Well explained, thanks! I guess I made a mistake in topic name. Such game behavior doesn't look like logical though...
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#2
Releases / Re: [B18] The Many Mods Of Mehni [Updated Mar 1] Now with Urgent Haul to inventory
March 04, 2018, 05:48:26 AM
Can one hope to behold ModSync Ninja integration for PickupAndHaul sometime?
#3
Mods / Re: Stockpile Mechanic Mod Request
November 23, 2017, 03:27:32 PM
I use it as well, and it's been a great help, step in the right direction compared to vanilla.
But it's still a great waste of time to distribute items wrong and then redistribute them right like that.
I've just wondered if there is a more effective solution...
But it's still a great waste of time to distribute items wrong and then redistribute them right like that.
I've just wondered if there is a more effective solution...
#4
Mods / Stockpile Mechanic Mod Request
November 23, 2017, 02:27:55 PM
Hi to all! Yesterday I found this post: https://ludeon.com/forums/index.php?topic=12453.15
The topic of this post is "What is up with the stockpile mechanic?", about current stockpiling algorithm resulting in putting things in the stockpile entirely at random. This problem buggers me too.
In that post I linked Tynan said "It was actually a code optimization", But I think complete chaos is not like any human would arrange a stockpile.
Any sane person would make tidy and effective stockpiles around the entrance instead.
I know about a workaround with multiple little stockpiles row by row, or elsewise, but I don't think it's a right solution.
Tynan wanted to evade wasteful "cell to cell" loop in seeking the target cell.
So I'd like to ask opinion about one way to do that.
For example, if we were to create some sort of mapping for a stockpile according to distance from the door.
And then when a pawn looks for a target cell, algorithm checks one (central/random?) cell in each row, instead of whole load.
It could somewhat optimize the process and doesn't look very difficult.
So what else I want to ask the modding community is how difficult would be the code for such algorithm and implement it into a mod?
The topic of this post is "What is up with the stockpile mechanic?", about current stockpiling algorithm resulting in putting things in the stockpile entirely at random. This problem buggers me too.
In that post I linked Tynan said "It was actually a code optimization", But I think complete chaos is not like any human would arrange a stockpile.
Any sane person would make tidy and effective stockpiles around the entrance instead.
I know about a workaround with multiple little stockpiles row by row, or elsewise, but I don't think it's a right solution.
Tynan wanted to evade wasteful "cell to cell" loop in seeking the target cell.
So I'd like to ask opinion about one way to do that.
For example, if we were to create some sort of mapping for a stockpile according to distance from the door.
And then when a pawn looks for a target cell, algorithm checks one (central/random?) cell in each row, instead of whole load.
It could somewhat optimize the process and doesn't look very difficult.
So what else I want to ask the modding community is how difficult would be the code for such algorithm and implement it into a mod?
#5
Bugs / Cooks use more ingredients than necessary depending on scan order
November 20, 2017, 01:40:00 PM
Hi to all.
I'm using the last RimWorld build v0.18.1722 and I'm not exactly sure if it's been posted already, but I saw a bug with cooking nutrition mathematics, which consists of pawns making inappropriate decisions while cooking simple meal with items counting 0.25 nutrition, like egg. Specifically, when I sent the pawn to cook, it first tried to cook 1 egg with 9 meat chunks. I saw it, and suspecting that as an inappropriate behaviour due to miscalculation, I gave him a second "Cook" command, executing which the pawn landed the corrrect 1 egg and 5 chunks.
Is that a bug? If so, please take a look.
P.S. I thank the RimWorld creators sincerely for their wonderful work.
I'm using the last RimWorld build v0.18.1722 and I'm not exactly sure if it's been posted already, but I saw a bug with cooking nutrition mathematics, which consists of pawns making inappropriate decisions while cooking simple meal with items counting 0.25 nutrition, like egg. Specifically, when I sent the pawn to cook, it first tried to cook 1 egg with 9 meat chunks. I saw it, and suspecting that as an inappropriate behaviour due to miscalculation, I gave him a second "Cook" command, executing which the pawn landed the corrrect 1 egg and 5 chunks.
Is that a bug? If so, please take a look.
P.S. I thank the RimWorld creators sincerely for their wonderful work.
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