Quote from: hauvega on February 29, 2020, 12:01:02 PMFixed... However I'm wondering how it will be handled for future Harmony updates... Each mod must be updated on every Harmony release? And how will it be handled the transition time? Mods should stick with the latest version available at every non bugfix game release?
The current harmony version is 2.0.0.7. I see that your mod is based on 2.0.0.5. The Rimworld 1.1 can not handle more than one version of harmony.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#1
Releases / Re: [1.1] Real Fog of War (v1.8.0) - The Unknown
February 29, 2020, 12:39:51 PM #3
Releases / Re: [1.0] Real Fog of War (v1.7.0) - The Unknown
February 29, 2020, 11:34:35 AM
Update 1.8.0
Change log:
Steam page
Zip to manually install here
Change log:
- RimWorld 1.1 compatibility release
- Overlays are now displayed only for revealed areas
- Added RimWorld 1.0 backward compatibility using version 1.7.0
Steam page
Zip to manually install here
#4
Releases / Re: [1.0] Real Fog of War (v1.7.0) - The Unknown
July 04, 2019, 05:14:35 PM
Update 1.7.0
Change log:
Steam page
Zip to manually install here
Change log:
- It is now possible to customize the base view range trough mod's xml file editing or third part XPath extension mods.
- Fixed diagonal mining issue: colonist now will peek in the mined cell as soon as it is mined, revealing all the related areas.
- Applied some additional control to prevent rare game errors.
Steam page
Zip to manually install here
#5
Releases / Re: [1.0] Real Fog of War (v1.6.0) - The Unknown
July 04, 2019, 04:45:40 PMQuote from: wolfsilver00 on July 03, 2019, 12:56:05 PM
I've encountered a real annoyance/bug.. When you mine a tunnel in a zig zag, when the miner gets to the "zag" he can't see over the corner, so the next rock to be mined is not shown and then he wont automatically mine it, I have to manually draft and send him there to show that area for him to mine... This is the pattern:
XXXXXO<
---------^
>>>>>^
He goes as the arrows point until the O, he mines it diagonally from the last ^ so the first X is not revealed.
Reproduced and fixed. I will release a patch in the next few days, along with the possibility to extend the base view range trough the editing of the mod XML or with an XPath mod extension (like done by the mod "Real Fog of War Extended").
#6
Releases / Re: [1.0] Real Fog of War (v1.6.0) - The Unknown
April 19, 2019, 02:48:21 PM
Hi, hard-coded values are fine tuned for vanilla game gun ranges and for performances. Increasing them (mainly the non mech one) would have an exponential impact on performances. This is the reason why I didn't make them configurable. However, I could externalize them so that power users could try to find values that best work with their mods collection and PC configuration.
I will try to do it in the next couple of weeks.
I will try to do it in the next couple of weeks.
#7
Unfinished / Re: [1.0] (WIP) Better Hauling (alpha v0.0.2)
December 07, 2018, 11:56:53 AMQuote from: jager666 on December 06, 2018, 01:06:28 PMThanks for the report. I will look into it.
There might be a compatibility problem with Misc+ Robots.
The hauler bots are getting stuck in same place picking and droping stuff w/o moving, until they ran out of battery.
#8
Unfinished / Re: [1.0] (WIP) Better Hauling (alpha v0.0.2)
November 29, 2018, 09:58:16 AMQuote from: Hjkma on November 27, 2018, 04:49:48 PM
Hi, I would like to know if this mod causes Pawns to pick up things after cutting / digging? Unfortunately, mod Pick up and hauling does not do this, Pawns cut trees and plants and dig rocks, but do not pick up dropped things, but go on to the next tree / plant / rock.
Hi. With Better Hauling I plan to enhance only jobs/tasks that already include an hauling action, like standard hauling, crafting and building, where cutting, mining and destroying jobs does not already include it, so it is likely a "no".
#9
Unfinished / Re: [1.0] (WIP) Better Hauling (alpha v0.0.2)
November 28, 2018, 03:47:41 AMQuote from: JT on November 28, 2018, 01:31:07 AM
Yep: <targetVersion>0.0.1</targetVersion> should target the RimWorld version, which is currently <targetVersion>1.0.2059</targetVersion> for the latest DRM-free release, which hasn't been updated for a week now, and <targetVersion>1.0.2096</targetVersion> for the latest Steam build.
Whoops... I will fix it in the next alpha. For now, just ignore it.
#10
Unfinished / Re: [1.0] (WIP) Better Hauling (alpha v0.0.2)
November 27, 2018, 08:58:34 AM
Hi, AFAIK, the main difference is that Better Hauling aim to apply the inventory usage for all the pick-haul-drop tasks, versus Pick Up and Haul that handles the "hauling to a stockpile" and adds a "pick and keep" action.
Actually Better Hauling handles the "haul to stockpile" task (the same already handled by Pick Up and Haul, but using a slightly different approach explained below), and the "bill material retrieval" (also explained below). The next will be the "structure construction job material retrieval".
Regarding the "hauling to a stockpile" task, as far as I understood, Pick Up and Haul (I tried and checked it before starting Better Hauling development some weeks ago, so I could be a little outdated) creates completely new jobs for inventory hauling tasks (both picking and dropping), and it uses the job queues to integrate them with the standard hauling task: the inventory pickup is followed by a scheduled "standard hauling task", followed itself by another scheduled inventory dropping task; so it can happens that when the task is interrupted while the standard haul is running (for example while going to the stockpile), hauled things remain in the inventory, and could remain there indefinitely if the colonist has other higher-priority non-haul tasks to perform (or if you disable the haul task for him).
Better Hauling instead uses a different approach: it modifies the standard hauling task in order to inject the inventory usage, so there is only a single task running for both standard and inventory picking, hauling and dropping actions, and if the task is interrupted all hauled things are automatically dropped (like the standard haul task do), so other colonists can use dropped things for other tasks or for hauling them their-self.
You could like one approach more then the other... personally, I like the Better Hauling one more
.
Also, Better Hauling takes advantage of the partial item stack reservation of the game: when there is a stack of items, at the start of the hauling task the mod reserves only the quantity that can be hauled by the colonist, so other colonists can start an haul task for the remaining quantity, or use it for other tasks, at the same time. As far as I can tell, Pick Up and Haul (and the standard haul task) reserves the full stack at the start, and un-reserve the remaining quantity only when the pickup is performed. It is a micro-optimization, but I spent some time trying to make it work, so I think that it worth to be mentioned (and I like it
).
There are also other micro-differences in the hauling logic, but it would be too hard to identify and explain them all.
Regarding the inventory usage for "bill material retrieval", when a bill of a production structure (cooking station, fabrication bench, drug lab, etc) requires more than one type of material, the mod inject the inventory usage in order to pick, and place, all the required items in a single run.
I hope that my explanation answered your question.
Regards
Actually Better Hauling handles the "haul to stockpile" task (the same already handled by Pick Up and Haul, but using a slightly different approach explained below), and the "bill material retrieval" (also explained below). The next will be the "structure construction job material retrieval".
Regarding the "hauling to a stockpile" task, as far as I understood, Pick Up and Haul (I tried and checked it before starting Better Hauling development some weeks ago, so I could be a little outdated) creates completely new jobs for inventory hauling tasks (both picking and dropping), and it uses the job queues to integrate them with the standard hauling task: the inventory pickup is followed by a scheduled "standard hauling task", followed itself by another scheduled inventory dropping task; so it can happens that when the task is interrupted while the standard haul is running (for example while going to the stockpile), hauled things remain in the inventory, and could remain there indefinitely if the colonist has other higher-priority non-haul tasks to perform (or if you disable the haul task for him).
Better Hauling instead uses a different approach: it modifies the standard hauling task in order to inject the inventory usage, so there is only a single task running for both standard and inventory picking, hauling and dropping actions, and if the task is interrupted all hauled things are automatically dropped (like the standard haul task do), so other colonists can use dropped things for other tasks or for hauling them their-self.
You could like one approach more then the other... personally, I like the Better Hauling one more

Also, Better Hauling takes advantage of the partial item stack reservation of the game: when there is a stack of items, at the start of the hauling task the mod reserves only the quantity that can be hauled by the colonist, so other colonists can start an haul task for the remaining quantity, or use it for other tasks, at the same time. As far as I can tell, Pick Up and Haul (and the standard haul task) reserves the full stack at the start, and un-reserve the remaining quantity only when the pickup is performed. It is a micro-optimization, but I spent some time trying to make it work, so I think that it worth to be mentioned (and I like it

There are also other micro-differences in the hauling logic, but it would be too hard to identify and explain them all.
Regarding the inventory usage for "bill material retrieval", when a bill of a production structure (cooking station, fabrication bench, drug lab, etc) requires more than one type of material, the mod inject the inventory usage in order to pick, and place, all the required items in a single run.
I hope that my explanation answered your question.
Regards
#11
Unfinished / Re: [1.0] (WIP) Better Hauling
November 26, 2018, 03:53:58 PM
Update 0.0.2
Change log:
Zip to manually install here
Change log:
- Deleting the target stockpile while the job is running now cancel the job.
- Manually dropping hauled things from the inventory while the job is running now cancels the job, instead of causing an error when dropping items.
Zip to manually install here
#12
Unfinished / [1.0] (WIP) Better Hauling (alpha v0.0.2)
November 25, 2018, 03:55:48 PM
Description:
The Better Hauling mod improve the AI in situations like hauling, crafting, building etc, by allowing colonists to pick more things using their inventory.
Features
Todo
Know issues (will be fixed before stable release)
Needs
Compatibility
The mod changes the default driver of the improved jobs, so it could conflict with mods that patch/change hauling AI.
Author/Mod Team
Myself (Luca De Petrillo)
Download
How to install:
Sources are available on GitHub.
The Better Hauling mod improve the AI in situations like hauling, crafting, building etc, by allowing colonists to pick more things using their inventory.
Features
- When hauling to a stockpile, colonists will pick all adjacent things that can be stored in the target stockpile, preferring things of the same type.
- When working on a bill on a workbench, colonists will pick all the needed items in a single run until their inventory is full, instead of going back and forth picking a single item at a time.
- When the job is canceled (for whatever reason, like drafting or job error) all the items in the inventory picked for the job are dropped.
Todo
- Apply better hauling on other jobs (like building).
- When looking for additional items to pick for hauling to a stockpile, pawns should check if there is an available place where to drop them, discarding ones that cannot be placed anywhere. Also, a reservation should be applied on identified target locations to avoid over-placing by multiple pawns. If not too complex, partial reservation could be used to allow the same target to be selected by multiple pawns for the "to be placed" quantity.
Know issues (will be fixed before stable release)
- As reported in the TODO list, pawns do not check if there is an available place to drop an item when picking them, so, when placing them, if they cannot find an available place they will simply drop everything on the floor.
Needs
- Volunteers to test the mod.
- Feedbacks & suggestions.
Compatibility
The mod changes the default driver of the improved jobs, so it could conflict with mods that patch/change hauling AI.
Author/Mod Team
Myself (Luca De Petrillo)
Download
- Github: releases page
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Sources are available on GitHub.
#13
Releases / Re: [1.0] Real Fog of War (v1.5.1) - The Unknown
November 10, 2018, 10:59:57 AM
Update 1.6.0
Change log:
Steam page
Zip to manually install here
Change log:
- Various optimizations (balanced by some fixes).
- Reduced memory usages.
- Aligned the Field of View radius calculation to the game gun radius calculation.
- Fixed out of screen fog not updating when moving the screen while the game is paused and reimplemented the fog fading algorithm to honor the game progression..
Steam page
Zip to manually install here
#14
Releases / [1.0] Real Fog of War (v1.5.1) - The Unknown
November 04, 2018, 09:22:17 AM
Update 1.5.1
Change log:
Steam page
Zip to manually install here
Change log:
- Fixed a bug which prevented the interaction of player and colonists with known and revealed things.
- Restricted to the player's colonists only the knowing check for haul jobs.
Steam page
Zip to manually install here
#15
Releases / Re: [B19] Real Fog of War (v1.4.0) - The Unknown
November 03, 2018, 07:48:31 AMQuote from: bigheadzach on October 26, 2018, 09:58:23 AM
Maybe someone's asked this in the last 5 pages of the post, but what happens if you try to select something in the "visited but not currently visible" fog that no longer exists? Does this present any real exploitable advantage if you're told it's not there anymore?
Once an object has been seen, it remains visible and you/pawns can interact with it normally.