RimWorld

RimWorld

[Experimental] 1trickPwnyta's Defaults
61 Comments
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.
VitaKaninen Aug 2 @ 1:00pm 
Oh, well that makes it easy! Thanks!
1trickPwnyta  [author] Aug 2 @ 12:25pm 
@rausmaus I'm not aware of one, but I could add that to this mod. It'll probably be a bit before I get to it though.
1trickPwnyta  [author] Aug 2 @ 12:23pm 
@VitaKaninen Yes. You can remove the limit with this mod as well so having both would be redundant. It's in the global bill settings on the workbench bills setting screen, I believe.
rausmaus Aug 2 @ 11:59am 
Is there a mod similar to what this does that sets default hair lists for creating ideologies? I have a set group of hairs I like for all my tribal ideos and it's so time consuming to select them each time I create a new one or change a meme when creating one.
VitaKaninen Aug 2 @ 10:33am 
Well, it would probably be No Max Bills: Redux, then.

What would you suggest? Stop using that mod?
1trickPwnyta  [author] Aug 2 @ 10:22am 
@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] Aug 2 @ 6:42am 
@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 Aug 2 @ 12:46am 
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] Aug 1 @ 10:37am 
@squidd Yes I can probably do something of that sort. Maybe done within the next week or so.
squidd Aug 1 @ 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] Jul 29 @ 5:29pm 
@VitaKaninen I'll look into that in the future. Thanks!
VitaKaninen Jul 29 @ 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] Jul 29 @ 5:07pm 
@Tux (From Linux!) Sounds useful. I'll add it to my backlog. Thanks!
ducks Jul 29 @ 4:24pm 
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 Jul 24 @ 9:44pm 
As someone with chronic restartitis this mod has saved irl years of time applying my desired defaults
1trickPwnyta  [author] Jul 17 @ 10:22am 
@aonyx @Zeress I'll try to address that in the next update. Thanks!
Zeress Jul 17 @ 7:29am 
@aonyx Thank you for that. I was wondering what was causing that just now
aonyx Jul 16 @ 12:35am 
Just in case someone face the same issue:
using with Mod Options Sort ( https://steamcommunity.com/sharedfiles/filedetails/?id=2910865748 ) will have the 1trickPwnyta's Defaults interface option interface become blank
VitaKaninen Jul 15 @ 8:40pm 
No prob!
1trickPwnyta  [author] Jul 15 @ 8:38pm 
@VitaKaninen Ohhh okay that makes sense! I thought they were two separate issues. Sorry about that!
VitaKaninen Jul 15 @ 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] Jul 15 @ 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 Jul 15 @ 12:29pm 
You mean the problem with the game loading from a few days ago due to missing the reading schedule?
1trickPwnyta  [author] Jul 15 @ 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] Jul 15 @ 9:11am 
@hawqeye19 Thanks for the suggestion! I haven't played that far yet in odyssey but I'll keep that in mind.
hawqeye19 Jul 15 @ 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 Jul 14 @ 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 Jul 14 @ 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] Jul 14 @ 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] Jul 14 @ 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?
Jerek Jul 14 @ 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.
Jerek Jul 14 @ 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] Jul 14 @ 6:29am 
@super_tsar Yes it does.
super_tsar Jul 14 @ 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 Jul 13 @ 4:00pm 
Q_Q it is BEAUTIFUL omg
VitaKaninen Jul 13 @ 12:20pm 
It seems to be working now, but I will let you know if it happens again.
1trickPwnyta  [author] Jul 13 @ 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.