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Messages - ChippedChap

#1
Releases / Re: [1.0] Mod Announcements Thread
November 23, 2018, 01:53:42 PM
New Release! - Harvest Sync: The Bane of Growing Zone Gore

Mod that allows you to set some zones to only be harvested when all plants in the zone are fully harvestable. Also includes an option to disable harvesting from zones.

Get the mod from my modlist

#2
Harvest Sync: A mod that lets you set a zone to only be harvested when all plants in the zone has fully grown.


A mod that lets you set a zone to only be harvested when all plants in the zone has fully grown.

While harvesting a large amount of plants at one time does create a large workload on your colonists, the patchy look of an irregularly sowed growing zone is exceptionally triggering. So I wrote this mod. if you'd like to avoid the large workload, split up your growing zones. It's going to look much neater during harvest!

Functionality with hydroponics is coming very soon!

How to Use:
You can set zones to be harvested in 'sync' or to be never harvested by clicking the "Harvest: <Setting>" button. The checkmark on the button indicates if the zone can currently be harvested.

Additional Notes:
Also adds an option to disable harvesting from a zone.

After all plants in a zone fully grow, the zone stays fully harvestable until all mature plants have been harvested. This allows colonists to continue harvesting zones as they plant new crops.

If something makes a plant instantaneously come to maturity or die, there may be some delay in the zone being harvestable or not because of the relatively low frequency of checks for harvestability.

Unofficial maintenance version for 1.1

Download Links
Steam Workshop
Github Releases

Uses GNU LGPL v3. (Sorry for the inconsistency)
#3
Cleaning Priority: Allows you to prioritize areas over others for cleaning.


Main Features
Priority Cleaning: You can make colonists clean filth in an important area before cleaning another lower priority areas that you can assign. If you make an allowed area covering your hospital and set it to the highest priority (using the menu you can open by clicking the broom icon on the bottom right of your screen) colonists will clean the hospital first before cleaning anything else.

Arbitrary Priorities: You can pick any area to put on the priority list. You can even remove the home area and add in another custom area and your colonists will stop cleaning the home area and instead clean according to your set priority list.

Works fine if you don't care about priority: The first cleaning area by default will be the home area, so if you don't touch the priority list at all when playing on a map, colonists will clean like usual.

Additional Notes:
There is bit of delay between the current cleaning area updating and new filth being spawned. This is because, like vanilla, colonists won't clean new dirt (must be 600 ticks after the filth has last thickened).

No original game methods have been detoured and the vanilla tracking of filth in the home area still works, so if any mods use this they should be fine. This mod may be incompatible with other cleaning mods. If you're not sure, try using them together and see if it works!

The mod will always force you to have at least one cleaning area. If you delete your last cleaning area the Home area will be added to the priority list.

Unofficial maintenance version for 1.1

Download Links
Steam Workshop
Github Releases

Uses the MIT License
#4
Hydroponics Growth Sync: Changes the growth of plants in hydroponics so that all plants grow to maturity at the same time.


This mod finds groups of connected, plant-growing buildings* and syncs all the plants that are grown in each group. For example, if you have a group of hydroponics tables that are next to each other, the plants in those hydroponics tables are synced. The plants in groups of hydroponics that are not adjacent to each other are synced separately.

* Any building that can grow plants, so this should be compatible with mods that add new hydroponics tables.

The plant syncing code used in this mod is heavily based on the plant syncing code in Lanilor's Plant Growth Sync. Check it out if you haven't already.

Unofficial maintenance version for 1.1

Download Links
Steam Workshop
Github Releases

Uses the GNU Lesser General Public License v3.0
#5
I Clearly Have Enough!: When designating blueprints, the resource readout will count all resources on the map instead of stockpiled ones.

Other Notes
The mod also changes the window on the architect tab that shows you how much each blueprint needs, so if you Clearly Have Enough, the text won't be red.

If you don't have enough on the map, the message telling you that you don't have enough stored is changed to a more appropriate message.

Unofficial maintenance version for 1.1

Download Links
Steam Workshop
Github Releases

Uses the MIT license.
#6
Releases / Re: [1.0] Mod Announcements Thread
September 08, 2018, 03:23:17 PM
Blueprint Totals Tooltip for B18

A UI mod that lets you check what your blueprints need with a non-intrusive 'tooltip'. The toggleable tooltip can either sum up the costs of blueprints on the screen or selected blueprints, which means that you can see how much your designs cost as you add more blueprints to them.

Follow these links for more details:
Steam Workshop
Forum Page
(Both links include a demo .gif, so if you want to see what it looks like, check them out)
#7
Quick Navigation:


   
   
   
   
   
   
Mod NameThread LinkWorkshop LinkGithub RepoSummaryStatus (4/2/2020)
Harvest SyncThreadWorkshopGitHubSet growing zones to only be harvested when all plants have grown.Unofficial Maintenance
Cleaning PriorityThreadWorkshopGitHubMake colonists clean areas that you pick over others.Unofficial Maintenance
Hydroponics Growth SyncThreadWorkshopGitHubChanges plant growth in hydroponics so plants mature at the same time.Unofficial Maintenance
I Clearly Have Enough!ThreadWorkshopGitHubWhen designating blueprints, the resource readout will consider all resources on map.Unofficial Maintenance
Blueprint Totals Tooltip(You Are Here)WorkshopGitHubQuickly check what your blueprints need with a highly configurable 'tooltip'.Updated

Please report any bugs that you encounter while using my mods. Logs and/or a Github Issue = Better Support


Blueprint Totals Tooltip: A UI mod that makes designing your sadistic fun schemes a little bit easier.


Summary: This mod adds a "tooltip" (see the demonstration gif) that lists all the requirements of highlighted blueprints. The highlighted blueprints are either the ones visible on the screen or selected, with the tooltip being positioned somewhere near the highlighting rectangle.

Main Features:
Quick to toggle on and off - You can quickly toggle the tooltip on and off by clicking the icon that looks like a clipboard on the bottom right of the screen. You can also assign a keyboard key to quickly toggle the tooltip on and off if you need to quickly check what you need (\ by default.)

Tracks visible blueprints - The mod tracks and highlights blueprints visible on the screen irregardless of which tabs you have open. This means you can see what the blueprints on your screen currently require as you lay down more using the Architect tab.

Can track selected blueprints - If you need to check only a select group of blueprints, simply select them and only those selected blueprints will be highlighted and will have their requirements tracked.

Highly configurable - You can change almost every aspect of this mod using the Mod Settings menu. If you find the highlighting to be too strong, you can make it less opaque or you can disable it completely. if you don't like how the tooltip is positioned, you can change that! You can put the tooltip right in the middle of the highlighting rectangle, or on the top left, if you're more comfortable with that. There are other settings that are explained when you highlight over it in the settings menu. Here's a picture of the mod settings menu

Other Notes
A large percentage of development time was sunk into making the tracking of blueprints smooth and fast, but if your computer can't handle it, you can disable visibility tracking or change at what zoom visibility tracking stops. Visibility tracking is optimized by updating visible blueprints only when it is necessary (when the camera moves or zooms, when new blueprints are added, ect.) If you find a special case where the tracked blueprints aren't updating right, please post exactly what you did on this page or as a GitHub issue so that it can be fixed.

This mod requires HugsLib

Download Links
Steam Workshop
Github Releases

Uses the MIT License. See the repository for more details.
#8
For Cleaning Area, if there's nothing left to clean in the cleaning area will pawns start cleaning things in the home area?
#9
In the current version of the game, if you want to stop a colonist from interacting with objects far away from your base, you assign them to the home area and it works fine. If you want to keep a colonist from interacting with something inside your base, you make an area that allows everything to your colonists besides the restricted area and it works.

But it all falls apart if you want your colonist to stay in the home area AND not interact with something inside your base. For this, you would have to create a new area where both the home area and the "interact with anything but this" area overlap. This would require painstakingly switching through areas and guessing where each area is to remove places where the areas don't overlap. It's also tougher if you have to account for three or more areas at once.

My suggestion is that players should be able to shift-select multiple allowed areas for one colonist in the restrict tab. When a player selects two or more areas, whatever gives the jobs checks if the object to be "jobbed" on is on a tile where all the areas overlap. If that object is not allowed in one of the areas, that colonist cannot perform a job on that object.

I guess that this would be very easy to implement. There would be an array in the colonist object storing all the areas the colonist is assigned to. The function, class or whatever combination of objects that gives jobs to colonists would then iterate through all the assigned areas and check if the target object(s) are in each of the areas. If an object is not in one of the assigned areas, the job giver object returns with nothing or a null job. I'm not really sure on the vocabulary of my explanation since I haven't really found the piece of code that does this (ILSpy is open right now, was trying to find it before this post) and I'd appreciate any pointers to that object/function. I might even be able to do it in a non-hacky way if I knew how to inject custom code (hint hint tutorial?).

I really hope this gets implemented. I came up with this idea after having one of my haulers going out and getting shot by snipers while trying to haul something near a siege camp.

Oh and sorry for the text wall.