RimWorld

RimWorld

[Experimental] 1trickPwnyta's Defaults
45 Comments
VitaKaninen 52 minutes ago 
Well, it would probably be No Max Bills: Redux, then.

What would you suggest? Stop using that mod?
1trickPwnyta  [author] 1 hour ago 
@VitaKaninen Okay thanks, looks like whatever mod is conflicting, if there is one, is patching the method at an earlier stage in the game startup. It doesn't show any other mod patching the method though besides Better Workbench Management, so that's weird. Unfortunately this would probably require disabling mods to narrow it down. It is almost certainly going to be a mod that changes the limit of the number of bills allowed on one workbench.

If you don't want to do that you can just disable the workbench bills category in the mod settings and the startup error should go away.
1trickPwnyta  [author] 4 hours ago 
@VitaKaninen This sounds likely to be a mod conflict. Could you try moving this mod near the top of your mod list in case that helps? If it does, great! If it doesn't, then the conflicting mod might then throw an error instead, and then we would know which mod it is.
VitaKaninen 10 hours ago 
I am getting an error on game start, that I think is coming from this mod.
https://gist.github.com/HugsLibRecordKeeper/63c666ada954e0f7dfd36eb3af581b28

Error in static constructor of Defaults.DefaultsModInitializer: System.TypeInitializationException: The type initializer for 'Defaults.DefaultsModInitializer' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method RimWorld.Bill RimWorld.BillStack::DoListing(UnityEngine.Rect rect, System.Func`1<System.Collections.Generic.List`1<Verse.FloatMenuOption>> recipeOptionsMaker, UnityEngine.Vector2& scrollPosition, System.Single& viewHeight) ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidOperationException: Sequence contains no matching element
1trickPwnyta  [author] 1 Aug @ 10:37am 
@squidd Yes I can probably do something of that sort. Maybe done within the next week or so.
squidd 1 Aug @ 8:46am 
default storage settings seem to always override shelves placed with quick stockpile creation. could you add the option to disable just the storage buildings section specifically? thank you for the mod :er_heart:
1trickPwnyta  [author] 29 Jul @ 5:29pm 
@VitaKaninen I'll look into that in the future. Thanks!
VitaKaninen 29 Jul @ 5:20pm 
I have a difficult one, if you are taking suggestions. The settings for "who counts as a person" from the Everybody Gets One - Continued mod. By default, it does not count guests, lodgers, prisoners, slaves, etc. which is fine for most things, but not for food bills, since you still have to feed those people. Is there any way you can save those settings for each bill type or at least for all food related bills?
1trickPwnyta  [author] 29 Jul @ 5:07pm 
@Tux (From Linux!) Sounds useful. I'll add it to my backlog. Thanks!
Could default policies get an option for colonist age, similar to that of Default Areas? I hate having to manage my psychite every 2 day policies for children!
Gravenwitch 24 Jul @ 9:44pm 
As someone with chronic restartitis this mod has saved irl years of time applying my desired defaults
1trickPwnyta  [author] 17 Jul @ 10:22am 
@aonyx @Zeress I'll try to address that in the next update. Thanks!
Zeress 17 Jul @ 7:29am 
@aonyx Thank you for that. I was wondering what was causing that just now
aonyx 16 Jul @ 12:35am 
Just in case someone face the same issue:
using with Mod Options Sort ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2910865748 ) will have the 1trickPwnyta's Defaults interface option interface become blank
VitaKaninen 15 Jul @ 8:40pm 
No prob!
1trickPwnyta  [author] 15 Jul @ 8:38pm 
@VitaKaninen Ohhh okay that makes sense! I thought they were two separate issues. Sorry about that!
VitaKaninen 15 Jul @ 8:24pm 
That was the same situation. The missing hours in the schedule config file messed things up so badly, and that was the side effect. They all had the same ideology, but it was like they could not see each other.

I could select one person, and they were the only one who showed up in the schedule tab, and if I tried to start the engine, they were the only one who showed up for the ritual. If I selected another person, then they were the only one who showed in the schedule tab or for starting the engine ritual.
1trickPwnyta  [author] 15 Jul @ 8:12pm 
@VitaKaninen No, you said there was an issue in the gravship scenario where you couldn't launch it because they all had different ideologies?
VitaKaninen 15 Jul @ 12:29pm 
You mean the problem with the game loading from a few days ago due to missing the reading schedule?
1trickPwnyta  [author] 15 Jul @ 12:23pm 
@VitaKaninen Regarding the issue with not being able to launch the gravship, I'm unable to reproduce the same error on my end. Is it still not working for you?
1trickPwnyta  [author] 15 Jul @ 9:11am 
@hawqeye19 Thanks for the suggestion! I haven't played that far yet in odyssey but I'll keep that in mind.
hawqeye19 15 Jul @ 8:39am 
One thing to potentially add to the backlog, with the new Outfit Stands maybe add an option which configures the "Allow Removing Items" (true/false), at least for me I keep forgetting to set this to on. :lunar2019laughingpig:
VitaKaninen 14 Jul @ 1:03pm 
There is an option in the dev menu to not automatically disable all your mods when the game crashes. This is a function of Rimworld, not this mod.

Turn on Dev mode, then Options > Dev > Auto-reset mods config on game crash.
cbradshaw007 14 Jul @ 12:51pm 
So I have a fun one, II have narrowed it down to this mod. When I add it to my list and run the game, all of my mods clear from the mod list leaving just the DLC. If I only load Harmony and this mod, it loads. So somewhere in 529 mods, there is something clashing with this one causing it to dump the whole mod list. This is just informational, I am not going to be checking which of those is the culprit.
1trickPwnyta  [author] 14 Jul @ 10:18am 
@Joren The search bar actually does search individual settings as well, just not all of them. Some settings are very integrated into a special UI like the storyteller settings and world settings, so making those searchable will be more difficult for sure, but I do plan to work more on that.

I'm terrible at drawing so these icons are what I came up with lol. If you'd like to redo them, that would be great! If I like them better I'll add them in and credit you in the mod description. Thanks!
1trickPwnyta  [author] 14 Jul @ 10:18am 
@Joren Thanks for the great suggestions!

So for your settings, yes they would transfer over automatically when the main version gets updated, but you can also transfer them to the experimental version if you just rename the settings file in the config folder (let me know if you want more detailed info on that).

I built the main settings screen with the idea that eventually there would probably be too many categories to fit on one screen, but since they CAN fit currently, you're right, they might as well. I will keep in mind the suggestion to make some windows larger. Might make them resizable too?
Joren 14 Jul @ 8:34am 
[ continued from previous message ]

- In general, I think it'd be nice to make windows tend to be larger to show more things, since there shouldn't be anything wrong with covering more of the space around the windows. For example, the default medicine settings almost fit, and it'd be nice to not need a scrollbar there.

- I tried searching for an option within one of the categories, but then found that it only searches the categories themselves. It'd be nice if it could search all options within them, but that's probably a lot of work, so maybe a simpler improvement would be to add placeholder text or text next to the search that says something like "Search categories".

- I think the category icons could be a bit cleaner than this pixel style. I'm a web dev and have done lots of UI work, and would be happy to help with some icon graphics work if you'd be up for that. While I'm not an outright illustrator, I have some ideas on options for those.
Joren 14 Jul @ 8:34am 
This experimental version is looking great! I really like the initial screen showing icons now instead of just text buttons, and some of the new options look super useful.

Unfortunately it doesn't seem to carry over my settings from the standard release, so I guess I'll switch back and wait to use this after that one gets the upgrade. I'm guessing that existing settings should carry over seamlessly when that happens?

I also have a few recommendations/requests:

- On the initial screen it's already close to showing all the icons, and they'd all fit if you used 5 columns instead of 4. It'd be nice to not have some things hidden behind scrolling. With a 5x3 layout you could also try centering them to see if the trailing options look better that way.

[ apparently I wrote too much, so splitting this to another message 😅 ]
1trickPwnyta  [author] 14 Jul @ 6:29am 
@super_tsar Yes it does.
super_tsar 14 Jul @ 6:18am 
does this have diet, equipment, drug and reading profiles? those are my least favourite thing to set up when i start a run
Complete Casual 13 Jul @ 4:00pm 
Q_Q it is BEAUTIFUL omg
VitaKaninen 13 Jul @ 12:20pm 
It seems to be working now, but I will let you know if it happens again.
1trickPwnyta  [author] 13 Jul @ 12:16pm 
@VitaKaninen Then maybe the reading mod doesn't load the def normally at startup? I've noticed some mods do it in a weird way such that the defs are not available at startup and are loaded later.
VitaKaninen 13 Jul @ 10:40am 
I did not remove the mod, so I am not sure why it did that. I'll let you know if it happens again when I change the schedule again.
1trickPwnyta  [author] 13 Jul @ 10:20am 
@VitaKaninen In that case, is it possible that the reading schedule mod was disabled at one point? Disabling it would cause this mod to remove that schedule block since the definition doesn't exist anymore. I'll need to add some code to replace it with something else so it doesn't break the schedule and cause errors. Thanks!
VitaKaninen 13 Jul @ 9:25am 
Yes, replacing the missing entries in the config file allows the map to load normally, and there are no errors.
1trickPwnyta  [author] 13 Jul @ 6:05am 
@VitaKaninen If you add the 24th hour back into the config file manually and relaunch the game, does it work then? Any startup errors?
VitaKaninen 13 Jul @ 2:41am 
<li>
<name>Read @0</name>
<use>True</use>
<Assignments>
<li>Saf_Reading</li>
<li>Joy</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Joy</li>
<li>Joy</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
</Assignments>
</li>

VS

<li>
<name>Read at 0</name>
<use>True</use>
<Assignments>
<li>Joy</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Joy</li>
<li>Joy</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
</Assignments>
</li>
VitaKaninen 13 Jul @ 2:40am 
I didn't try it with only this mod enabled, but removing this mod fixed the issue.

I can get you a screenshot if needed, but looking through the config file, I see a problem in the schedule. I am using the Reading schedule mod, and in the 1.5 version, your mods lists reading time as :<li>Saf_Reading</li>

In the 1.6 version, that entry is missing altogether, so there are only 23 hours listed.
1trickPwnyta  [author] 13 Jul @ 2:30am 
@VitaKaninen Thanks for letting me know! Are you able to post a screenshot of your default schedule settings screen?

As for the second issue, wow, that's super weird. It only happens with this mod enabled? I'll try it myself sometime today and see if I get the same thing.
VitaKaninen 13 Jul @ 12:55am 
When I set the schedules in the mod, I get pawn generation errors when trying to start a dev test map.

Also, if I start the game with the gravship scenario, then immediately save the game and then reload, I can not take off in the ship. It tells me that each person belongs to their own ideology, with one person each. Since there are not enough people in the same ideology, they can not take off.

https://gist.github.com/HugsLibRecordKeeper/8870a8f72b2cd44aef488a9e2e7c2586
hawqeye19 11 Jul @ 9:41am 
This is such a great mod, I look forward to seeing all of the improvements to it! Cheers!
1trickPwnyta  [author] 11 Jul @ 6:31am 
@Vulkandrache Good idea! I've added it to my list. Thanks!
Vulkandrache 10 Jul @ 11:39pm 
Can you make a setting that allows not just manual work priorities but setting standard work priorities (the actual numbers) for all new pawns. Not just the usual 3 everywhere. Extra points if it works with modded worktypes.