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Messages - Antaios

#76
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 05, 2017, 01:12:40 PM
Quote from: dburgdorf on June 05, 2017, 09:28:06 AMThanks for pointing out what should have been obvious. :D

Glad I could help  :)
#77
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 05, 2017, 06:15:33 AM
Found an incompatibility with Fluffy's work tab and the newest version of FF.

Seems the worktab doesn't like it when you have a workgiver def without a worktype or giverclass, so overwriting the vegetable garden "DoBillsUseDiggingSpot" with one that doesn't include that leads to errors (with or without vegetable garden).

I fixed the issue by removing the "DoBillsUseDiggingSpot" def from FF and instead making a patch with the new patch system:

<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>/WorkGivers/WorkGiverDef[defName = "DoBillsUseDiggingSpot"]</xpath>
</li>
<li Class="PatchOperationRemove">
<xpath>/WorkGivers/WorkGiverDef[defName = "DoBillsUseDiggingSpot"]</xpath>
</li>
</operations>
</Operation>
</Patch>


Seems to work, so far.

Just some info for dburgdorf, or anyone else having a similar issue.
#78
Quote from: neobikes on June 04, 2017, 02:50:43 AM
At Work tab ...

1. Why "subskills" are reversed?

2. There is new "Master branch" column, but in real game it is really more of confusing and space waste instead of being helpful.
Also i got that issue:
- Because master branch ALWAYS have some value (1-9, null) sometimes it shares its value to ALL subskills. Making worktab useless.
Example:
Say you want few pawns to deliver materials to blueprints, but not construct, after a while these few pawns will have all subskills set to value of master branch and they will start constructing.

3. If subskills names cannot be vertical pls shorten them, but leave Mouse-on-hover description full.

1: Reported two pages ago, Fluffy knows about it.
2: Some people like the master branch (I do!  :D).
I've seen that happen before but it hasn't happened since removing another mod that I found to be causing the issue. Are you by chance using the "Force Pawn to Do a Job" mod? I know that to be one mod that resets workgiver priorities (every time you right click more or less, I think).
3: Was discussed a few pages back, sounds like you read that one.
Personally, I don't think there'd be any way to make an automated name shortener which spits out anything that makes sense. So the workgiver names would really have to be done by hand, which would mean Fluffy can't then shorten mod added workgivers without a ton of manual work. Similar problems to the icon idea, I beleive.
#79
I'm having an issue with SFS

I was noticing colonists eating on the floor more often than usual, so I did some testing in a clean test save with only hugslib and SFS, and compared it to vanilla behaviour.

It seems that SFS is causing colonists to always prefer to eat whatever food is in their inventory over any food elsewhere. They'll even prefer simple meals in their inventory over fine meals on the floor one tile away. This seems like unintended behaviour, especially since on the default colonist policy they prefer fine meals over simple meals when they have nothing in their inventory.
#80
Quote from: Fluffy (l2032) on May 30, 2017, 06:44:26 PM
I've just added the mood & current job columns to the Work Tab pre-release, and fixed a small bug with workgiver ordering (thanks antaios!). You can get the latest pre-release version here;

Fix works well, mostly. Unless you intended it to, it not only sorted the order but reverses it as well. Now reads right to left in the expanded worktype.

#81
Quote from: Fluffy (l2032) on May 29, 2017, 03:31:36 AM
So, if you really can't wait for detailed priorities, and/or want to help me out with bugs and suggestions, get it here:
https://github.com/FluffierThanThou/WorkTab/releases

Note that I have had very little time for playtesting, so there may be some obscure bugs. Upcoming versions may also break save compatibility, which is one of the reasons I haven't put it on steam.

Played with it for a little bit so far, and the only thing I've noticed yet is that mod-added detail work types get added to the end of their category, instead of being placed sorted left/right high/low priority level.

e.g. your "fluffy breakdowns" mod adds maintaining components to the detailed work types, but even though pawns work on that before other construction jobs of the same priority, its at the end of the construction work type list when it's expanded.

mod order didn't seem to make any difference, if that's relevant.

Hope this helps  :)
#82
Outdated / Re: [A15] Realistic Medical System (31.08.2016)
September 26, 2016, 06:06:57 AM
Is it normal for the AI chip to need ongoing treatment? Aren't synthetic replacements supposed to only suffer initial rejection?

Ida still needs weekly treatment for her AI chip after a season. the condition doesn't say rejection anymore either, it's just "AI Chip -> next treatment in..."
#83
Quote from: 1000101 on July 21, 2016, 07:09:22 PM
@everyone

According to the comments in the A14D Dev Blog release, this is not a bug.

Quote from: Tynan Sylvester
July 21st, 2016 - 9:50 pm

Sean – Corn is no worse than meals as food.
They prefer eating food that's about to expire. So, they may be considering corn and meals (equal mood impact) and choosing the corn to avoid wasting it when it expires.
It's not making the harder, but easier.

I'd still consider it a bug, I'd much prefer the colonists eating meals rather than ingredients that I could turn into fine meals...

Just repeated this in 14c, they prefer corn to even fine meals. Both in the same freezer, but the corn was closer (I stashed all meals at the back of the freezer to test), no more than 5-6 tiles difference in distance. Oh, and both the corn and meals were at 100%.

Also, even if the colonists prefer nearly expired food, they shouldn't take it into consideration if it's in the freezer. The meals are made and frozen immediately, while the crops might have a chance to lose a few HP while being hauled to the freezer, hopefully the 'nearly expired' preference is something like <25% hp.

I've also checked at the same time and it seems that doctors will feed their patients raw food of any kind if it's closer, and the patient gets no 'ate raw food' debuff. Anna just fed my spineless Tomboy raw pork, and she didn't care. Although oddly Alex got a simple meal, But the doc entered the freezer from the other side when that happened (simple meal was closer to the doc's current position when the doc chose a food).

So... yeah, something wonky is definitely going on.

Edit:
Tested *With* CCL this time, and I couldn't get anyone to eat corn at all, even with the meals at the back of the freezer, everyone was eating fine meals. Even the doctors were feeding their patients fine meals.

There was one exception where a doc fed a simple meal to a patient, but I can't reproduce that. Once, someone ate a simple meal, but I think they were carrying it around and reached the point where they just eat the meal they have on them - they didn't go to the freezer, they just pulled the meal out and started eating on the floor. It seems the fix CCL implements fixes it completely  :). Hopefully, Tynan incorporates it.