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Messages - Winter Hermit

#1
Hi guys, just to give you a little update. Real life has been kicking the crap out of me recently, so i haven't had the time to continue with the mod or update it. I'll be able to return to it by the start of May.

I'm sorry if i have let anyone down with the lack of updates.

Thanks
Winter
#2
Quote from: Wulfik on January 27, 2015, 06:24:03 AM
There is problem with this mod : you can't use this and cybernetics storm at the same time. You wont be able to craft bucket OR ( if you change order in mods ) you wont be able to use craftsmans workbench in cybernetics storm ( that crafts materials and prosthetics ). There is no error, you can add bill but everybody will ignore it. Any help with that ? ( Might be problem cuz there are two identical workbenches even tho there texture is different and their bills differ as well. Still craftsman... )

I'll get on this in the next couple of days, i'm a bit busy in real life at the moment!
#3
Quote from: saddler123 on January 26, 2015, 04:48:22 AM
On the screenshots you have tomatoes, carrots and other stuff. but arnt they in the downloadable version yet? because i cant grow them :P

They are from Telkir's expanded crops mod. https://ludeon.com/forums/index.php?topic=4373. I had his and Igabod's xtra plants mod active when I was taking the screen shots. I'm working on compatibility between the three mods at the moment. It'll be done in the next update, which will be a couple of weeks away i'm afraid. See the original post for what will be in the next update.
#4
Mods / Re: ANNOUNCEMENT: Mods on the wiki
January 25, 2015, 11:49:19 PM
I think that the wiki needs some way of sorting the mods better. For instance, if i wanted a mod that adds more weapons to the game, how would i find it? At the moment i have to sift through the forums or read the list of names and descriptions in either Igabod's thread or the wiki.

Would it be possible to add some categories to the wiki so the table sorting will allow me to find content that i want to add quicker? Such categories could be armor, clothes, factions, weapons, food, work benches, overhauls, etc. The categories will never be perfect, but it'll help a bit when searching for new mods to play with.
#5
Quote from: Kolljak on January 25, 2015, 07:07:13 PM
Winter is there anyway you can make flour inedable. my colonists eat the flour before it can be turned into bread.

As Igabod has stated, this is not currently possible, or no one knows how to get around it. I did set the priorities of the jobs so that meals are made as soon as the ingredients to make them are available. This behavior cascades down the production line, where the higher levels are made as soon as they can be. This was to mitigate against the increase in the length of the line.

During testing i haven't run into many problems with colonists eating the raw ingredients before they are cooked, well no more than you get in vanilla. Try only setting the do until for the flour at 4-5 and see if that helps.

Edit: I just updated the first post with more info. Check it out and comment!
#6
Quote from: Kolljak on January 23, 2015, 12:01:31 PM
Little bit torn between your mod's wonderful art and Igabods wonderful variety it burns us.

Why not both? I'm working on compatibility of my mod with others. Telkir's and Igabod's mods are first on the list. I'll try and make it work with other food related mods as well later.
#7
Quote from: Kolljak on January 22, 2015, 06:16:42 PM
I am currently working on a total overhaul atm that i am going to need something like this for its food system
would you be interested in letting me use this in it or possibly aiding me in the setup for its food system
its called Project : Eons

Feel free to use stuff from my mod in your project. I only request that i get the credit for the parts that i made and that any parts from other mods that i use are also credited to the authors.

Once you have your project up and going with some content in place then i may be willing to aid you more directly. Get things started and people will pitch in more.

I plan to keep updating this mod over the coming weeks and months, so as i add more features and stuff you can port them over your mod as well.
#8
Hi guys,

I've been thinking about compatibility with other mods. One issue i can see is that i modify the recipe list of the cook stove. Therefore is anyone else adds or changes something of the old recipes for the meals, then our mods will not be compatible.

I was wondering if anyone had a nice solution or suggestion on how best to make the mod compatible with others. I could simply import others material into my mod, while giving credit of course. However, this doesn't feel right as i'd be removing the reason for people to download the other mod. Any thoughts?
#9
update to v0.04.1 for bug fixes.

Quote from: henk on January 15, 2015, 01:28:29 PM
Can you, please, move raw water to separate food group? Because atm it's possible to craft simple meal with only 11 buckets of water and zero actual food, which is plain ridiculous.

Which version of the mod are you using? The recipes for the meals no longer use raw food, but rather prepared foods. Water is no longer in the raw food category. Are you using other mods that may interfere with mine?

Quote from: ProtoTypeRaavyn on January 15, 2015, 06:00:12 PM
As A side note, Is there any way we can get the "Prioritize" option on the new stoves and worktops? Either like the Butchers table or A priority bar like with the storage Zones? I have like 5 people capable of making food, and only one is trying to do anything lol.

I've adjusted the type priorities for the cooking work givers. The colonist will prioritise the jobs higher up the production chain now. So if they have the stuff to make a meal, they'll make that before they make bread and prepared food, and they'll do those before they knead dough and grind flour, and those before collecting water and making buckets. (phew long sentence).

I'm not sure why your five guys aren't all cooking, but this is the close i can get to the storage priorities.

Quote from: popster99 on January 16, 2015, 11:23:16 AM
I've found that this mod doesn't work with cybernetic storm the crafting bench for the water buckets overrides the crafting bench for cybernetic storm

I've changed the name from Craftman'sWorkbench to WoodCraftingWorkBench. Hopefully that'll fix compatibility issues.

Thanks for the feedback guys! Keep it coming!
#10
Quote from: henk on January 15, 2015, 01:28:29 PM
Can you, please, move raw water to separate food group? Because atm it's possible to craft simple meal with only 11 buckets of water and zero actual food, which is plain ridiculous.

I thought i had had sorted that problem, apparantly not! I'll look into it this evening when i get home form work.

Quote from: ProtoTypeRaavyn on January 15, 2015, 06:00:12 PM
A new world works perfectly now. Thank you so much for all the time and effort you took to fix my problem. It really means a lot, considering most mod authors don't take the time to try and fix a flub a users has made with their mods. If this place had Kudos/points/rep I would be giving you as much as possible right now.


As A side note, Is there any way we can get the "Prioritize" option on the new stoves and worktops? Either like the Butchers table or A priority bar like with the storage Zones? I have like 5 people capable of making food, and only one is trying to do anything lol.

I'm always happy to help. When it comes to prioritizing worktops like storage, i dont know how to do that. I do have another idea on how to prioritize tasks, i'll try it this evening.
#11
Quote from: Ramsis on January 14, 2015, 07:23:25 PM
Can we please get some pictures Winter?

Also yay for Orchards.

I put some screenshots in the original post this evening. I think they show off everything.  :)

Orchards will be awhile away. I think Igabod's Xtra Plants mod has orchard like stuff.
#12
Update!

I've balance a bunch of things:
-Growth time and crop yield. Some crops take longer to grow than others now, but rewards you with a higher yield than you would normally have received.
-I changed the power consumption, material needs and build time of the work benches
-I adjusted the amount of ingredients needs to complete a tasks for some recipes. Since making bread had more steps to it than others, i would take longer to make the same amount due to multiple trips. I increased the amount of flour, dough and bread that is made in each task to counteract this.

I made a mistake before, i said that i had included Rye, but had forgotten to actually finish putting it in. It's in the game now.

Let me know what you guys think of the balance changes.

Quote from: ProtoTypeRaavyn on January 14, 2015, 05:07:30 PM
Thank you SO VERY much for taking the time to look into this for me.  Is there anything I need to be able to do to play my colonies again? After taking out the coffee mod the colony won't load. I am guessing I need to uninstall the base game and mods to fix this?

You're welcome! I would recommend starting a new test colony to check that not using the coffee mod solves the solution. If it does, happy days! If not, then there maybe something else wrong.

To play your other colonies it should be a simple matter of changing the WorkGiver def file in the coffee mod to a different name. In the def file it'll say:

  <WorkGiverDef>
    <defName>DoBillsCook</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>500</priorityInType>
    <singleBillGiverDef>CoffeeMachine</singleBillGiverDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
    <requiredActivities>
      <li>Manipulation</li>
    </requiredActivities>
  </WorkGiverDef>


try changing <defName>DoBillsCook</defName> to <defName>DoBillsMakeCoffee</defName>

Quote from: Igabod on January 14, 2015, 11:54:33 AM
Currently there is no way to modify the temperature at which plants will survive in XML. You would need to do some C# coding for that. If you can find a way to do it without a .dll please tell me though. I've got tons of plants sitting on the back burner for when I can make winter thriving plants possible.

Yeah, i realised this when i looked into it. Once I've learn to code in C#, i'll see if i can make it possible.

Quote from: Enjoyment on January 14, 2015, 10:24:49 AM
Oh, don't take it so serius. I love the way your mod is heading. It was not a critic to your method, just a question about plans..)
As for temperature regulation - it wont be so useful due to heaters/coolers system. Cause I can make a room with any needed temp year-round... IMHO...

Don't worry, i don't mind criticism or comments about the mod! The more comments/thoughts i get the better i can make the mod! Keep em coming, i'm enjoying my self.
#13
Quote from: Enjoyment on January 14, 2015, 08:54:35 AM
Quote from: Winter Hermit on January 13, 2015, 07:19:44 PM
Each crop can be assigned a different growing time and yield. I plan to assign each crop a different growing time and a different yield.
Readin this, I was hoping you did the different growing periods, when crop A grows from may to october, and crop B - from october to may. Or it's impossible to do? It could really motivate player to grow all the crops you have... IMHO

I was thinking about this last night. I thought that maybe instead of forcing a crop to only grow during a certain month, i would adjust the temperatures that the crop can survive at. Currently the crops die out when the temperature drops too low. What i could do is adjust the temperature at which the crops die out at for different crops. You would then be able to select some crops to grow, or at least survive, in the lower temperatures. Forcing it with a limit on which months the corps can be grown in seems unnatural, where using the temperature as the deciding factor of when crops can be grown would be more natural and closer to the real world. If i was to include a ground moisture level as well, this would add another seasonal factor that would determine when the crops should be grown.

Both of these things would require some coding. I'm still learning C# at the moment. So it make take a few weeks for me to implement an idea like this. In the mean time we'll have to settle for different growing times and yields to differentiate the crops.
#14
Hello ToastyBuns (cool name btw)

I may have found a problem with your mod. You replace the BoBillsCook WorkGiver def file. By replacing this file there is no longer a BoBillsCook for the cook stove and therefore the colonists no longer use the cook stove to make meals.

I would suggest you simply change the def name to BoBillsMakeCoffee, then there shouldn't be a problem anymore.
#15
Quote from: ProtoTypeRaavyn on January 14, 2015, 12:47:57 AM
So the mod made it so my guys would no longer make meals and they only ate raw food, Then when I went to uninstall it, it has made the game unplayable. I have A list of my mods and the mods order. Please help. https://docs.google.com/spreadsheets/d/1EYCo9AOKO0LPlddxmmRsllVju5cgEtBoNtNdnw39k2c/edit#gid=0

i'll look into this for you.

update:

Ok, i found the problem. The making coffee mod changes the DoBillsCook def file for the cook stove, the work bench is changed to the coffee making machine. The colonist weren't making any meals because there was no longer a WorkGiver def file telling them to do so.

If you play with out the making coffee mod then your setup should work. You should probably consider mine and ToastyBuns' mod incompatible until the WorkGiver clash is sorted.