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RimWorld => Releases => Mods => Outdated => Topic started by: PeteTimesSix on May 25, 2017, 08:02:03 AM

Title: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: PeteTimesSix on May 25, 2017, 08:02:03 AM
(http://i.imgur.com/pi7FG23.png)

Description:
I think just about everyone that plays Rimworld has their own personal list of gripes and annoyances, little irksome things that don't really detract from the game as a whole but still result in a little bit of frustration when encountered.

Had to work around colonist stupidity      -2

Well, this one is mine, only I was looking for an excuse to crawl through the Rimworld codebase to familiarize myself with it and making these little tweaks was a great way of going about it. Reports that I'm drunk on the power of the Harmony library (https://ludeon.com/forums/index.php?topic=29517) are greatly somewhat a little bit not at all exaggerated.

Features include, and are limited to:
Butchering storage efficiency
Butchering one animal can often result in more than one stack worth of meat. When you have freezers with limited space and a sudden influx of corpses (hello, manhunter pack of muffalo!), this leads to annoying micromanaging (as you disable your butcher table and then forget to turn it back on, or forbid individual corpses as soon as they get hauled in). So this tweak teaches butchers to temporarily stop butchering when they run out of storage space for the meat butchering would produce. They do look for animals with less meat on their bones first though, so your freezers won't end up filled with chick corpses.
(http://i.imgur.com/S99coda.png)

Meal equivalency
I like keeping a steady supply of meals. I also like not making simple meals when I could be making fine meals. This tweak makes both of these goals possible to accomplish without micromanaging, as cooks will now consider both simple meals and fine meals when counting meals in storage.
(http://i.imgur.com/K0s9Uju.png)

New orders
When holding shift, pawns will now have a few new orders on offer.

Move to: Like you'd expect, tells a pawn to go somewhere.
(http://i.imgur.com/5Mh5UeZ.gif)

Carry/Drop: Pick up a specific item (or stack of items) and carry it to a specific spot.
(http://i.imgur.com/j6VKJEV.gif)

Trading stockpiles
Allows setting of individual stockpiles as trading stockpiles. Everything in a trading stockpile will be automatically marked to sell whenever a trading dialog is opened. It'll still require confirmation though, so if you're trading with a passerby you won't accidentaly hand them your entire stock for their two hundred silver.
(http://i.imgur.com/ISvOnwz.png)

Surgery estimates
Doctors are pretty good at assessing the odds of success when it comes to surgeries. Its high time they got around to telling you, too. That random guy you told to strap a peg leg to your only actual doctor can take a guess too, but they won't be nearly as accurate. And uh, don't rely too much of the estimates of your local pessimist.
(http://i.imgur.com/DrovXdS.png)
More details in this Imgur album (http://imgur.com/a/S6xUD)

The threshold for how good a doctor you have to be to give accurate estimates is customizable, and the innacuracies introduced by the surgeon's personal neurosies decrease as their medical skills go up (professional doctors won't let a little psychopathy ruin their reputation, after all).

EDIT: Two noteworthy things I forgot. One: since this uses a calculation based on Rimworld's surgery failure calculations, the results will be innacurate if you're using a mod that alters that system. I'm looking into options for compatibility with surgery mods, but if any modders wanna chime in I'd appreciate it. Two: does not factor in the medicine used, since at the moment, neither does Rimworld (https://ludeon.com/forums/index.php?topic=32763.0). If/when that's fixed, I'll re-enable that part of the calculation. So remember to use herbal medicine for your operations, children!

Customization
Speaking of customization, you can turn off any of these tweaks individually if you don't like them, or if you have the same functionality from a different mod. There's also a few options to futher specify how the tweaks work.
(http://i.imgur.com/O1wJtum.png)


Walking off bruises
Doctors will no longer waste medicine on injuries that have no risk of permanent effects.
(http://i.imgur.com/xKT9rTq.png)
Note the three glitterworld medicines that were NOT wasted on bandaids.

Download

Can be found at:
GitHub (https://github.com/PeteTimesSix/QOLTweaksPack/releases) (source (https://github.com/PeteTimesSix/QOLTweaksPack/tree/master/Source/QOLTweaksPack))
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=932485789)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

OR

-Subscribe to the mod on the Steam Workshop.

(http://i.imgur.com/9L4f8u7.png) (https://ludeon.com/forums/index.php?topic=28066) is required.

License
As far as I'm concerned you can go ahead and post a copy of this mod that differs only by a single extra space in the about file as long as you mention me somewhere or link back to this thread along the way.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: kaptain_kavern on May 25, 2017, 09:13:25 AM
Awesome work! Nice ideas !

I want to try it

Thank you for your work  ;)
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: deathstar on May 28, 2017, 07:10:07 AM
When using your QOL-Tweaks, I am getting the following order when using the stonecutters table to queue up the "make any stoneblocks"-bill, then qualifying "Do until you have..." for the quantity:

(http://i.imgur.com/YBzfbDo.png)

I am using Cupro's Stones, but after removing the mod I still got a similar error. Works fine without QOL-Tweaks.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: Love on May 28, 2017, 07:14:12 AM
QOL Tweaks is extremely bugged ATM and actually seems to be causing a memory leak as well, I don't recommend using it.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: Bobylein on May 28, 2017, 11:23:08 AM
Awww, but this mod looks fantastic.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: PeteTimesSix on May 28, 2017, 12:33:53 PM
Quote from: deathstar on May 28, 2017, 07:10:07 AM
When using your QOL-Tweaks, I am getting the following order when using the stonecutters table to queue up the "make any stoneblocks"-bill, then qualifying "Do until you have..." for the quantity: /snip

Just fixed that, actually. Still looking into the memory leak thing - Ive removed some debug log spam I forgot to comment out last time that *might* have something to do with it, but I havent been able to reproduce it yet (probably because I'm yet to play a proper-length game). Throwing up an update anyway - one fix is better than none, after all.

Also, because I dont enjoy bugfix-only releases, I threw in a new tweak:

Walking off bruises
Doctors will no longer waste medicine on injuries that have no risk of permanent effects.
(http://i.imgur.com/xKT9rTq.png)
Note the three glitterworld medicines that were NOT wasted on bandaids.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: faltonico on May 28, 2017, 12:39:37 PM
Quote from: PeteTimesSix on May 28, 2017, 12:33:53 PM
Doctors will no longer waste medicine on injuries that have no risk of permanent effects.
(http://i.imgur.com/bMDdQ5E.png)
Note the three glitterworld medicines that were NOT wasted on bandaids.
Yeti (https://www.youtube.com/user/ClosetYeti) will thank you greatly.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: PeteTimesSix on May 29, 2017, 02:23:40 PM
Quote from: Love on May 28, 2017, 07:14:12 AM
QOL Tweaks is extremely bugged ATM and actually seems to be causing a memory leak as well, I don't recommend using it.

Right, I think that I *may* have fixed it. Tell me if its still an issue.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: Oken on June 01, 2017, 10:13:50 PM
I'm having a big problem with the "consider storage when butchering" option and stonecutting. I can't cut any stone unless I uncheck that option. When I try to force it it says "need materials"

here is the log.

QuoteException in BreadthFirstTraverse: System.Exception: Corpse marble chunk isnt a corpse
at QOLTweaksPack.tweaks.WorkGiver_DoBill_TryFindBestBillIngredientsInSet_Postfix.TryFindBestBillIngredientsInSetButchery (bool&,System.Collections.Generic.List`1<Verse.Thing>,RimWorld.Bill,System.Collections.Generic.List`1<RimWorld.ThingAmount>) <0x00636>
at QOLTweaksPack.tweaks.WorkGiver_DoBill_TryFindBestBillIngredientsInSet_Postfix.TryFindBestBillIngredientsInSet (bool&,System.Collections.Generic.List`1<Verse.Thing>,RimWorld.Bill,System.Collections.Generic.List`1<RimWorld.ThingAmount>) <0x000c5>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.TryFindBestBillIngredientsInSet_Patch1 (System.Collections.Generic.List`1<Verse.Thing>,RimWorld.Bill,System.Collections.Generic.List`1<RimWorld.ThingAmount>) <0x00061>
at RimWorld.WorkGiver_DoBill/<TryFindBestBillIngredients>c__AnonStorey2B3.<>m__15E (Verse.Region) <0x001d6>
at Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x000be>
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x000b9>

Verse.Log:Error(String)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
RimWorld.WorkGiver_DoBill:TryFindBestBillIngredients(Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:StartOrResumeBillJob(Pawn, IBillGiver)
RimWorld.WorkGiver_DoBill:JobOnThing(Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
RimWorld.<TryIssueJobPackage>c__AnonStorey2A9:<>m__14E(Thing)
Verse.<ClosestThingReachable>c__AnonStorey5FE:<>m__C00(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: PeteTimesSix on June 01, 2017, 11:08:54 PM
Quote from: Oken on June 01, 2017, 10:13:50 PM
I'm having a big problem with the "consider storage when butchering" option and stonecutting. I can't cut any stone unless I uncheck that option. When I try to force it it says "need materials"

here is the log.
*snip*

Welp. I know what the problem is, actually, I just apparently forgot to fix it. I'll fix it first thing in the morning (or later today, anyway), once Im awake enough to read code again.

EDIT: And done.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.1)
Post by: Thirite on June 04, 2017, 09:16:28 PM
Awesome! I have always wanted a direct way to tell a pawn to pick up an object and put it at a specific spot. It's often either incredibly annoying or impossible in base game trying to make them do this in some circumstances. Almost like you have to trick the game to make your pawns do what you want them to.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.1)
Post by: Zeth22 on June 18, 2017, 05:14:48 AM
is there a way of adding modded food to the meal equivalency permanently? its kind of a pain to have to remember it every time i turn the game on
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.1)
Post by: Spdskatr on June 18, 2017, 06:26:46 AM
Hey, great mod! Being drunk on harmony leads to great things amirite :P

Just a little bug, Auto-trade seems to trade items that the trading caravan cannot accept. The way I know this is because upon opening the dialog for a slaver, the top bar says "+500 silver" when nothing on the interface has been traded, and when I conduct the trade, I suddenly find myself short of cloth :P

I've analysed the bug and it appears in line 39 of TradingStockpile.cs:
                                if (tradeable.CanAdjustBy(-tradeableThing.stackCount).Accepted)
                                    tradeable.AdjustBy(-tradeableThing.stackCount);


I'm proposing to change it to:
                                if (tradeable.CanAdjustBy(-tradeableThing.stackCount).Accepted && tradeable.TraderWillTrade)
                                    tradeable.AdjustBy(-tradeableThing.stackCount);

Sorry for ruining the fun of debugging ;P
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.1)
Post by: PreDiabetic on June 18, 2017, 06:50:55 AM
I wish you can release each patch separate.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.1)
Post by: Draconicrose on June 18, 2017, 12:38:51 PM
Quote from: Spdskatr on June 18, 2017, 06:26:46 AM
Just a little bug, Auto-trade seems to trade items that the trading caravan cannot accept.

This also happens to animals too! Almost sold my warg twice because it was roaming around on top of a trade stockpile!
Title: Re: [A17] PeteTimesSix's QOL tweaks pack
Post by: Barhandar on June 18, 2017, 04:07:56 PM
Quote from: PeteTimesSix on June 01, 2017, 11:08:54 PM
Welp. I know what the problem is, actually, I just apparently forgot to fix it. I'll fix it first thing in the morning (or later today, anyway), once Im awake enough to read code again.

EDIT: And done.
Now instead of not being able to do stonecutting unless butchering tweak is off, selecting cut any stone > do until X breaks that stonecutting table completely. Bill cannot be removed, cannot be changed from do until X, and "details" pulls up the shadow of the details menu, plus part of that menu severely offset from the shadow, and only visible where it overlaps with the bills list.

Opening the table also results in the following error in the log:
Exception filling tab RimWorld.ITab_Bills: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.ThingCountClass>.get_Item (int) <0x00054>
at QOLTweaksPack.tweaks.WorkGiver_DoConfigInterface_Postfix.DoConfigInterface (RimWorld.Bill_Production,UnityEngine.Rect,UnityEngine.Color) <0x0007f>
at (wrapper dynamic-method) RimWorld.Bill_Production.DoConfigInterface_Patch1 (object,UnityEngine.Rect,UnityEngine.Color) <0x0074e>
at RimWorld.Bill.DoInterface (single,single,single,int) <0x00854>
at RimWorld.BillStack.DoListing (UnityEngine.Rect,System.Func`1<System.Collections.Generic.List`1<Verse.FloatMenuOption>>,UnityEngine.Vector2&,single&) <0x0046d>
at RimWorld.ITab_Bills.FillTab () <0x00171>
at Verse.InspectTabBase/<DoTabGUI>c__AnonStorey44F.<>m__65A () <0x000e3>

Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey44F:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Despite having plenty of mods installed, I think it's yours for two reasons. 1: It appears in the error log. 2: Bug doesn't happen without it.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.1)
Post by: skyarkhangel on June 18, 2017, 05:54:23 PM
I'll check this error. Problem with recipe that using <workerCounterClass>RecipeWorkerCounter_MakeStoneBlocks</workerCounterClass>.

recipe.products list count 0. And then popup error when mod trying to get first from array in emply list.

just add a check in DoConfigInterface, to avoid this bug:

            if (__instance.recipe.products.Count() <= 0)
                return;

Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.1)
Post by: PeteTimesSix on June 19, 2017, 12:24:55 PM
Okay! I've successfully failed my final exam (it'll be fine) and thus once more know what the words "free time" mean.

Quote from: Spdskatr on June 18, 2017, 06:26:46 AM
I've analysed the bug and it appears in line 39 of TradingStockpile.cs:
                                if (tradeable.CanAdjustBy(-tradeableThing.stackCount).Accepted)
                                    tradeable.AdjustBy(-tradeableThing.stackCount);


I'm proposing to change it to:
                                if (tradeable.CanAdjustBy(-tradeableThing.stackCount).Accepted && tradeable.TraderWillTrade)
                                    tradeable.AdjustBy(-tradeableThing.stackCount);


Done and thank you.

Quote from: damngrl on June 18, 2017, 06:50:55 AM
I wish you can release each patch separate.
I consider the hassle of downloading separate minimods to outweight the hassle of disabling parts of one mod you dont want. Its a personal preference, but well, thats what this mod is in the first place.

Quote from: Draconicrose on June 18, 2017, 12:38:51 PM
This also happens to animals too! Almost sold my warg twice because it was roaming around on top of a trade stockpile!
Fixed!

Quote from: skyarkhangel on June 18, 2017, 05:54:23 PM
just add a check in DoConfigInterface, to avoid this bug:

            if (__instance.recipe.products.Count() <= 0)
                return;


Done and thank you.

Next up, SimpleSidearms!
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Kozmo on July 13, 2017, 04:41:10 PM
Thanks PeteTimesSix for making this mod!  The "New Orders" was just what I was looking for!

It was a blue monday with lots of confusion and regret.  I was going round and round the forums but now I am having a fine time. 

Someone will get that reference.   ;)
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Elysium on August 14, 2017, 07:17:58 PM
Nice mod!  I have a conflict with another mod however.  JTZoneButtons stockpile buttons do not appear even while trading stockpiles are disabled.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: VON2901 on November 26, 2017, 10:58:00 AM
I hope you'll update this mod to b18, because I can't live without it
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Thirite on December 18, 2017, 12:59:48 AM
Hoping this will be updated to B18 eventually. The New Orders part was incredibly helpful.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: SpaceDorf on December 18, 2017, 04:01:33 AM
I miss the equivalent meals.
With VG and Fishing there is a lot of finetuning required in the kitchen.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: doomtrout on December 18, 2017, 06:04:11 AM
I would KILL for that "don't use meds on bruises" mod for B18, no joke
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: TryB4Buy on December 23, 2017, 08:29:21 PM
Very nice. Can we make those self-doctors treat their bruises without medicine, but still use the glitterworld medicine on their malaria?
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: lperkins2 on January 02, 2018, 02:08:33 AM
Well, it's open source, on GH, so someone could update it to B18.  I might get to it, if I figure out what all changed from A17 to B18.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Harry_Dicks on January 02, 2018, 01:16:17 PM
Having never have tried out any of these mods, I am really hoping some generous modding soul would update them to B18! ;D
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: KocLobster on January 02, 2018, 02:41:25 PM
Quote from: doomtrout on December 18, 2017, 06:04:11 AM
I would KILL for that "don't use meds on bruises" mod for B18, no joke

I was also very much hoping for this.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: SpaceDorf on January 03, 2018, 04:07:42 AM
I miss those mods as well.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Beddie on January 03, 2018, 12:17:40 PM
Quote from: Harry_Dicks on January 02, 2018, 01:16:17 PM
Having never have tried out any of these mods, I am really hoping some generous modding soul would update them to B18! ;D

I feel the same they all seem like such great QOL mods.
Would be even more awesome if the Walking off bruises mod allow for treatment options for more than just 'bruises' like for illnesses and operations.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: skyarkhangel on January 04, 2018, 07:03:55 AM
Test update to b18.
https://drive.google.com/open?id=1HXYs4aJ7YfwfADORUV9lIw8FJKlU0k0K
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Harry_Dicks on January 04, 2018, 07:41:24 AM
Quote from: skyarkhangel on January 04, 2018, 07:03:55 AM
Test update to b18.
https://drive.google.com/open?id=1HXYs4aJ7YfwfADORUV9lIw8FJKlU0k0K

YES!!! Thank you so much, sir. I can't wait to try out New Orders, it can be frustrating trying to move just 1 specific item to a certain spot. Also, Walk Off Bruises looks fantastic. I'm still confused what the difference is between guessing and estimating with Surgery Estimates. What makes the doctor estimate over guess? Is it based on their medicine level?
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: skyarkhangel on January 04, 2018, 08:26:22 AM
Quote from: Harry_Dicks on January 04, 2018, 07:41:24 AM
Quote from: skyarkhangel on January 04, 2018, 07:03:55 AM
Test update to b18.
https://drive.google.com/open?id=1HXYs4aJ7YfwfADORUV9lIw8FJKlU0k0K

YES!!! Thank you so much, sir. I can't wait to try out New Orders, it can be frustrating trying to move just 1 specific item to a certain spot. Also, Walk Off Bruises looks fantastic. I'm still confused what the difference is between guessing and estimating with Surgery Estimates. What makes the doctor estimate over guess? Is it based on their medicine level?

Still need work, not all features works. Yup, for example Surgery estimating.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: wwWraith on January 04, 2018, 03:31:55 PM
Quote from: skyarkhangel on January 04, 2018, 07:03:55 AM
Test update to b18.
https://drive.google.com/open?id=1HXYs4aJ7YfwfADORUV9lIw8FJKlU0k0K
Surgery estimates and Meal equivalency work for me. But New orders and Walking off bruises not work. Haven't tested Butchering storage efficiency and Trading stockpiles.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Kori on February 19, 2018, 10:49:33 AM
Is there still an update for all the features for B18 in the making?
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: wwWraith on February 19, 2018, 11:18:20 AM
I should change my previous comment, probably. After more lenghty gameplay I'd say it all indeed works. Sometimes I'm just not sure but more likely it works than not :)
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Kori on February 19, 2018, 11:42:02 AM
But even skyarkhangel said not all features would be working?  :D
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: wwWraith on February 19, 2018, 12:28:59 PM
"Surgery estimates" shows its window only when you have zoomed very near and some pawn took the surgery job. Though maybe there are other circumstances as I'm not sure that I saw it every time. "New orders" uses Shift+RClick that in B18 adds them to the jobs queue instead of forcing to execute right now:

Quote from: wwWraith on February 19, 2018, 10:30:06 AM
I think Shift is hardcoded in this mod (it was there from the earlier alphas when there were no manual queues) so I recommend to rebind the default key for queueing in RimWorld options, e.g. Shift+RClick will bring these orders while Alt+RClick will add the job to the queue; it will work combined, too.

"Walking off bruises" is intended to save medicines when treating wounds that couldn't end with scars but it's not easy (at least for me) to say if some wound were of that type. But I saw the medicines were saved at least sometimes.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Kori on February 19, 2018, 06:29:29 PM
Thanks for elaborating on this!

Pick up and drop isn't working for me. When I order to drop the item somewhere, my pawn just ignores it and walks to the next thing he wants to do instead, keeping the item and dropping it there. Maybe it is a conflict with the While you are up mod, does it work for you?

skyarkhangel thanks for updating this mod! :)
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Harry_Dicks on February 19, 2018, 07:29:56 PM
Quote from: Kori on February 19, 2018, 06:29:29 PM
Pick up and drop isn't working for me. When I order to drop the item somewhere, my pawn just ignores it and walks to the next thing he wants to do instead, keeping the item and dropping it there. Maybe it is a conflict with the While you are up mod

Kori, I believe you are having the same issue I was having when I tried this out last time. I was having trouble remembering it, but now you've reminded me.

But I really think this would be top notch if the "pick up from here and then drop over there" command could work fully. And I'm talking about telling a pawn where he's going to be dropping some after you tell him to pick it up, but before he picks it up. That way I can queue the whole move order at once, and not have to hold hands the whole time, one swift motion.

It's funny how we all ended up on this thread now, too :P
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: shadowstitch on December 18, 2018, 03:03:01 PM
I miss the QOL tweaks for Meal Equivalency, Surgery Estimates, Butchering Storage and Walking Off Bruises.  After using them for so long in earlier versions of Rimworld, their absence is conspicuous in my 1.0 playthroughs.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: Lethe on February 23, 2019, 05:01:18 PM
Quote from: shadowstitch on December 18, 2018, 03:03:01 PM
I miss the QOL tweaks for Meal Equivalency, Surgery Estimates, Butchering Storage and Walking Off Bruises.  After using them for so long in earlier versions of Rimworld, their absence is conspicuous in my 1.0 playthroughs.

"Walking off bruises" functionality can be achieved by Uuugggg's Smart Medicine or Fluffy's Pharmacist. Hatti's QualitySurgeon can help ensure only the best surgeon does the surgery, although it doesn't give estimates. 'Less Arbitrary Surgery' can make surgery more straightforward so you don't have to worry about failures so much...

"Meal equivalency" couldn't you just set the workbill to "count all in stockpile/inventory" and have them maintain that? Or, do you just not realize when you run out of meat and need to switch over...? I suppose you could keep a second bill to main X meals for simple meals too just so you don't run out... In other words, Maintain 40 fine meals and another to maintain 20 simple meals.

I suppose if you need more help managing food levels, Food Alert by Mehni could help keep you informed.

I don't think I encountered anything that does what "Butchering storage efficiency" does. Although, with stackXXL and just making a bigger fridge that's not really an issue for me...

"Trading stockpiles" is a pretty nifty concept. AutoSeller might help you reach similar functionality, although it has more set up.
Title: Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
Post by: LWM on February 23, 2019, 09:26:31 PM
If PeteTimesSix would allow, I would see about porting the Surgery Estimates part to 1.0.

--LWM