just ignore this if you want)
jinn in outer space 14 Oct, 2023 @ 12:46pm 
thank you so much for the thorough reply. Mod has been great thus far, been awesomely useful in ways I didnt expect. I also agree Hospitality compat would be dope if its not too much work/time
firestarme  [author] 14 Oct, 2023 @ 10:05am 
I had a look at Adamas' vending machines and on the surface it certainly looks like that will help me navigate the hospitality mod. Hopefully wont have too much trouble adding some compat!

As for deep storage, I haven't tested this or added any specific compatibility, but it may work.

There is likely to be some performance overhead due to the fact that the reach-ability cache has to be cleared when a pawn is blocked by the drug-room door. Although this works, i'm not overly happy with the solution and i'm investigating better options. I personally haven't encountered a significant performance hit, but its likely far more pronounced in massive saves.
jinn in outer space 13 Oct, 2023 @ 2:52am 
is there performance overhead? looks great
Knight 12 Oct, 2023 @ 9:23am 
Does this work with Deep Storage?
TheRealLemon 10 Oct, 2023 @ 10:54pm 
May I recommend Adamas' workshop: https://steamhost.cn/steamcommunity_com/id/tomvd/myworkshopfiles/?appid=294100
He has several source available mods with similar behavior for hospitality.
firestarme  [author] 10 Oct, 2023 @ 7:26am 
Ill have a think about how to incorporate shelves, I did the initial work on this mod way before they were added!

Ill also see if i can support hospitality, it sounds like a great use case of the mod! No promises though as i haven't yet looked in to this mod at all.
TheRealLemon 9 Oct, 2023 @ 3:05pm 
Can you make it so it works with hospitality guests. I want to sell weed to them.
mynameactually 5 Oct, 2023 @ 12:04am 
Reminds me of playing doc in barotrauma.
AtlasTheReaper 4 Oct, 2023 @ 8:47pm 
Great mod, maybe add some lockbox type shelf or something? Other then that 10/10
firestarme  [author] 4 Oct, 2023 @ 1:08pm 
Glad you like it!
PinkPlinko 4 Oct, 2023 @ 10:40am 
Very cool mod idea, I like this a lot!
firestarme  [author] 4 Oct, 2023 @ 9:48am 
No idea, but being a small mod I'd be surprised if there are any major incompatibilities. Let me know if you run in to issues.
Average Genestealer 4 Oct, 2023 @ 9:36am 
CE compatible?