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Wow this is gonna change everything. Super excited about using this mod!
That's look quite interesting thanks a lot!
I registered just to say thank you. This is something i've been looking for since forever.
Good stuff!
I was hoping someone would do this, no idea why it is not a part of vanilla already.
can someone test, if they click into a bill and go into details, with this mod the settings in here are no longer changeable. Like drop on floor etc.
welcome to the forums, and an amazing first post too! i recal that, i think colony manager did something similar but i may be wrong.
Fantastic work. :)
Quote from: Chibisuke on August 22, 2016, 03:03:23 AM
can someone test, if they click into a bill and go into details, with this mod the settings in here are no longer changeable. Like drop on floor etc.
You are correct! Thanks for the bug report, and fixed - grab the latest version from https://github.com/zorbathut/craftinghysteresis/releases .
Love the mod. This should be part of vanilla
This looks awesome. Another convinience fix for the Rim. Thank you :)
Ive been waiting for this since my very first game :)
my initial thought on seeing the title was.. what are we crafting NOW? lol
This can conflict with Fluffys work manager? actually I am searching something like this, unless this it´s already in the fluffys and I am not aware how to use it correctly.
Quote from: Etherdreamer on August 22, 2016, 10:49:42 AM
This can conflict with Fluffys work manager? actually I am searching something like this, unless this it´s already in the fluffys and I am not aware how to use it correctly.
I have not used Fluffy's work manager, and if there's anything it's going to conflict with, it's probably that. Back up your game, give it a try, and see what happens? :)
for the record, it's colony manager. Work tab is entirely different and won't conflict.
As for the Colony Manager, that depends on how Zorba has implemented this, if the game can still handle 'vanilla' bills assigned to workstations it'll probably be fine. If not... stuff will break. Probably quite dramatically.
In any case, I'll have a look over both mods sometime soonish to see what I can do about any incompatibility, hysteresis is something that's been on my wishlist for a long time, and there's various other things that need doing on the manager.
Quote from: Fluffy (l2032) on August 23, 2016, 03:33:00 AM
As for the Colony Manager, that depends on how Zorba has implemented this, if the game can still handle 'vanilla' bills assigned to workstations it'll probably be fine. If not... stuff will break. Probably quite dramatically.
The core code tweak is that I detoured the MakeNewBill function to return new kinds of bill. If you ever do "new Bill_Production" on your own, it'll break; if you never do that, it'll probably work fine.
That said, all it really needs for compatibility is to create a new CraftingHysteresis.Bill_Production_Hysteresis instead, and CraftingHysteresis.Bill_ProductionWithUft_Hysteresis in place of Bill_Production_Hysteresis. That might be doable, along with detecting if this mod is installed, with reflection.
ColonyManager is a pretty essential mod for larger colonies. The auto slaughter capability alone is worth its weight in gold. Automatic slaughter, auto hunt, auto wood chop, and auto berry gather are all features I thinks should be base features of the game.
OMG I have been wanting this for a while.
This looks amazing. Thank you.
I hope Ludeon adds this to the standard game.
Updated for A15. This version also removes the dependency on CCL (which, as of this writing, does not yet support A15.)
Quote from: ZorbaTHut on August 28, 2016, 03:35:22 PM
Updated for A15. This version also removes the dependency on CCL (which, as of this writing, does not yet support A15.)
You sir (or Madam), are a god damn genius! Thank you so much for this mod, can't believe I haven't looked at this thread since I first saw it start appearing, finally saw it today on Steam!
actually there is a way to manually unpause a paused bill.
Say a bill has completed and it sits at 1/100 and has a "Pause at Completion" enabled.
Toggle or Enable "Resume on Low Inventory" then add a +1 to the bill (the bill, not the threshold) and it should unpause...basically you're tricking the mod into tripping the "Resume" feature.
Or something like that.
I'm sure that's clear as mud, but I'm not at the right computer or I'd get it exactly.
PTW
Might be an issue with the butchers table in a15 ( 0.15.1280 ). I had a brand new world and new table. Adding a new bill to butcher creature, details and toggling 'Resume on low stock' resulted in the details window closing, the bill not showing on the table and when clicking to add a new bill the select sound is made but no new bill is add/shown.
I created a second butchers table which had exactly the same issue
Quote from: Hazel on August 31, 2016, 05:42:19 AM
Might be an issue with the butchers table in a15 ( 0.15.1280 ). I had a brand new world and new table. Adding a new bill to butcher creature, details and toggling 'Resume on low stock' resulted in the details window closing, the bill not showing on the table and when clicking to add a new bill the select sound is made but no new bill is add/shown.
I created a second butchers table which had exactly the same issue
I'll see what I can figure out - my life is kind of busy right now and it may take a few days, though. (Haven't had a chance to touch A15 yet ;.;)
There is a visual / UI bug with CH and the Stonecutter's Table (been there in A14 as well).
(http://i.imgur.com/dwE7z5f.png)
Notice the "Counting: stone blocks" line. I believe it's pushing your toggles up by 1 line because otherwise the rest of the UI wouldn't fit, and so they inevitably clash with the allowed skill slider. You can still click on the pause toggle, it's just really hard and inconvenient (sometimes it clicks on the skill slider, instead).
I would like to request a toggleable option to only allow a bill to be done if the input items are in stock above a threshold.
Example:
"Make Component" until you have 50, while Steel is Above 100
This would also allow mods like "Storage Crates" to require less micromanagement.
Example:
"Store Steel In Crate" Forever, while Steel is above 300.
Quote from: Dingo on September 01, 2016, 10:44:48 PM
Notice the "Counting: stone blocks" line. I believe it's pushing your toggles up by 1 line because otherwise the rest of the UI wouldn't fit, and so they inevitably clash with the allowed skill slider. You can still click on the pause toggle, it's just really hard and inconvenient (sometimes it clicks on the skill slider, instead).
Oof, yeah. The problem is that there's no way to say "put these new interface elements below the existing ones" - I can either reimplement *the entire dialog* or I can put them at a fixed location that hopefully nothing conflicts with. Thought I'd put them down far enough, guess not. I'll come up with a solution.
Quote from: DarkSlayerEX on September 02, 2016, 01:23:27 AM
I would like to request a toggleable option to only allow a bill to be done if the input items are in stock above a threshold.
While I like the idea, this is currently outside the scope of what I want to tackle with this mod. You may want to suggest it to someone doing a larger-scale management mod; perhaps Colony Manager.
(Alternatively, if someone who knows code wants to implement it, I'd be happy to accept a pull request ;) )
this is already within the scope of colony manager. create a bill, set the threshold to "greater than (>)" and select the material(s) in question.
p.s. love your mod zorba!
Updated to v1.0.3.
* Butcher tables can no longer be wedged into an unusable state by choosing an unsupported option
* Bill UI adjusted slightly to avoid element overlap with stonecutting tables
Did some compatibility testing.
* Feed The Colonists seems to work fine; remember that, if adding Crafting Hysteresis to an existing game, you must delete and recreate any existing bills to add the new options
* Colony Manager does not support the new options; this fix has to happen on the Colony Manager side (and realistically, they'd just reimplement CH within their own framework)
Quote from: ZorbaTHut on September 03, 2016, 10:53:24 AM
Updated to v1.0.3.
* Butcher tables can no longer be wedged into an unusable state by choosing an unsupported option
* Bill UI adjusted slightly to avoid element overlap with stonecutting tables
Did some compatibility testing.
* Feed The Colonists seems to work fine; remember that, if adding Crafting Hysteresis to an existing game, you must delete and recreate any existing bills to add the new options
* Colony Manager does not support the new options; this fix has to happen on the Colony Manager side (and realistically, they'd just reimplement CH within their own framework)
Thank you for the mod. However I'm struggling to work out whether my current mods are compatible though. Currently have EdB, EPOE, Medieval Times, RemoteExplosives and TBedsVanilla and TFloor. Is there a way to determine whether they modify crafting code?
Thanks!
Quote from: ZorbaTHut on September 03, 2016, 10:53:24 AM
Updated to v1.0.3.
* Butcher tables can no longer be wedged into an unusable state by choosing an unsupported option
* Bill UI adjusted slightly to avoid element overlap with stonecutting tables
Did some compatibility testing.
* Feed The Colonists seems to work fine; remember that, if adding Crafting Hysteresis to an existing game, you must delete and recreate any existing bills to add the new options
* Colony Manager does not support the new options; this fix has to happen on the Colony Manager side (and realistically, they'd just reimplement CH within their own framework)
Awesome!
I am using this in combination with "Feed the colonist (http://steamcommunity.com/sharedfiles/filedetails/?id=729690064)" mod. This creates an efficient scenario where they build food between min and max in groups of 4.
Updated to v1.0.4.
* Improved preview icon.
This is not exactly a critical change, I'm just planning on making a few more small mods and I wanted a consistent visual look in the workshop.
Quote from: rogerthat on September 12, 2016, 08:40:31 PM
Thank you for the mod. However I'm struggling to work out whether my current mods are compatible though. Currently have EdB, EPOE, Medieval Times, RemoteExplosives and TBedsVanilla and TFloor. Is there a way to determine whether they modify crafting code?
To the best of my knowledge, those should work just fine. It's vaguely possible EPOE is doing something weird with new crafting recipes; if so, it may not be supported for those recipes. But that sounds like the most likely issue, and even that isn't particularly likely.
I love this mod. Though I initially thought when I read the title the goal was to bring crafting hysteria from Dwarf Fortress.