stupid me cheers.
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#1
Releases / Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
May 26, 2016, 04:38:11 AM #2
Releases / Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
May 26, 2016, 03:24:39 AM
Hello,
Is there any way to contain robots to zones?
I couldn't find any info on that, but I could have missed it in 100 pages thread
Is there any way to contain robots to zones?
I couldn't find any info on that, but I could have missed it in 100 pages thread
#3
Outdated / Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
May 21, 2016, 04:40:00 AM
Wow, sounds really interesting. I got to try this mod next playtrough. GJ
#4
Outdated / Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
May 20, 2016, 02:44:49 AMQuote from: Fluffy (l2032) on May 19, 2016, 03:25:43 PM
I'm not sure why you'd think vanilla priorities 'override' mine for normal pawn 'AI' work - they certainly do not. In fact, they're completely ignored.
As I said I might be wrong Thanks for answer though.
#5
Outdated / Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
May 19, 2016, 12:47:01 PMQuote from: joaonunes on May 19, 2016, 10:47:03 AM
You mean I set up the priorities with the mod disabled and then enable the Fluffy's Work tab? I'm not using the alternative work tab view (the one with tons of jobs), i'm using the default one, not even ordering by number priority, just plain box checks.
Sorry then, I missed that one.
@Fluffy are the work priorities supposed to be stored in game save? (both vanilla and enahnced df-style). It doesn't work for me (sorry if the question is already asked before).
#6
Outdated / Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
May 19, 2016, 09:51:53 AM
[quoute] ...."force the pawn to actually do that kind of job the game just states that "NAME is not a X" [/quote]
Please check if the pawn had that job assigned in vanilla WORK tabs. I found a workaround - checked all the jobs for every pawn in vanilla tab and then started changing priorities in fluffy tabs. Seems to work for me - but it takes some time for game to catch up with changes.
What I also realized is that vanilla priorities are "more importand" than Fluffys - but I might be wrong.
Please check if the pawn had that job assigned in vanilla WORK tabs. I found a workaround - checked all the jobs for every pawn in vanilla tab and then started changing priorities in fluffy tabs. Seems to work for me - but it takes some time for game to catch up with changes.
What I also realized is that vanilla priorities are "more importand" than Fluffys - but I might be wrong.
#7
Outdated / Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
April 28, 2016, 03:17:58 AMQuote from: carpediembr on April 28, 2016, 01:11:18 AM
Any chance we could have a recipe for coolant? it's pretty uncommon on the traders and quite expensive sometimes. I think it would be cheaper to purchase the raw material from the trader instead using the deep mine.
I second this. I had 1 coolant for like 3-4 seasons so please include some way of manufacturing it.
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