RimWorld

RimWorld

[Experimental] 1trickPwnyta's Defaults
99 Comments
dr_bobs 1 hour ago 
we cant see the original version of this mod
1trickPwnyta  [author] 5 hours ago 
@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 6 hours ago 
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 Sep 27 @ 10:39am 
Ok, no worries.
1trickPwnyta  [author] Sep 27 @ 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 Sep 27 @ 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 Sep 25 @ 6:48pm 
Welp, I sorted my load order differently (put Dark Ages: Beast and Monsters after CE) and the errors cleared.
1trickPwnyta  [author] Sep 25 @ 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 Sep 25 @ 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] Sep 25 @ 6:24am 
@Blub-Blub I'm a submarine What are the errors?
Blub-Blub I'm a submarine Sep 25 @ 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] Sep 23 @ 8:48pm 
@Pillar I'll add it to my list!
Pillar Sep 23 @ 7:15pm 
Can you add support for Mod Medicine Patch 1.6 please?
https://steamcommunity.com/sharedfiles/filedetails/?id=3550702277
1trickPwnyta  [author] Sep 18 @ 12:35pm 
@Tyrant Added it to my list. Thanks!
Tyrant Sep 18 @ 12:30pm 
VitaKaninen Sep 16 @ 5:07pm 
Thanks so much!
1trickPwnyta  [author] Sep 16 @ 3:22pm 
@VitaKaninen I updated it as requested. Thanks!
VitaKaninen Sep 16 @ 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 Sep 1 @ 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] Sep 1 @ 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 Sep 1 @ 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 Sep 1 @ 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] Sep 1 @ 3:35am 
@Lemniscate_Mike Sure, I'll add it in the next feature update. It's going to be some time though.
Lemniscate_Mike Aug 31 @ 7:26pm 
Think you could add a setting for Self Tending please?
-=GoW=-Dennis Aug 30 @ 2:56pm 
Thank you :)
1trickPwnyta  [author] Aug 30 @ 10:23am 
@-=GoW=-Dennis Thanks! I'll look into it and see if I can fix it.
-=GoW=-Dennis Aug 30 @ 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 Aug 30 @ 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://steamcommunity.com/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 Aug 30 @ 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://steamcommunity.com/sharedfiles/filedetails/?id=3231090162 )
The second time the error appears is when Realistic Planets is installed. ( https://steamcommunity.com/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] Aug 30 @ 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 Aug 30 @ 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] Aug 27 @ 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 Aug 27 @ 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 Aug 27 @ 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] Aug 26 @ 9:10pm 
@Lini That sounds quite doable. I'll add it to my list. Thanks!
Lini Aug 26 @ 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] Aug 26 @ 10:10am 
@Strubbelkopp Added to my list, thanks!
Strubbelkopp Aug 24 @ 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 Aug 21 @ 10:40am 
joyous day. i look forward to it! youre so stellar. :cactuar:
1trickPwnyta  [author] Aug 21 @ 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 Aug 21 @ 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] Aug 19 @ 8:10am 
@theta31 🤣
theta31 Aug 19 @ 7:02am 
Just popping in to say you missed an opportunity... [ExpeRIMental] 1trickPwnyta's Defaults... Just saying... :)
MacGyver Aug 11 @ 7:53pm 
Thanks for the quick answer you goat!
1trickPwnyta  [author] Aug 11 @ 7:37pm 
@MacGyver You mean the auto selection of food and medicine etc when you open the caravan dialog, right? Yeah, I can add that in a future update!
MacGyver Aug 11 @ 7:32pm 
HI! Would it be possible to add an option to get caravan supplies off by default?
1trickPwnyta  [author] Aug 5 @ 12:10pm 
@squidd Just fixed the Quick Stockpile Creation issue with today's update.
1trickPwnyta  [author] Aug 2 @ 9:01pm 
@Drraagh That is unfortunately a known issue with Steam in that for that mod (and that mod only), when I make any update to it at all, it goes offline for 24-48 hours. Part of the reason this experimental edition exists is so that I can make sure there is always *some* version of it available at any given time. So, if you want to use the stable one, you'll have to check back in probably 24 hours or so.
Drraagh Aug 2 @ 8:49pm 
Given you mark this as experimental and link the stable mod, the stable mod comes up as not available when clicking your link at the top of the description or going through the the link in your workshop page.
rausmaus Aug 2 @ 1:49pm 
Oh man, that would be lovely! Absolutely no pressure, but if you do then I would super appreciate it. I've scoured for mods for this and I've never found anything.