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Messages - NihilRex

#1
This would be pretty awesome, though I have a feeling it will probably have to wait for A15.

As an interim measure - could we perhaps buy animals from traders that are already trained?  Treat it like weapon grades, Untrained, Poorly Trained, Trained, Well-Trained, and award training points on a semi-random basis inside those categories, and adjust cost accordingly.
#2
Outdated / Re: [A12d] Colony Manager
October 08, 2015, 12:58:49 AM
Quote from: Fearle55 on October 07, 2015, 05:05:12 PM
Hi,
Long time lurker here :)

I really like the idea of this mod, this is something I really dreamed of for Rimworld, so keep up good work :)

I'm here to point out some bugs I encountered, so hopefully this mod will become even better :)

Bug #1 - After i load game my manager sets up all bills again - making duplicates of already set bills he made before. My solution is to erase all bills from all worktables and allow manager to remake those bills. Seems to only occur when I completly exit to Desktop, and start game later, but I'm not 100% sure.

Bug #2 - When I had 2 colonists tasked with managing, each of those colonists made copy of bills. Again resulting in duplicates. I think managers are not aware of any bills set up by other managers, so they make their own bills anyway.

Bug #3 - Perhaps not really a bug, but it appears there is no good support yet for bills "Do until you have X", instead bills that are set up are "Do X times", meaning that before my manager come to remove bills I may end up with heavy over production of material. Especially when manager got involved in some long term jobs.

There is also one feature, which I'm not sure if is even possible. But I'd love to see option to tell manager to make some product - let's say "Glass". Would it be possible for manager to set up bills with all pre-requisites (with proper amount) to give me my end product in specified amount and then clean bills after himself? I hope i don't ask for too much :D:D:D

Great work, keep it up :D
Cheers.

=======================
My set up is:
Rimworld Alpha 12d +
Hardcore SK modpack 2.2d with Built-in Zombie Apocalypse 1.3 (included in SK Hardcore modpack) +
Colony Manager A12d.1a (latest version) at the end of load order.

I've seen #2, but wasnt sure if it was just me screwing with things again.

#3 - You can do it, and they just add the necessary jobs as a Do X times.
#3
Outdated / Re: [A12d] Colony Manager
October 05, 2015, 03:10:14 AM
Quote from: Fluffy (l2032) on October 05, 2015, 03:03:42 AM
yeah, it would do that if it thinks the current is 0 ;). Does this happen only with meals? I'ld check myself, but I'm not currently near a copy of the game, or my code.

It does it with the meat for butchering as well, but pants\shirts\parkas\stoneblocks all seem fine.

Note, this is not the first colony that it has done it in, I'm on # 3 or 4.
#4
Outdated / Re: [A12d] Colony Manager
October 05, 2015, 02:59:34 AM
Quote from: Fluffy (l2032) on October 05, 2015, 02:50:37 AM
Quote from: NihilRex on October 05, 2015, 02:40:24 AM
The targets don't seem to work for meals.  I was hoping for 80meals, and instead, Im over 240.  They only stop cooking when they run out of meat...
Noted, will look into it tonight. Are the counts on the manager tab correct?

It shows a current of 0, and keeps adding 80 meals to the cookstove.

EDIT:: Added screenshot - http://imgur.com/iaV49b4
#5
Outdated / Re: [A12d] Colony Manager
October 05, 2015, 02:40:24 AM
The targets don't seem to work for meals.  I was hoping for 80meals, and instead, Im over 240.  They only stop cooking when they run out of meat...
#6
Outdated / Re: [A12d] Colony Manager
October 04, 2015, 07:13:28 PM
Okay, Im still messing around with this, but I had a question...

Is there any chance I can get a save\load joblist function?  It seems like im always setting up the same jobs in every colony...
#7
Outdated / Re: [A12d] Colony Manager
October 04, 2015, 10:30:41 AM
This sounds totally awesome Fluffy.  I will give this a run through tonight!
#8
If i wanted to lower the number or disable just the ruins generation, what would I edit?  BlueprintVillage?  Does the Countper10k going up increase or decrease the # of ruins?

I just had a sweet landing spot, terrain wise, turn out to be covered in mechanoids.  3 ruins on the default loading inscreen, 2 of the larger labyrinths and one of the wide rectangles.
#9
Quote from: Oragepoilu on September 24, 2015, 07:31:53 AM
Hello. What is the difference between the fissure size (from the fissure generator) ? I mean, they are all as easy to do, but bigger allow you to get more kind of stuff. Why making a small one ?

I'd agree with that question.  I think either there should be multiple fissure generators, or larger holes shouldn't be able to produce the lowertier products.
#10
Quote from: Xiupan on September 22, 2015, 03:41:50 AM
Um ok, since the original author doesn't want to or doesn't have time to update Droids, will someone else take up the reins? I'd do it my gosh darn self if I knew how to program and mod...

mipen has said several times that A12 changes mean that he practically has to redo the whole thing.

This just means you will have to learn that rarest of internet virtues.
#11
Releases / Re: [A12d] Glitter Tech v1.0
September 20, 2015, 07:40:24 PM
Quote from: Sam_ on September 20, 2015, 03:07:44 AM
This mod is all about taking it to the next level, that means no longer worrying about the old levels, like farming.

My fully GT-bioed test pawn had a cooking of 4, and butchered a muffalo.  I overflowed my storage zone SO badly it was not funny...  several thousand meat from one muffalo.  It was AWESOME!

I had to hand edit MD2's deep storage units to accept raw food as a result.
#12
Releases / Re: [A12d] Glitter Tech v1.0
September 18, 2015, 07:16:23 PM
New complaint, not your fault -

I wish I could pull the GT implants off of these corpses... I only got 3 prisoners from a large raid, and almost everyone had at least one GT part...
#13
Releases / Re: [A12d] Glitter Tech v1.0
September 18, 2015, 04:51:53 AM
Loving this mod - so many nice things!  The Advanced Bionics are killers :D
#14
Quote from: Haplo on September 16, 2015, 01:26:50 PM
Quote from: Ectoplasm on September 15, 2015, 02:55:24 PM
...
It was the AI assembly table itself that was vanishing - I built a MAI, then added the bill to activate it, and as soon as MAI came to life the table vamooshed, I think however the problem may of arisen after I updated to your latest build - I just deleted the old MAI + MISC folders, and unpacked the latest version, perhaps something therein caused the issue (is it a good idea to do that by the way? Update to newer mod versions on a active colony? Perhaps it's safer / wiser to wait until a new colony is started, so everything is fresh? I think I've answered my own question!). As for the rotation of the table, it was vertical, with the output circle where MAI appears once constructed on the western side of the AI table, hope that makes sense.

I've tried it out, but am unable to reproduce it unfortunately.
My test assembler remains standing when Mai is activated..

The update shouldn't be a problem normally, but you are right, it is always better to start a new colony after you've updated. Who knows..

When the Assembler is rotated so that the interaction spot is on the right, the disappearance happens.  Never seen it happen when the interaction spot is on the bottom.  Never tried it rotated any other way.
#15
Quote from: EdB on September 14, 2015, 09:03:18 PM
Quote from: NihilRex on September 14, 2015, 12:47:19 PM
Speaking of totally awesome imbalanced starts, is the 10 starting spawns limit hardcoded into this mod, or the game?

This is a limit of the mod.   10 is an arbitrary number that I picked due to the limitations of the tabbed user interface along the top--at some point, the tabs get so small that you can't read the names.  I could probably increase that limit by one or two, but to remove the limit entirely, I'd need to rewrite the tab interface to handle it--and really, rewriting that UI widget is not something that I'm eager to do.

Fully understandable, I just was plotting a NewGame+ type series, and wanted to check at the outset, since I tend to accumulate pawns...