RimWorld

RimWorld

SpeakUp Extension
35 Comments
Holgast 20 Jul @ 4:10pm 
re mental states: that makes sense, I was thinking for things for people to say to them, like manhunters, mental breaks etc but I guess that probably wouldn't generate a log anyway
Holgast 20 Jul @ 2:48pm 
no problem, just thought I'd ask because for some reason rimpy put it after
Microsoft Excel  [author] 20 Jul @ 12:03pm 
I think most mental states disable social interactions, unfortunately, but if you explain what exactly you are trying to do I can look into it.

As for load order this mod requires SpeakUp, and SpeakUp in turn requires Interaction Bubbles so it should work itself out load-order wise, at least it does on my end. Trying to load this before either of the others should definitely cause problems.
Holgast 20 Jul @ 7:07am 
also, can I suggest adding a loadBefore for interaction bubbles? it seems like they don't appear if this mod is loaded after it (though I only tested it once)
Holgast 19 Jul @ 8:46pm 
thanks! I'll defo use this. is there something already for things in a state, like berserk, various mental breaks, manhunter etc?
Microsoft Excel  [author] 18 Jul @ 7:28am 
@Holgast Thanks for the suggestion and typo report!
Holgast 18 Jul @ 2:40am 
hey, I posted in the suggestion thread. also I note you have a few 'it's' when it should be 'its'
GetUrAssToMars 16 Jul @ 9:51am 
Perfect thanks for fixing that!
Microsoft Excel  [author] 16 Jul @ 8:54am 
Disabled the "untranslated keys" bugfix that was causing the error. It may no longer be needed anyways.
GetUrAssToMars 16 Jul @ 1:25am 
https://gist.github.com/HugsLibRecordKeeper/7277617f3d421051876a296c34e6dc1e

Interaction bubbles keep disabling during the game and I get hit with this error log.

Problem goes away when I disable this extension unfortunately.
Microsoft Excel  [author] 15 Jun @ 7:32pm 
You're right I should clarify that here: You will need wait for the main mod to update.

That said, because of the way Harmony works, if you were to recompile SpeakUp on 1.6 for personal use my extension should work with that.
GeekyRaptorStudios 15 Jun @ 5:13am 
does this make speak up compatible with 1.6? cause this works with 1.6 I can only assume, but speak up is labeled as 1.5
Microsoft Excel  [author] 17 May @ 4:32pm 
@rout
Unfortunately, as far as I know, nope. So right now the only thing you really get is my examples, of which only the race/xenotype-ism is worth anything.

I'd love to squash the barrier to entry down so I set up a thread for line suggestions and xml help.
Head 17 May @ 2:22pm 
Do any other mods use this extension?
Microsoft Excel  [author] 17 May @ 11:20am 
@Wraith_Magus
That issue isn't caused by my mod; it's actually a bug from SpeakUp itself.

Specifically, the dialogue you're seeing is the thought descriptor from the `IdeoDiversity_Abhorrent_StyleDominance` ThoughtDef in core Ideology. SpeakUp's `Defs\chitchat_thoughts.xml:1466` can (by mistake?) send a thought's descriptor as a response. This usually works, but if those descriptors contain variables then reading them raw from the def will leave the variables unpopulated; resulting in curly brace placeholders.

I already smooth over a few of SpeakUp's other bugs in this extension so I'll see what I can do about it in the update later today.
chebupelka 17 May @ 3:27am 
I AM THE LORAX AND I SPEAK FOR THE TREES
Battl3bee 18 Apr @ 1:11pm 
I AM THE LORAX AND I SPEAK FOR THE TREES
Wraith_Magus 15 Apr @ 11:10am 
I've been seeing issues with this mod having characters talk about being surrounded by objects with the style of their ideoligion. They like to sit around the dinner table with a beer telling passerby, "I am surrounded by constructions which match the style(s) that reflect my {ADJECTIVE} beliefs. My beliefs are reflected by these styles: {STYLES}" (I'm not adding those bracket things, either.) If it changes things, I'm playing with Alpha Memes and Vanilla Ideologies Expanded.
Microsoft Excel  [author] 14 Jan @ 5:47pm 
@furel87
Well that does explain it, it never occurred to me that a valid ideology might contain invalid precepts and I never check for that. It seems mostly harmless in that case, but I'll add a fix for that scenario whenever I finish up the other additions I am working on.
furel87 14 Jan @ 9:14am 
@Microsoft Excel
I've found where the problem is coming from, it turns out that my colony's ideology was created some time ago with an RJW addon that is no longer supported or has been modified. For some reason, when I load that ideology it loads a ritual from that mod that is no longer there instead of deleting it.
I replicated that ideology from scratch, same perceptions and rituals minus the missing one, and that message disappeared.

Here's the log if you're interested:
https://gist.github.com/HugsLibRecordKeeper/e093994e4a3cd70dc3cf153c2db0b89f

I made a new colony loading the old ideology, the error starts appearing on line 8951, instead of SCE_SkyLanternOrgyPattern it has changed to DateRitualConsumable, but it's the same problem. I made a new colony with the new replicated ideology and only one SpeakUp message has appeared (the last one), and I'm pretty sure it's due to localization.
Microsoft Excel  [author] 13 Jan @ 3:09pm 
@furel87
Appreciate the report! That error is not on the XML side, "Last successful rule: SCE_SkyLanternOrgyPattern" means that precept actually processed just fine - it's whatever is coming NEXT that is the issue. So I'll have to fix it on my side.

That said, to determine what's causing it I'll need your log. Even better would be the exported ideology that Rainbow and Cobra have. Best would be a save file, if you are willing to share it.
furel87 13 Jan @ 3:48am 
Hi, I got this warning


[SpeakUp] Error processing extra rules: Object reference not set to an instance of an object
Initator: Rainbow, recipient: "Cobra" Cafona.
Last successful rule: INITIATOR_precept → SCE_SkyLanternOrgyPattern


I know that is because the mod can't find a line about this ritual (is from a mod), but I made a XML to solve that and still overflowing my log and it's very annoying when I want to find another logs.

This is the XML I made, I don't know if I made any mistake:


<Patch>
<Operation Class="PatchOperationAdd">
<xpath>/Defs/InteractionDef[defName = "Chitchat"]/logRulesInitiator/rulesStrings</xpath>
<value>

<li>r_logentry(INITIATOR_precept==SCE_SkyLanternOrgyPattern)->How are you, [recipient]? Was just thinking of sky lanterns.</li>

</value>
</Operation>
</Patch>
olaflex0306 4 Jan @ 2:00pm 
are you in the speak up discord? you should let the authors know!! I think this could truly help greatly
greensniperhat 1 Jan @ 5:12am 
Hmmm, seems like OperationFindMod is not that reliable, then. I'll revise my code and try again.
Microsoft Excel  [author] 1 Jan @ 2:08am 
@greensniperhat
In that case I'm afraid all I can do is confirm they CAN work, and maybe help you narrow down where it's going wrong for you.
This pastebin [pastebin.com] is how I got it working on my end.
greensniperhat 30 Dec, 2024 @ 8:06pm 
Yeeeah, after much testing, neither the INITIATOR_alienRace or RECIPIENT_alienRace works. Despite the log grammar thing showing it.
HoNkZeE MaKaRa 17 Dec, 2024 @ 4:44pm 
we need more of this kinda thing,
greensniperhat 14 Dec, 2024 @ 7:21pm 
Hmm, I'll try making a test mod for this, and adding some lines with different INITIATOR_alienRace.
Microsoft Excel  [author] 14 Dec, 2024 @ 1:35pm 
I saw that it worked for Human and a random workshop race I tested but I didn't try anything using Mechanical Humanlikes specifically, especially because it's apparently depreciated now.

Can you verify what the Debug Setting "Log Grammar Resolution" shows that a Nandroid's _alienRace appears as, if anything? If it shows `■INITIATOR_alienRace → Human` then the way forward is to add a check specifically for pawns utilizing MH (or ABF).
greensniperhat 14 Dec, 2024 @ 8:25am 
I tried using INITIATOR_alienRace in my nandroid speakup mod, but it doesn't really work back then.
Microsoft Excel  [author] 14 Dec, 2024 @ 4:16am 
@greensniperhat
Yeah it wouldn't be any problem to do, but it looks to me like HAR does. With "INITIATOR_alienRace". Are there problems with that implementation or is there specific functionality that you are looking for?
greensniperhat 13 Dec, 2024 @ 8:23pm 
Ooh! This will help greatly. If you're taking requests, could you make a similar mod for HAR races? For example (INITIATOR_race==Heruan) or something like that.
Microsoft Excel  [author] 13 Dec, 2024 @ 3:37pm 
@Sapphic Eldritch Horror
Good point, I marked it in the the About.txt but I don't use workshop enough to remember to do it here!
Most Definitely a Mimic 13 Dec, 2024 @ 3:22pm 
I know its silly but shouldn't SpeakUp be marked as a dependency?
Elidurden123 13 Dec, 2024 @ 2:45pm 
Nice work on this. I wonder if we will ever reach the day when we can type in our own Speak Up dialogue into the game like with the Backstory Constructor.