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RimWorld => Mods => Unfinished => Topic started by: Spdskatr on April 07, 2017, 06:26:09 AM

Title: [A17][2 mods now] Project RimFactory
Post by: Spdskatr on April 07, 2017, 06:26:09 AM
Notice!
This is an obsolete thread. All further discussion has been moved to https://ludeon.com/forums/index.php?topic=30813.0

The mod download link can be found here (https://ludeon.com/forums/index.php?topic=30813.msg378562#msg378562).


Summary
This project first started as Project S.A.L.: Station Automation and Logistics, but I'm expanding the borders and making a mod list for all things automation. In this mod list I mostly rely on earlygame Factorio as an idea source.


Mods

I will include a lot of images with the Industrial Rollers mod in it. historic_os has made a mod that I will most definitely build on in the coming months. Good job :) Also forgive me for using an outdated version :P

1. S.A.L.: Station Automation and Logistics
(http://i.imgur.com/v5sHUGh.gif)
S.A.L, formerly Project S.A.L, adds a building that can automatically craft items at any workbench. It takes the bills from the workbench in front of it and produces the products. The auto-assembler can also make art, but be warned, machines have no taste for art. I might add a few industrial roller addons in here, or in another mod.

How to use: Place building facing workbench (white arrow) on workbench's interaction cell. After it is built, you can configure its input and output cells. It will automatically start doing bills from the work table. Both auto-crafter and auto-cooker's jobs are interchangeable, one just has a higher skill than the other.

This mod is customisable, skill levels can be edited in the defs. I would highly recommend any xml modders to help balance this mod

Industrial Rollers isn't required for this mod to work. However, adding it will probably increase the usefulness. Doesn't require Factory Framework.

For more information visit the steam link I so kindly provided :3 (non-steam users can read extra info I posted as well)
Github link (A17) (https://github.com/spdskatr/S.A.L.-Station-Automation-and-Logistics-)
Steam link (Still A16. Will be until A17 officially releases) (http://steamcommunity.com/sharedfiles/filedetails/?id=900425819)
Github(All earlier releases) (https://github.com/spdskatr/S.A.L.-Station-Automation-and-Logistics-/releases/)

Ideas going forward
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: historic_os on April 07, 2017, 12:20:05 PM
Epic! i've been planning this myself but due to lack of free time had to drop it. glad to see someone else it making it a thing!
let me know if you need anything at my end!

Also, check this thread (http://steamcommunity.com/workshop/filedetails/discussion/784327493/144512942751294957/) on steam. there are some suggestions there(both things i had in plan and suggestions by other users).

Is the mod not compatible with the newer industrial rollers versions for any specific reason?
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Spdskatr on April 07, 2017, 06:06:13 PM
Aha! Knew there was something I missed. In fact, I'm quite convinced myself to make a release on Steam now. I'll do that...

Meat grinder and veggie mixer would seem like a great idea to put in the middle of a rail. Fueler sounds excellent :)

And no, it is compatible but I'm just too lazy to update. Forgive me  ;D
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Asteru on April 09, 2017, 12:48:28 AM
So I was just about bored and done with a play through so I decided to try this mod out some before I moved onto a new play through and ran into some issues. The first one I placed was pointing to a component assembly bench, and I moved the input to the left which was just a stockpile that I had my animals hauling steel towards and moved its output to an empty space to the right. Not optimal without rollers and such but the mod itself worked perfectly and did its job. So I proceeded to make one on my smelter and stonecutter the. An auto poker on my butcher table and electric stove. The stove and butcher table I just moved into my freezer with the autocooker for each and had input sitting on my large freezer stockpile then  Output back into the stockpile. It doesn't appear to be working though and instead of the quiet operation of the one on my component assembly there sounds like a clicking grinding sound like it's having issues. I tried to duplicate the exact setup for my component assembly and have haulers just move things to test and get it working but never could. Only one I ever could get to work was that very first component assembly bench one. All 4 others I tried all failed horribly even when setup the same. Unfortunately the resources required at the bottom of the info tab is cut off so I couldn't even see what it was saying it was missing but it should have had everything accessible that I can thing of.

So I'm obviously doing something incorrectly. Anyone care to enlighten me? When I get home I'll mess around with converting it over to being fed by rollers to see how that is.

Overall though, I really like the idea. For balance though I think there needs to be a version that has some kind of speed penalty on its crafting if that's possible. Still have the higher crafting level to do more advanced things since it's not an early research, but if possible double crafting time to order the fact that you now aren't taking up a pawns time to do a job. So it's a trade off of turning it off and using a pawn to make it faster or keep it on and just let it keep chugging along slower.

Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Spdskatr on April 09, 2017, 05:57:44 AM
unfortunately you do have to "feed" the items into the input slot and out of the output slot. That's why I said Industrial rollers would be so useful.

But otherwise I busted a few bugs, so they may have been the problem

Other news: Top 3 popular on Steam Workshop! woo!
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Raccoon on April 09, 2017, 08:01:48 AM
Woud be nice to have a "24/7" Trader or at least 2 times a week. Something like a TradingStation where Trucks or stuff arives to make a factory usage. :b when im gonna to expand my minerals mod i woud like to create ingots automatical and sell them expensive to someone.

For the automatic cooker!


Very nice job. ♥
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: AngleWyrm on April 09, 2017, 10:57:32 AM

(https://s-media-cache-ak0.pinimg.com/736x/86/bb/e2/86bbe2ed029b57425d105eb93a8a23f7.jpg)
Quote from: Raccoon on April 09, 2017, 08:01:48 AM
Woud be nice to have a "24/7" Trader or at least 2 times a week.

Space freighters can be set up in the custom scenario screen to arrive at any frequency you want. This is on top of the random freighters that come and go.

So I set up a custom scenario that includes a freighter schedule item to have a space ship show up at the end of every season, irregardless of what the RNG provides.
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Mayotte on April 09, 2017, 02:56:24 PM
Beautiful, this has lots of potential!

A total game-changer, I will keep my eyes on this!
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Wishmaster on April 09, 2017, 03:16:46 PM
No, no and no.

That violates to first law of RimWorld which states:
To every produced thing, there is an equal humanlike action.

I think automatic craft is not part of RimWorld for a purpose.
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Asteru on April 09, 2017, 08:02:59 PM
Well I figured out my main issue after seeing a post in the steam page for the mod and that's that the crafter will only work on the first bill ever and if you change it you need to decronstruct and rebuild it.

So basically at this point to use it, what I did for testing it out was built multiple smelters and stonecutter tables, each with their own unique bill and all being fed by the same rotating roller belt. That ended up making everything work well.

While I still love automation since I do lots of scripting and automation with work IRL, I'm still struggling a bit with the mod because it does make things quite a bit unbalanced. At this point the only thing in my mind balancing it is the buggy news with the mod and only working the first bill and having to rebuild it completely if you change it which causes a resource sink in itself that way. I'll be keeping an eye on this mod for sure to see how it progresses cause I like the idea and am interested to see how it can possibly be balanced.

Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Spdskatr on April 13, 2017, 05:54:30 AM
Quote from: rwurgley on April 09, 2017, 08:02:59 PM
Well I figured out my main issue after seeing a post in the steam page for the mod and that's that the crafter will only work on the first bill ever and if you change it you need to decronstruct and rebuild it.

So basically at this point to use it, what I did for testing it out was built multiple smelters and stonecutter tables, each with their own unique bill and all being fed by the same rotating roller belt. That ended up making everything work well.

While I still love automation since I do lots of scripting and automation with work IRL, I'm still struggling a bit with the mod because it does make things quite a bit unbalanced. At this point the only thing in my mind balancing it is the buggy news with the mod and only working the first bill and having to rebuild it completely if you change it which causes a resource sink in itself that way. I'll be keeping an eye on this mod for sure to see how it progresses cause I like the idea and am interested to see how it can possibly be balanced.

Balancing is coming! It's placed in the "unfinished" section for a reason :P

I'm planning on expanding Industrial Rollers as well, although I'm finding it quite hard since important classes like IRail and RailLogicHelper are internal. Currently I'm planning on making a smart hopper, slow rail and rail merger/splitter which equally distributes items on rails. Historic pls notice this
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Mosart on May 02, 2017, 12:40:32 PM
Nice mod for craft simple items like components/fabrics/stone blocks. So your crafters can craft just complex items/weapons and be free from the boring everyday tasks.

Thx for this mod.

Are you still plan to add autominers?
Title: Re: [A16][Hopefully modlist] Project RimFactory
Post by: Spdskatr on May 03, 2017, 11:40:14 PM
Quote from: Mosart on May 02, 2017, 12:40:32 PM
Are you still plan to add autominers?

I really don't know about that, right now people use the Industrialisation mining drill + S.A.L. which functions similarly, so I don't really see a purpose to add auto-drills. I will be working on another nice mod though!
Title: Re: [A17][Hopefully modlist] Project RimFactory
Post by: xlilcasper on May 04, 2017, 01:01:58 PM
Awesome mod.

Of course I have a few suggestions :)

Allow us to uninstall/reinstall the auto crafters to move them. This way I can move it with my drill instead of needing to deconstruct it and rebuild it.

Right now it seems as though the auto crafter tackles the first bill in a table. It would be nice if it would try the first bill, and if it doesn't have the resources move on to the next bill. For example I tell a brewing table to make beer and whiskey. The autocrafter has access to Corn but does nothing with it because it is only looking for hops.

A bug, if a table breaks (say a tailoring table) pawns will not repair it because it is in use by the auto crafter. I had to toggle off the autocrafter to get the table to repair.
Title: Re: [A17][Hopefully modlist] Project RimFactory
Post by: Spdskatr on May 07, 2017, 04:25:47 AM
Quote from: xlilcasper on May 04, 2017, 01:01:58 PM
Awesome mod.

Of course I have a few suggestions :)

Allow us to uninstall/reinstall the auto crafters to move them. This way I can move it with my drill instead of needing to deconstruct it and rebuild it.

Right now it seems as though the auto crafter tackles the first bill in a table. It would be nice if it would try the first bill, and if it doesn't have the resources move on to the next bill. For example I tell a brewing table to make beer and whiskey. The autocrafter has access to Corn but does nothing with it because it is only looking for hops.

A bug, if a table breaks (say a tailoring table) pawns will not repair it because it is in use by the auto crafter. I had to toggle off the autocrafter to get the table to repair.
1. Yes! Amazing idea
2. Yes! Even more amazing idea
3. I'm planning on fixing that - I'm going to add maintenance intervals

That was a great post, xlilcasper.
Title: Re: [A17][Hopefully modlist] Project RimFactory
Post by: Mosart on May 07, 2017, 10:16:23 PM
Quote from: Spdskatr on May 07, 2017, 04:25:47 AM
Quote from: xlilcasper on May 04, 2017, 01:01:58 PM
Awesome mod.

Of course I have a few suggestions :)

Allow us to uninstall/reinstall the auto crafters to move them. This way I can move it with my drill instead of needing to deconstruct it and rebuild it.

Right now it seems as though the auto crafter tackles the first bill in a table. It would be nice if it would try the first bill, and if it doesn't have the resources move on to the next bill. For example I tell a brewing table to make beer and whiskey. The autocrafter has access to Corn but does nothing with it because it is only looking for hops.

A bug, if a table breaks (say a tailoring table) pawns will not repair it because it is in use by the auto crafter. I had to toggle off the autocrafter to get the table to repair.
1. Yes! Amazing idea
2. Yes! Even more amazing idea
3. I'm planning on fixing that - I'm going to add maintenance intervals

That was a great post, xlilcasper.

Also use this mod and also suffer this problems.

Also seggest to make it possible to use multiplie input zones. I can create components now but cant create power armors cause of it needs 2 ingredients to be made. The same is actual for every product needed 2 or more components. This would be amazing to add posibility to craft anything.
Title: Re: [A17][Hopefully modlist] Project RimFactory
Post by: Spdskatr on May 10, 2017, 07:30:06 AM
New update for S.A.L.!

What's new:
Maintenance intervals! Set building to go hibernate for certain hours of the day while your pawns maintain the machinery.

Power save! When S.A.L. is hibernating will will consume much less power

More inputs! S.A.L. Takes input from all adjacent cells now. (From xlilcasper (Ludeon Forums))

A few new nifty tricks in the defs.
A bunch of improvements and fixes
Title: Re: [A17][Hopefully modlist] Project RimFactory
Post by: Spdskatr on May 14, 2017, 03:29:11 AM
2. SS Cultivator Tools
Automatic crop cultivation! Plant growth enhancement solutions!

(https://github.com/spdskatr/CultivatorTools/blob/master/About/Preview.png?raw=true)

Buildings:

Cultivator

The "main building" of the mod. Unlocked with research: Automatic Farming

Power usage: 500W

Costs:
100 Steel
50 Plasteel
3 Component

Every once in a while it ticks to the next cell and manages the farm. If the plant is fully grown, it is harvested. If there is no plant, a new one is created. Scans in an expanding pattern.

Cultivator With Sun Lamp

Just like the one above, but with extra sunlamp functionality. Same research, costs 100 more steel and consumes 2200W.

Sprinkler
Very simple. Sprinkles water in an expanding radius, actively increases plant growth by 1 hour. Pretty weak by itself, but effective (OP?) in numbers.

SeedsPlease patch PLEASE READ BEFORE POSTING BUGS
If your game has SeedsPlease installed, the Cultivator will Automatically start needing to take seeds when planting. So if your machine isnt working for some reason, this is probably why. Put the seeds in any cell adjacent to the cultivator.

No external patch is needed - it's written into the mod. Magic :D

FAQ
New colony? Nope

Demonstration (conveyor belt from Industrial Rollers):
(http://i.imgur.com/8hJxiBu.png)

Have fun!

Download - Github A17 (https://github.com/spdskatr/CultivatorTools) - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=923512051) - Github(All earlier releases) (https://github.com/spdskatr/CultivatorTools/releases/)
Title: Re: [A17][2 mods now] Project RimFactory
Post by: top_hat_tomato on May 14, 2017, 06:28:22 PM
Currently enjoying your cultivator mod, but I'm getting a bug that causes large fps decreases (from 40+ to ~6) while using sprinklers.
"RimWorld.JobDriver_PlantSow Getting Sowing work while not in Sowing life stage."
RimWorld.JobDriver_PlantSow getting sowing work while not in Sowing life stage.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
RimWorld.<MakeNewToils>c__Iterator45:<>m__C8() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Plants\JobDriver_PlantSow.cs:60)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:291)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:116)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)

Even with the issue, thanks for the mod!
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Spdskatr on May 14, 2017, 08:34:49 PM
Quote from: top_hat_tomato on May 14, 2017, 06:28:22 PM
Currently enjoying your cultivator mod, but I'm getting a bug that causes large fps decreases (from 40+ to ~6) while using sprinklers.
"RimWorld.JobDriver_PlantSow Getting Sowing work while not in Sowing life stage."
RimWorld.JobDriver_PlantSow getting sowing work while not in Sowing life stage.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
RimWorld.<MakeNewToils>c__Iterator45:<>m__C8() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Plants\JobDriver_PlantSow.cs:60)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:291)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:116)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)

Even with the issue, thanks for the mod!
Something to do with pawns' sowing jobs being affected by the sprinkler. I'll see if I can reproduce it, and solve the problem.
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Spdskatr on May 14, 2017, 10:38:56 PM
Hopefully fixed on github. Should be updated on steam later.
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Veredii on June 02, 2017, 04:33:00 AM
I don't know anything about coding so I don't know how doable this is or if it's even something you'd consider but I thought I'd post anyway. For balancing/making S.A.L less OP, maybe you could lock higher-level automation or different types of work behind research?

I'm not sure if that's too different to how you want to craft your mod so feel free to consider and discard as you will ^^
Title: Re: [A17][2 mods now] Project RimFactory
Post by: RiseKnight on July 06, 2017, 07:35:46 AM
auto drill would be damn OP :D
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Spdskatr on July 06, 2017, 10:16:23 PM
Quote from: RiseKnight on July 06, 2017, 07:35:46 AM
auto drill would be damn OP :D
Right now we have S.A.L. crafters working at a core drill, which basically does the same thing :P
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Nafensoriel on July 22, 2017, 11:39:42 AM
So after spending several hours designing the perfect automatic corpse processing plant(sal+rollers) I discovered that pawns still hate me for forcing them to feed bodies into the kibble factory.

Selfish pricks. The bear army needs food.

On a more practical note though Im getting a random yellow debug of "Had no thingRecord" that I cant quite figure out the cause for. It doesnt cause any performance hits but I'm curious as to what might be causing it.

S.A.L.: Had no thingRecord of items being accepted, but crafting recipe has ingredients.
Verse.Log:Warning(String)
ProjectSAL.Building_Crafter:CalculateDominantIngredient(RecipeDef, List`1)
ProjectSAL.Building_Crafter:TryMakeProducts()
ProjectSAL.Building_Crafter:TickSecond()
ProjectSAL.Building_Crafter:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Spdskatr on July 23, 2017, 08:50:34 AM
Quote from: Nafensoriel on July 22, 2017, 11:39:42 AM
So after spending several hours designing the perfect automatic corpse processing plant(sal+rollers) I discovered that pawns still hate me for forcing them to feed bodies into the kibble factory.

Selfish pricks. The bear army needs food.

On a more practical note though Im getting a random yellow debug of "Had no thingRecord" that I cant quite figure out the cause for. It doesnt cause any performance hits but I'm curious as to what might be causing it.

S.A.L.: Had no thingRecord of items being accepted, but crafting recipe has ingredients.
Verse.Log:Warning(String)
ProjectSAL.Building_Crafter:CalculateDominantIngredient(RecipeDef, List`1)
ProjectSAL.Building_Crafter:TryMakeProducts()
ProjectSAL.Building_Crafter:TickSecond()
ProjectSAL.Building_Crafter:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
It means for some reason it didnt remember items entering itself. It's caused by savescum/reloading games, I think
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Nafensoriel on July 23, 2017, 11:54:48 AM
I'm assuming that would also fall under the category of reloading after crashing as well(zombie rabbits are harder to make than I thought).
I did a quick dismantle/rebuild and the issue went poof. Thanks for the mod!
Title: Re: [A17][2 mods now] Project RimFactory
Post by: StormProxy on July 25, 2017, 06:43:40 AM
i need to know. what are those holding units in the Stockpile on the Gif Pic?
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Spdskatr on August 02, 2017, 08:21:31 PM
That's part of my mass storage mod. It's pretty clunky tbh but I'm onto fixing it already...
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Drusek on August 12, 2017, 02:27:39 PM
Hi, I'm looking for help to make S.A.L and "Reclaim fabric" from here (https://ludeon.com/forums/index.php?topic=14177.0) work together. I get the error below when the assembler is finishing the job:

Exception ticking AutoCrafter453890: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetEdifice (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at ReclaimFabric._Thing_ReclaimFabric+<_SmeltProducts>d__0.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator24D.MoveNext () [0x00000] in <filename unknown>:0
  at ProjectSAL.Building_Assembler.TryMakeProducts () [0x00000] in <filename unknown>:0
  at ProjectSAL.Building_Assembler.TickSecond () [0x00000] in <filename unknown>:0
  at ProjectSAL.Building_Assembler.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Eresbos on August 13, 2017, 06:09:30 AM
I think I found a bug when I use S.A.L.: Station Automation and Logistics as butcher corpse never disappear like infinite source of human leather and meat flooded my storage
Title: Re: [A17][2 mods now] Project RimFactory
Post by: thesoupiest on August 19, 2017, 03:08:56 PM
What are those gray squares in your demo images?
Title: Re: [A17][2 mods now] Project RimFactory
Post by: LiteEmUp on August 27, 2017, 03:46:00 AM
not sure how to restrict your pawns from using tables that has autocrafters on it...

only thing i could think of is changing the restrictions for a level that none of my pawns are at....
Title: Re: [A17][2 mods now] Project RimFactory
Post by: Spdskatr on August 27, 2017, 04:14:16 AM
Quote from: LiteEmUp on August 27, 2017, 03:46:00 AM
not sure how to restrict your pawns from using tables that has autocrafters on it...

only thing i could think of is changing the restrictions for a level that none of my pawns are at....
The buildings are meant to reserve the table (given that there is no previous reservation).
Title: Re: [A17][2 mods now] Project RimFactory
Post by: LiteEmUp on August 27, 2017, 05:24:58 AM
Quote from: Spdskatr on August 27, 2017, 04:14:16 AM
Quote from: LiteEmUp on August 27, 2017, 03:46:00 AM
not sure how to restrict your pawns from using tables that has autocrafters on it...

only thing i could think of is changing the restrictions for a level that none of my pawns are at....
The buildings are meant to reserve the table (given that there is no previous reservation).

not sure why though as sometimes my crafters arent building me clothes, and instead jump into my autocrafting tables lol... idk why, they have the materials to keep building clothes for me lol