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Messages - florencka

#1
Quote from: AllenWL on June 04, 2016, 09:49:22 AM
Just tried out the mod. It's rather research-heavy isn't it? Not that that's a bad thing, but I feel like a bit more extremely-early things could be research-free.
Also, there are some 'quirks' so to speak with research, like being able to research hops and cotton before being able to brew or make cloth, or unlocking windows, which need stone bricks before you even have stonecutting.

I think it's absolutely valid, since you might need to use the short growing period and store hops and cotton to process it later when you cannot grow it. As for the stone bricks you can salvage them from the structures on the map pretty easily before you can make them yourself.
#2
Quote from: jackarbiter on June 03, 2016, 09:33:45 AM
Quote from: florencka on June 03, 2016, 03:05:45 AM
I did a little bit of testing and can confirm that the hauling loop between zones of different priority doesn't seem to be an issue anymore. Hauling with vehicles to containers from Extended Storage mod doesn't work. Is it something that you can and intend to change? I'm using a workaround with a low priority zone next to the containers, so that the last couple of metres are hauled manually, this works fine.

Did they work before? I haven't dealt with them, if they never worked then they must be some special zone beyond the normal zones the hauling code deals with. I may take a look at them, for some reason I thought they were the same as the quantum storage things.


It would be great! I don't think they worked before, but the hauling loop bug was so bad for me before this update that it's really hard to tell.
#3
Quote from: jackarbiter on June 02, 2016, 09:46:28 PM
I think I fixed the hauling loop bug.

New version up. If you have Fluffy's tabs and colonists disappear from it after you update (not sure if this will happen), disable it, save your game, enable it.

Great, many thanks for the update! I've been waiting for this fix, I've been having significant problems with the hauling throughput without vehicles mid-game. It just wasn't enough.

I did a little bit of testing and can confirm that the hauling loop between zones of different priority doesn't seem to be an issue anymore. Hauling with vehicles to containers from Extended Storage mod doesn't work. Is it something that you can and intend to change? I'm using a workaround with a low priority zone next to the containers, so that the last couple of metres are hauled manually, this works fine.
#4
Quote from: Grogfeld on June 02, 2016, 09:47:00 AM

Yea, I had the same problem with beta version of Enhanced Tabs. You need to remove ET reload save, save, reload game with ET and it should work.

Thanks, I'll give it a try. I also sent the files to Fluffy and hope I can thus contribute to this nice mod ;)
#5
I'm now using Enhanced Tabs https://ludeon.com/forums/index.php?topic=15964.0 with this one, and somehow after the update to the 0.05b (same save) all colonists but one disappeared from the detailed work tab. They are also not working at all if I turn on the detailed tab. After I recruited a new pawn, he also showed up in this tab, so that there are only 2 out of 11 colonists in the detailed view. Since this is the most important feature of the Enhanced Tabs, any idea how or if at all I can get it to work with this mod?
#6
I started a new map with the newest version of the mod and the problem with hauling in a loop with vehicles (carts, I don't yet have atv on the new map) is still present. The setup is for example a cooling room with a big preferred zone for food and a little critical zone for meat near the cooking table. Same problem with a little critical zone for hay outside in the chicken pen. Hay should be filled to max there and any overflow should be in the cooling room. But when hauling with carts the paws take a lot of hay in the cooling room but instead of bringing it to the chickens they just unload it a couple metres further in the same zone. Am I the only one having this problem? I really like using small critical zones near the crafting benches.
#7
I too have problems with pawns hauling items from one place to another in the same zone over and over again  with vehicles. They never stop until I forbid the vehicle. The problem doesn't exist with manual hauling. It is somehow related with me having another zone with higher priority. They want to haul the items to there, but they don't, even if there is free space. I only use edb colonist bar in addition to this mod. Please fix it, I can't use vehicles like that at all. I love the idea and this mod is otherwise great!