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Messages - Smikis

#1
General Discussion / Re: Chompy the Turtle
May 14, 2015, 07:34:05 AM
I once had animal get into my refrigerator, cant recall which one, one of the small ones which could take the cold, kept eating my food for ages, until I noticed what was going on, I wasn't as merciful :)
#2
Quote from: TLHeart on May 13, 2015, 12:27:13 PM
do you continue working when it is your time to eat? no you go and eat. so do the colonist.
Crops lay in the fields after harvest, until the haulers show up to haul them away, in real life, why should the game be any different?

You must be living on different planet, because that's not how it works here and it doesnt matter if its big commercial farm field or small strawberry/potato field at your country side house, there are no such thing as gatherers and haulers, both are one and the same.
Yes harvest usually stays on the ground until the end of the day when everything is hauled ( my other suggestion) and workers usually eat in the fields. That is for all day harvest, if you are just going to harvest a bag of xxx vegetables/fruits , because your mom/someone ( not you )  is cooking dinner , do you go to the fields, harvest it and leave it there, so the cook has to haul it himself (which what happens in the game if storage room is empty ), or you harvest and haul it back? 

And this is only considering that growing is interrupted by eat/sleep, heck I had my growers do other jobs with lower priority for w/e reason, or switch after planting 2 seeds and so on.. which makes it even worse.
#3
Quote from: Matthiasagreen on May 13, 2015, 08:25:27 AM
I, for one, want my crops to be harvested and replanted as fast as possible. If they keep stopping to haul back my crops, I will never get a decent food storage built up. If hauling the crops was my main priority, I would have hauling set higher than growing.

The only viable times I see adding an extra check for hauling jobs would be when:
-The colonists is going for a meal and is not starving.
-The colonist is going to bed and is not exhausted.

Even these really depend on how a colony is set up.


Yes we all want that, but even without hauling, farmer usually never plant all the empty fields he can , for some reason he will jog off to do anything else and I am not suggesting that after harvesting 2-3 plants he should haul it back, I want that my farmer would haul it back when he's actually going back to say, eat, sleep, or relax in doors, basically he is already walking back to my base, he might as well take produce off the ground and take 5 extra steps to drop it off in the refrigerator and he's  going to eat, which is usually the case, he is already going to the refrigerator or kitchen..
#4
Quote from: Kegereneku on May 13, 2015, 03:26:55 AM
Just thinking...
What if... harvest job had a 10% chance of being followed by a direct order to haul whatever he just cut ?
The 10% is meant to make sure a lot of plant have been cut before gathering & the direct order to make sure it take priority.
The hazardous statistic make it inelegant though.

Alternatively, a dedicated hauler usually solve that problem.

a dedicated hauler for every 2 workers is hardly solving issue that shouldn't exists, If you ever performed any manual labor or for that fact gathered strawberries/potatoes at any point in your life, did you just leave it there in the field after gathering?
Another solution to farming might be to actually have harvest seasons, or some sort of harvest system where majority of workers would harvest and at  the end of the day would bring it all back, just like it is in real life..
#5
Constructing a building and hauling just required number of materials instead of full amount worker can carry, rest could been dropped next to constructed object which usually is about 50 times closer than that vein you had on other side of the map.

There are myriad of issue where workers are incredibly inefficient. Adding some sort off secondary haul job queue which would compare distance to the next queued job and if it's closer would overwrite main queued job. Another solutions purely to farming, that might need to change farming a little bit, is to have harvest seasons/events/system that would make majority of the workers harvest the fields and bring it back at the end of the day, you know just like irl..


Edit: just noticed that first half of my post is missing O_o, my keyboard decided to leave the text out after typing it in :D

Anyway, my first half of the post was about growers/farmers who wouldn't haul their harvest after harvesting, or the fact that even with growing set as number 1 priority they often would go plant couple seeds and jog off doing something completely different, not only they wouldn't carry food back along the way, they would waste time going back and forth.
Same goes for hunters or plant cutting, usually those carry back their own produce, but that isn't always the case as often they just leave it be, especially wood cutters, might be issue with eating habits interrupting them mid jobs, or wood cutter cutting one tree and bringing back 1/3 of his carry capacity, when he cut off 3 trees and brought them back, and even if he cuts 3 tree down, only one stack out of 3 will be carried back, but when ordering any worker to haul, they will correctly gather all the stacks around up to the carry limit, same should be done for any job that possibly can carry back materials, mining, plant cutting, hunting, harvesting.
This time wasting issue becomes increasingly bad if you use mods that require more crafting or processing raw materials before using them to craft items. Because of one job, you might have to do 5 and when you have 2 dedicated growers just to see that half the fields are still empty or that food is rotting away over and over again until you manually tell them to haul it.. just drives me mad. 
#6
Bugs / Re: Rimworld Loading times
April 07, 2015, 08:49:03 AM
I've noticed that if you tab out and just hover over tab checking if its loaded it will always show that is still loading until you fully maximise game window, maybe thats your issue, you just tab out of the game while loading and just hovering to see if its loaded ( something I do as well )
#7
Seems if door to Embrasure is destroyed, roof collapses, killing everyone inside and also crushing majority of the walls, which makes no sense, its just a door >_<
#8
Quote from: Abrexus on April 06, 2015, 04:34:32 PM
Quote from: Smikis on April 06, 2015, 12:33:44 PM
Seems that all prosthetics and organs have placeholder requirements, all of them require "Ingredients"  say "Ingredients 30, Ingredients 20" instead of "Plasteel bars 30, Steel bars 20"

They all look fine to me....are you looking at the Items_BodyParts.mxl file in the defs folder?

<ThingDef ParentName="BodyPartBase">
<defName>BionicEar</defName>
<label>bionic ear</label>
<description>Advanced piece of technology made not only to fully replace a natural ear, but also to give supernatural hearing.</description>
<graphicPath>Things/Item/BodyPart/MedBionic</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<statBases>
<MarketValue>1850</MarketValue>
<WorkToMake>3000</WorkToMake>
</statBases>
<costList>
<ArtificialBone>2</ArtificialBone>
<PlasteelBar>30</PlasteelBar>
<Electronics>10</Electronics>
</costList>
<recipeMaker>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>10</minLevel>
</li>
</skillRequirements>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers>
<li>TableBionics</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<artificialBodyPartsTags>
<li>Bionic</li>
</artificialBodyPartsTags>
</ThingDef>


This is what I have in mine.

I mean in actual game it just says Ingredients 30 , Ingredients 20 , Ingredients XX in crafting stations that deal with bionics/prosthetics/organs


@Thaldis , I could attach bionic ear as well, maybe you haven't crafted it?
#9
Quote from: filippe999 on April 06, 2015, 09:32:31 AM
is it possible to remove the vannila overhaul features? i like the normal research tree but i want the training equipment

There are stand a lone mods for both shooting range and medic training, not sure if there is one for melee, or w/e extra is in this one
#10
Seems that all prosthetics and organs have placeholder requirements, all of them require "Ingredients"  say "Ingredients 30, Ingredients 20" instead of "Plasteel bars 30, Steel bars 20"
#11
My cotton plants are producing cloth instead of raw cotton(with latest expansion version, upgraded from previous all in one).
Hoppers need higher priority, my steam generator was fed only once at the start, now even with 2 hoppers noone is delivering wood *( yes its set to wood).

Some other suggestion for  main mod , include https://ludeon.com/forums/index.php?topic=9277.0 , small mod that could work very well with early food production if integrated to simple means, mushrooms can be used as vegetables or as extra meal

#12
Quote from: elStrages on April 05, 2015, 04:01:31 AM
Quote from: Smikis on April 04, 2015, 06:17:13 PM
All costs have to be lowered through the mod , requiring nanothread for everything in huge amounts, make everything pointless, unless you are running huge nano thread farms, it will literally take years to craft a single item
The most expensive piece of armour takes 25 Nanothread. That's 5-8 (depending on luck) benches in 8 days growth. How is that years exactly? Then the construction time is similar but less than parkas. But still not anywhere near the time from you are stating. The mod is progressive from vanilla. It's not ment to produce loads of armour in the space of your first month.

Nanothread is needed to make steel,implants, and extra to steel in armours, most expensive one is around 200, and cheapest is probably 30.
It never grows in 8 days, ( maybe in improved hydroponic bays, but those need nanothread to make them). Then there are solar flares, or random power outages that sometimes happen if you were attacked and power cord was cut from some remote power plant, and all plants are dead. Since I changed my mods now, I cannot load my older autosave, but through 2 winters ( growing in doors ), I managed to grow less than 50 Nanothreads , which are only enough for one implant maybe, but maybe I am talking about previous version before balance changes on march 19, honestly I don't remember which I had, feels like I played that colony just couple days ago.
#13
When and how are you supposed to select different crafting materials, disabled all other mods, restarting game 20 times and I cannot change any of starting materials, sometimes they change them-self like bed leather, to random animal, but when I click on it, only selection is one it is on currently.

Only walls I can build is Wooden and I need slate for steel production table I though that was fixed as well, am I missing something here?
#14
All costs have to be lowered through the mod , requiring nanothread for everything in huge amounts, make everything pointless, unless you are running huge nano thread farms, it will literally take years to craft a single item
#15
Quote from: Snownova on March 25, 2015, 06:30:18 AM
Quote from: Darkness on March 24, 2015, 08:43:59 PM
I have the same issue. Tons of meds , med-bed, and arms and legs, but the only options I have are to harvest arms and legs. I can install eyes and peg legs, but no arms or legs. At my wits end. :(

Same here, I can't seem to find the option to install a nose I just grew in the organ vat.

Same , grew nose, leg and liver I think, cant install single one, one of my paws hates prosthetics, but she lost a leg early, so prosthetics all I had then, now I cant replace either her leg that is missing toe or bionic leg, same for a guy without nose, or  guy who almost died with liver infection.