RimWorld

RimWorld

[Experimental] 1trickPwnyta's Defaults
106 Comments
veoba 5 Oct @ 1:51pm 
As i know you can save your one food rule or appareal rule in game...
1trickPwnyta  [author] 5 Oct @ 11:59am 
@veoba I'm not aware of such a feature. Is that from another mod?
veoba 5 Oct @ 11:06am 
No. Those you can save alone, in separate file and load them after in any game.
1trickPwnyta  [author] 5 Oct @ 10:16am 
@veoba You mean the ones saved in a game save file when you save your colony?
veoba 5 Oct @ 9:16am 
Does this mod interact with saved polices, which stored in users directory?
VitaKaninen 5 Oct @ 7:32am 
Ok. If it happens again, I will try to narrow down the exact cause. Thanks!
1trickPwnyta  [author] 4 Oct @ 5:45pm 
@VitaKaninen I wasn't able to reproduce it on my end, but I added an extra check to hopefully prevent it. Let me know if it works.
dr_bobs 4 Oct @ 5:59am 
we cant see the original version of this mod
1trickPwnyta  [author] 4 Oct @ 1:59am 
@VitaKaninen I'd say there's a good chance it's this mod. And I think I know why. I'll look into it more tonight. Thanks!
VitaKaninen 4 Oct @ 1:35am 
Not sure if this is related to your mod or not, but I added new work priority defaults, and this is my first game since doing that, and the first set of traders that showed up, each gave this error: (pawn name) did not have work settings initialized.

https://gist.github.com/HugsLibRecordKeeper/6efcc870a02440303a775e6db2408c9a
VitaKaninen 27 Sep @ 10:39am 
Ok, no worries.
1trickPwnyta  [author] 27 Sep @ 10:17am 
@VitaKaninen I think I would have to add a check to make sure everything in the drug policy is considered a drug and remove those that aren't. I can update that in the future, but for now, you should be able to just delete and recreate the drug policies to get rid of the error. Or you could edit the chocolate out of the settings file manually.
VitaKaninen 27 Sep @ 3:25am 
I noticed a small bug. When I use the mod, Chocolate Drug Policy , and then save my drug policy, if I then start a new game without that mod active, the chocolate still appears in the drug category, but it throws errors.
https://gist.github.com/HugsLibRecordKeeper/11ca09ae34b6d376f56b491841d955d2
Blub-Blub I'm a submarine 25 Sep @ 6:48pm 
Welp, I sorted my load order differently (put Dark Ages: Beast and Monsters after CE) and the errors cleared.
1trickPwnyta  [author] 25 Sep @ 2:52pm 
@Blub-Blub I'm a submarine The first four could potentially break the mod but I think the two below are probably okay for the most part, as long as you don't reset your policy settings or try to load any vanilla default policies.
Blub-Blub I'm a submarine 25 Sep @ 2:15pm 
four like this:

Error in static constructor of Defaults.DefaultsModInitializer: System.TypeInitializationException: The type initializer for 'Defaults.DefaultsModInitializer' threw an exception. --->

Then the two below:

SaveableFromNode exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'Defaults.Policies.VanillaPolicyStore' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object


Could not resolve cross refs: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'Defaults.Policies.VanillaPolicyStore' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object

I know those aren't the full logs, please let me know if you want more info
1trickPwnyta  [author] 25 Sep @ 6:24am 
@Blub-Blub I'm a submarine What are the errors?
Blub-Blub I'm a submarine 25 Sep @ 5:45am 
Great mod! The stable version seems to throw errors when I install the newly updated Combat Evolved. Is this version patched for CE or can I ignore those errors?
1trickPwnyta  [author] 23 Sep @ 8:48pm 
@Pillar I'll add it to my list!
Pillar 23 Sep @ 7:15pm 
Can you add support for Mod Medicine Patch 1.6 please?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3550702277
1trickPwnyta  [author] 18 Sep @ 12:35pm 
@Tyrant Added it to my list. Thanks!
Tyrant 18 Sep @ 12:30pm 
VitaKaninen 16 Sep @ 5:07pm 
Thanks so much!
1trickPwnyta  [author] 16 Sep @ 3:22pm 
@VitaKaninen I updated it as requested. Thanks!
VitaKaninen 16 Sep @ 8:32am 
Would you allow us to choose more than 4 priorities in the advanced work priorities tab when we also use the Priority Master mod?
白金trigger 1 Sep @ 10:35am 
for the error ,I get only this mod alone . you can try click the "Default story teller setting" in game menu -> Mod Setting , when you first enter the game and haven't start any save or map.

for the mod , I will use this mod or origin one as a dependency.
good news is I can see the origin mod again ,thank you!
1trickPwnyta  [author] 1 Sep @ 6:55am 
@白金trigger The original mod disappears for a few days when I update it. No idea why. It's back now though.

If you make a mod based on this one, please just credit me for any code you use from my mod. If you're just using my mod as a dependency no need for credit.

As for the error, do you get that error with certain other mods enabled, or do you get it even with this mod alone?
白金trigger 1 Sep @ 4:28am 
Exception filling window for Defaults.Storyteller.Dialog_Storyteller: System.NullReferenceException: Object reference not set to an instance of an object
[Ref CFAF0D34]
at Defaults.Storyteller.PatchUtility_StorytellerUI.DoPermadeathSelection (Verse.Listing_Standard infoListing) [0x0001f] in <40dfe8d649cd43bcb2a81372cc194fe0>:0
at RimWorld.StorytellerUI.DrawStorytellerSelectionInterface (UnityEngine.Rect rect, RimWorld.StorytellerDef& chosenStoryteller, RimWorld.DifficultyDef& difficulty,
- TRANSPILER defaults.1trickPwnyta: IEnumerable`1 Defaults.Storyteller.Patch_StorytellerUI_DrawStorytellerSelectionInterface:Transpiler(IEnumerable`1 instructions)
- POSTFIX defaults.1trickPwnyta: Void Defaults.Storyteller.Patch_StorytellerUI_DrawStorytellerSelectionInterface:Postfix(Rect rect, StorytellerDef chosenStoryteller, DifficultyDef difficulty, Difficulty difficultyValues)
at Defaults.Storyteller.Dialog_Storyteller.DoSettings (UnityEngine.Rect rect) [0x0002e]
白金trigger 1 Sep @ 4:27am 
I really Love this mod , I have make a collection contains it, but I find the origin mod is disappear,Why ? Is this one better ? You should make a bug report discuss , I have found some bugs in this mod. and can I make a mod base on this ? I want to Auto-generated settings or share my settings.
1trickPwnyta  [author] 1 Sep @ 3:35am 
@Lemniscate_Mike Sure, I'll add it in the next feature update. It's going to be some time though.
Lemniscate_Mike 31 Aug @ 7:26pm 
Think you could add a setting for Self Tending please?
-=GoW=-Dennis 30 Aug @ 2:56pm 
Thank you :)
1trickPwnyta  [author] 30 Aug @ 10:23am 
@-=GoW=-Dennis Thanks! I'll look into it and see if I can fix it.
-=GoW=-Dennis 30 Aug @ 7:32am 
I also reported that issue to [JPT] Burn it for Fuel 2, if the error report is of any use to you:
https://github.com/jptrrs/BurnItForFuel/issues/15

That developer didn't seem active lately, unfortunately, though.
-=GoW=-Dennis 30 Aug @ 7:29am 
And the error spam on storyteller and world settings menu ( https://gist.github.com/D3nnis3n/5a49067fdb8f664a487d12eea1830f97 ) happens when [JPT] Burn it For Fuel 2 ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3553442151 ) is loaded before your mod. If it is loaded after, your mod works - but the other mod throws some errors later down.

Interestingly, if you remove Burn it for Fuel, the other two errors with Realistic Planets and What's missing? do not appear either. So maybe just looking into Burn it for Fuel could fix everything - not sure what the thing is with the other, the errors don't appear if either them or Burn it for Fuel are not installed.
-=GoW=-Dennis 30 Aug @ 7:11am 
I can tell you the mods that cause it:
The first time the error appears is when What's missing? is installed. ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3231090162 )
The second time the error appears is when Realistic Planets is installed. ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3533147031&searchtext=realistic+planets )

I will also soon know which mod is causing the error spam reported earlier, just five mods left to check.
1trickPwnyta  [author] 30 Aug @ 6:55am 
@-=GoW=-Dennis This sounds like a mod conflict. It would be another mod modifying the HiddenItemsManager class, but I don't know which other mod might be doing that.
-=GoW=-Dennis 30 Aug @ 6:33am 
There is two more errors related to this mod that appear in main menu already:
https://gist.github.com/D3nnis3n/34235df59fc2b3d490ba1dd9d1fbdbb7

Also currently trying to figure out which mod causes the error log spam I reported before, I could verify it doesnt happen when this mod is loaded directly after core.
1trickPwnyta  [author] 27 Aug @ 5:01pm 
@-=GoW=-Dennis I'm not aware of any specific mods that are incompatible, but there are bound to be plenty. If you can narrow down which mod is conflicting, I can probably fix it! Also, the main mod is removed because I am in the process of updating it. Steam hates when I do that. It'll be back in a few days.
-=GoW=-Dennis 27 Aug @ 3:23pm 
Also, the main mod seems to be removed, it can't be accessed via Steam, says it was deleted or hidden.
-=GoW=-Dennis 27 Aug @ 3:22pm 
Does this have incompatibility with specific mods and are any such known? I'm getting error spam on the windows for most settings and can't change them:

https://gist.github.com/D3nnis3n/5a49067fdb8f664a487d12eea1830f97
1trickPwnyta  [author] 26 Aug @ 9:10pm 
@Lini That sounds quite doable. I'll add it to my list. Thanks!
Lini 26 Aug @ 8:41pm 
While a very minor thing, would it be possible to change the default setting for xenotypes when starting a new colony? I like having it be on 'random' rather than baseliner there, to get a possible mix, but it can be slightly annoying when you realize you messed something up previously. Or do scenario restrictions (or the pawn generation menu in general) make that a hassle to deal with?
Either way, thank you for not just this mod, but the others you've made as well.
1trickPwnyta  [author] 26 Aug @ 10:10am 
@Strubbelkopp Added to my list, thanks!
Strubbelkopp 24 Aug @ 10:14pm 
Not sure, if this has been suggested before, but it'd be nice to have an option to set a default for the "Toggle visibility of zones." button in the bottom right.
Love this mod. It's a huge time saver! :D
Mad Alkemyst 21 Aug @ 10:40am 
joyous day. i look forward to it! youre so stellar. :cactuar:
1trickPwnyta  [author] 21 Aug @ 10:38am 
@Maf Alkemyst No problem, I am planning to add compatibility but haven't gotten to it yet. It's on my list.
Mad Alkemyst 21 Aug @ 10:19am 
When using Animal Controls alongside your experimental, the animal policies for food disappear. When brought to the maker of AC all they said was "it figures". Is this on your end or am I still out a way of using your mod and having to keep all animals out of my storage? I know you must have better things to do, sorry. :cactuar:
1trickPwnyta  [author] 19 Aug @ 8:10am 
@theta31 🤣
theta31 19 Aug @ 7:02am 
Just popping in to say you missed an opportunity... [ExpeRIMental] 1trickPwnyta's Defaults... Just saying... :)