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Messages - WaYa

#1
another small balance thing I noticed:  all values on crates should be increased by 60:  need to include the value of the 6 steel plates.

also be good to add crates of steel plates, and crates of cans, and recipe's that can melt down the two back into steel. (if 4 steel makes 5 plates maybe 3 plates could be melted down to 2 steel so there's a slight metal loss? and something similar for the cans?)
#2
Quote from: Ryoichi on April 27, 2016, 05:26:07 AM
Yes the uncompiled dll would be great. I tried to decompile so I could move away from the dll so I could get access to force unpack among other things awhile back. There was other mods I have seen that moved away from DLLs and retained the same features, not sure if that is possible with this but that would be cool and worth doing if so.

I have been meaning to do a new github just not got around to it yet so WaYa (and anyone else) can contribute if they wish, or just look at the changes I do either way. I welcome any and all help.

I recently have had less time to do stuff but I do try and work on it when I can so when I do get time to play the game, the mod will be ready and functioning.

I was ill the past few days and while laying in bed I went over all of the code and cleaned it up ready for github though. All of my sloppy edits and bad spacing. I have fixed the typos mentioned too in the earlier post. I am not sure if that warrants a new version so I will do a small version change just for the cleaner code, typo fixes and github upload in the near future.

Quote from: WaYa on April 24, 2016, 02:30:20 AM
another thing that'd be nice to have but tedious to make is a way to box up all those textiles.  when the defenses take out a few dozen manhunters those tend to build up really fast, or if I build up a massive cattle farm.

Textiles support is planned, as is everything from Alpha 12 and 13 I will get to work on it soon. I may need to do more benches if it goes off the page, maybe it will scroll if it gets that far not sure. I did post in the Mods > Help section but nobody seems to have any idea or the common consensus is just split up the items across different workbenches. I will come up with something, but any ideas are welcome too. I just do not want to end up with like 6 different workbenches people would need to do all the different items, and more as time goes on and new items added.

Maybe if we can get access to the dll we can use how it switches modes to switch item modes too perhaps, switch between textiles, minerals, ect. That would be great and if I know the code right for how packing/unpacking mode works, it just morphs it into another workbench that way. I could just utilize that, make other workbenches and have a mode switch for it. Maybe just use one workbench universal graphic, then a button to switch to all the resource types, then packing/unpack mode for it. Seems that might work in my head at least. Then it would not affect people who like to have workbenches for each thing so it will remember their orders, as you can place them, set them and never change it, then do the same for anything else.

Yeah.  I can mostly get it to decompile but it's imperfect.   From what I can see on the function for the forced unpack, it appears that it was originally designed so if you forced it open you'd not only not get back the materials but it intended to loose some of the contents.  the bug that makes it loose anything in the stack is how the game handles stacks to begin with.  a stack is really a single object with a counter, and the bug in the dll is that it runs a command to destroy the object where what it needed was a check to see if there is more than one in a stack so it'd reduce the stack by one if it's over 1.

from what i'm getting on how it'd loose materials when forcing it to unpack is it was based on all stacks being 75.  it'd first generate a random number 1-100, and if it was over 75 it'd change to another random number from half the stack to the full stack and the unpacked value being the result from that. 

if I were to rewrite that part i'd either add to the crate the function that makes it degrade over time if outside and base on how much you get from forcing it open on how far it has degraded, or change the randomizer so the return value is anything from 30% to 100% of the initial stack.  using the system of degrading it over time would actually make more sense and the purpose of the workbench would be to get a full return back and not a partial.

the problem with decompilers from what I can see is it messes up how it deals with a lot of variables and how the operators are called.  like, instead of being what it supposed to be it'd change it to base.whatever.  among other oddities.

As far as switching modes go on the workbench that is something i'd probably change how it functions entirely.  I'd change it so you have a single workbench with two initial options:  pack or unpack, then like say the smith bench, you'd check off the different items.  it'd simplify the workbench in any coding and give it more functionality.  (like say you want it to crate everything within a short range you can just have all the boxes checked and let it go on endless)  Unlike doing the canning, the shipping workbench had a LOT of animation detail put into it.  to retain the detail you'd be forced to using the workbench switching option or rewriting it to having 2 separate workbenches. and to say, most of the small details in it is overlooked.

if I were to rewrite it (I havn't done dll mods before) i'd change it so you'd only have a workbench for packing.  i'd also add in the feature so it slowly degrades if left outside, or can spoil if it's a perishable food item.
I'd change the unpacking to work similar to how the current force unpack works.  The difference is that the unpacking results would be based on how far it has degraded.  (if it's degraded less than 10% you'd get 100% back, otherwise you'd get back a percentage based on the hp minus the first 10%) and it'd have to unpack food giving it the value from the spoilage tracker if it's perishable. finally it'd have to require a pawn to go to the crate to do the unpacking.  (right now force unpacking is like having the hand of got reaching down and opening the crate)
#3
Quote from: mrofa on April 26, 2016, 12:54:05 PM
Regarding the force unpack, it was unfinished feature, dunno why/how it made into realese.
General idea of it was that either you can spend crafting time and retain metal plates from the box, or use force unpack to loose the plates.
So basicly it would just create the resources from the crate on the spot no need for colonist to take it back to bench

Do you have access to the uncompiled dll? if you do have the original project it should be a simple enough fix.  (i'd try doing it myself but I can't get it to decompile in a way that I can recompile it with any changes)
#4
about ED-Shields:

Under ReCalibrateCells()
            Log.Message("Testing:" + current.ToString());
keeps flooding the debug screen
#5
another slight error I found:  your gold crate value is currently set to 1200 instead of 7500.  i'm guessing you were going to change the stack to 80 like uranium?

update: a couple labels that are slightly off:
    <label>Un-pack Meat Can Crate (15)</label>
    <label>Un-pack Vegetables Can Crate (15)</label>
the actual unpack can count is correct on those two listings
#6
Quote from: Ryoichi on April 24, 2016, 12:50:34 AM
4/24/16 1.02a > 1.03
-Fixed crazy hording colonist bug with the food cans....for good this time..hopefully
-Fixed canning food to use 2 cans and give 2 cans instead of taking 1 can and magically making 2
-Changed Steel requirements for making Steel Plates, Now uses 4 steel and makes 5 plates
-Changed Steel Plate requirements for making Empty Cans, Now uses 1 plate and makes 25 empty cans
-Changed Basic/Food Packing benches to benefit from Tool cabinet's and also enabled breakdowns (Will balance work time soon).
-Added changelog.txt to mod folder for anyone who wishes to just download and read a txt file after.

*~Next Update 1.04 Plans: This was a sooner update than planned due to some bugs needing fixed. Next update is unknown
at this point but maybe more balance changes. Will go back to brainstorming about graphics changes, wooden crates, and
other things. Will try and do a bigger update provided no bugs, and maybe release everything all at once.

Quote from: WaYa on April 23, 2016, 11:27:29 PM
Maybe in a future (2.0) version you could have both "canning jars" and "steel cans" where the canning jars take more to make but are reusable and the steel cans just drop steel?

Well I already use a mod called Vegetable Garden and they might want to add in jarring food at some point as it would make more sense there and I don't want to discourage a nice feature from such a good mod. They already have canning food in there. Really this mod's focus is crates and storage compression and when I started maintaining the 1.0 version they already had the food cans in. I may or may not leave in the food cans for legacy reasons but I might change how food is stored.

I could change from cans to some kind of plastic. Could link that into a growable renewable resource. Then crate up the meals for storage. Maybe put a survivalist feel to it where you are essentially packaging little homemade MRE's with a long shelflife. I always liked the theme of this mod being sort of like a prepper. I do want to make wooden little baskets of food that decay at the same rate as the food, so you can still have the farmer feeling. You take them to a workbench and put them in a barrel or basket and in the freezer they go to remain fresh. I used to use a old mod for this purpose, it had cool looking baskets the food could be put in like shelves but that was long ago and I think the author stopped updating it. I may look about adding something like that, or maybe just go the crate route and give it a graphic of a open barrel or basket with the produce so you will know its not preserved just collected into the basket for smaller storage, maybe set them max stacking of 15-20 for more realism. Which brings up another point I am not so sure stacking a crate of 75 items 75 times is great for balance. Sure it may be fine for smaller items but I may nerf larger items in the future based on the public opinion about it.

As always, feedback appreciated! Constructive Crits welcome.

*Edit*
Also thanks abunch WaYa for all the help and finding that bug/testing the fix! I appreciate it bunches!

yeah.  there's always breaking off the canning and creating a new mod in general too.

another thing that'd be nice to have but tedious to make is a way to box up all those textiles.  when the defenses take out a few dozen manhunters those tend to build up really fast, or if I build up a massive cattle farm.
#7
Quote from: Ryoichi on April 23, 2016, 11:16:57 PM
Quote from: WaYa on April 23, 2016, 11:01:55 PM
This all does give an idea for a new colonist trait:  Horder.  Affects: non-parishable foods and small art work will randomly be relocated close to the horder's bed.

Haha yeah really...about 10 days with this fix and good sofar so I will start working on packaging it up. While I am at it I noticed the rate for cans was low and you do not get the cans back when you eat. There was mention of steel rates being too stiff at 6 steel per 2 plates, and a plate only got you 2 cans so I made some balance changes to steel plate cost, steel plates produced, and cans produced for version 1.03. Hopefully that is all the strange bugs squished and more affordable rates until I can make all the graphics and write the new code for the renewable wood alternative, then balance everything out.

I should have 1.03 up around midnight ET.

Maybe in a future (2.0) version you could have both "canning jars" and "steel cans" where the canning jars take more to make but are reusable and the steel cans just drop steel?
#8
Quote from: Ryoichi on April 23, 2016, 10:53:01 PM
Quote from: WaYa on April 23, 2016, 10:40:45 PM
it's just a guess but know how with the normal meals the colonists like having one in their inventory?  maybe they are trying to do the same endlessly with the cans?
I may have fixed it. I wrote an entire new base and cleaned it up, then set the resourceReadoutPriority from medium to last, also changed the category. I reloaded a current save where they were stuffing their pockets full of cans and they all stopped and wandered off for a long time now. I will attach the fix here for you to try out too see if you can reproduce the error again. I gave them a TV, Pool Table, and tons of cans, will monitor and let it run awhile, then start a new save and try again.

File path for this file is Storage Crates > Defs > ThingDefs

This all does give an idea for a new colonist trait:  Horder.  Affects: non-parishable foods and small art work will randomly be relocated close to the horder's bed.

So far the fixed file is working properly.
#9
Quote from: Ryoichi on April 23, 2016, 10:16:57 PM
Quote from: WaYa on April 23, 2016, 08:24:00 PM
yeah it's still doing it.  I just canned a bunch of food and some have taken 60+ cans again.  (and I did go through them all to drop any they initially had)

post update: the part where the hauler would drop then pick it up into the inventory does seem fixed, now it seems at random even if hauling something else, other colonists will pick it up into their inventory

Oh it is doing it other places? I only noticed when they got hungry and went to eat they just grabbed a ton in their inventory and did not stop until they got it all. When I fixed that I tested by starting new colony, tossing down some canned food in dev mode and then dropping the hunger. They ate 1 can and grabbed a single can for later and all was good. Time for more testing to see if I can reproduce the issue. Will report back in a bit. Thanks for the reports!

*Edit*
Yes can confirm at what seems like random they go and start hoarding cans of food in their inventory...More investigating to find the cause.

it's just a guess but know how with the normal meals the colonists like having one in their inventory?  maybe they are trying to do the same endlessly with the cans?
#10
Quote from: Ryoichi on April 23, 2016, 07:16:11 PM
Quote from: WaYa on April 23, 2016, 02:55:51 PM
great concept but here's a bug:  when making canned food the colonists seem to pick up a lot as part of their inventory (like they would with say "fine meal" but instead of 1 they might pick up over 100)  sorta makes it hard to build up or even put orders to crate them.

Yep, I have duplicated this myself just now and get a weird error. I think they are going to pickup 1 and get stuck in a loop. I will look more into it and try to figure it out.

*Edit*
Fixed and uploading the hotfix now.

*Edit 2*
Hotfix Uploaded and applied to main post. They should now only pick up 1 can if that is all there is. The priority for the canned food is the same as raw food so they should not pickup a can for later if there is actual meals available. If there is no meal they should eat the canned food before they eat raw food, and pickup a single can for later consumption.

I tested and verified they picked up one can. Nothing else has changed to they should prioritize fine but I will do more testing on that aspect later.
yeah it's still doing it.  I just canned a bunch of food and some have taken 60+ cans again.  (and I did go through them all to drop any they initially had)

post update: the part where the hauler would drop then pick it up into the inventory does seem fixed, now it seems at random even if hauling something else, other colonists will pick it up into their inventory
#11
great concept but here's a bug:  when making canned food the colonists seem to pick up a lot as part of their inventory (like they would with say "fine meal" but instead of 1 they might pick up over 100)  sorta makes it hard to build up or even put orders to crate them.