RimWorld

RimWorld

Vanilla Outposts Expanded
[BUG] (?) scavenging outposts delivering only techprints, then nothing
As the title says, my scavenging outposts (multiple by now) are delivering nothing. I get a message about items from <outpost name>, saying "You have received the follow item from <outpost name>:" and then nothing.

Before I had them all applied, I used to get a techprint every time. Never anything else. Now that I have all techprints, I get nothing - I guess the list of scavenging loot only included those for some reason?

Trying to share logs sadly gives me a "bad request" error. I have copied the log to a pastebin, I hope that will be enough? If not, I have saved just before receiving nothing from a scav outpost in case I can do anything else to help find the error.

Log: https://pastebin.com/zAuHw86N
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Showing 1-15 of 41 comments
Pan 17 Aug, 2022 @ 1:58pm 
same issue
rabbi vole 25 Aug, 2022 @ 6:06pm 
i don't know what a techprint is, but my scavenging outpost has only given me nothing, so i think i've got the same issue. i got nothing when i had 3 people in there and i'm still getting nothing now that i have (i think) 5 people there. one of them is incapable of violence, in case that's relevant.

https://gist.github.com/41d7904f436814cc0d298851c6e81734
Gabeux 29 Aug, 2022 @ 3:41pm 
Same thing here. I think I had 5-10 people in the outpost and only got techprints, but 90% of the time it dropped nothing.
OmLandSecurity 2 Sep, 2022 @ 8:40pm 
I am having the same issue too.
dergrossadmiral 8 Sep, 2022 @ 9:40am 
@rabbi vole: techprints are items you need to find to be allowed to research some new (royalty DLC, I think) technologies.
Duncanois 29 Oct, 2022 @ 6:17am 
Has this been fixed yet?
kongkim 10 Nov, 2022 @ 1:09pm 
Any fix to this?
Viciousbunny 28 Dec, 2022 @ 8:44pm 
Issue still exists, I don't have Royalty, so techprints aren't in my game, my scavenging outpost produced nothing. I only tested this for one year.

Logs if it helps: https://gist.github.com/HugsLibRecordKeeper/c50b4072591ac20efa98d77da305d9d7
ZS Maeklos 8 Mar, 2023 @ 5:45am 
Bump.
Zalfir 23 Apr, 2023 @ 8:34pm 
Problem still seems to exist. Mod creator seems to think it delivers a standard vanilla reward, but I'm getting nothing at all. I don't think any mod is interfering with it.
I suppose I'll use The Garbage for storing toxic waste when there's too much to deal with, instead.
dergrossadmiral 30 Apr, 2023 @ 1:32am 
the legendary+ items created by "Mooloh's Mythic Framework" are added to whatever list the scavenging outpost pulls from - making it actually quite OP if used in that combination. Just as a note, which might help narrow down which list actually is used.
Twilight 24 Jun, 2023 @ 5:13pm 
@legodude17 - By chance have you had the chance to look into my suggestion as to the cause of the TechPrint behavior? I know its requested to supply a log, but there is no error for this behavior that a log would help identify. I really believe if you updated the Scavenging Outpost Generate() call to have a parameter specifying a market value the outpost will start delivering varied items off of Reward_ItemsStandard.

I feel this is true based on when I comment out the totalMarketValueRange in <debugParams> in the vanilla ThingSetMakers_Reward.xml file then use the "Thing Set Maker Test" Dev Mode option with Reward_ItemsStandard it causes the output to be all TechPrints whereas with the value uncommented out it generates a varied list as expected.
kongkim 26 Jun, 2023 @ 12:55am 
Originally posted by Twilight:
@legodude17 - By chance have you had the chance to look into my suggestion as to the cause of the TechPrint behavior? I know its requested to supply a log, but there is no error for this behavior that a log would help identify. I really believe if you updated the Scavenging Outpost Generate() call to have a parameter specifying a market value the outpost will start delivering varied items off of Reward_ItemsStandard.

I feel this is true based on when I comment out the totalMarketValueRange in <debugParams> in the vanilla ThingSetMakers_Reward.xml file then use the "Thing Set Maker Test" Dev Mode option with Reward_ItemsStandard it causes the output to be all TechPrints whereas with the value uncommented out it generates a varied list as expected.
Can you make a hot-fix patch mod for that? That would be really nice as they have know about the bug for a long time and no fix :)
Twilight 26 Jun, 2023 @ 5:13pm 
https://steamhost.cn/steamcommunity_com/profiles/76561197995396228/screenshot/2053126773785315191/

public override IEnumerable<Thing> ProducedThings()
{

ThingSetMakerParams parms = default(ThingSetMakerParams);
parms.totalMarketValueRange = new FloatRange(1000f, 3000f);
return ThingSetMakerDefOf.Reward_ItemsStandard.root.Generate(parms);
}
Twilight 26 Jun, 2023 @ 5:18pm 
So with a bunch of Googling\ChatGPT (quite a ways from being versed with C#) got the ProducedThings() call to have a fixed value range and when this is passed to Generate() we get more than just TechPrints. That is a very basic proof of concept, could argue for balance purposes making the value range based of something like your colony wealth (perhaps with an upper limit)
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