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Messages - toric

#1
Quote from: jamaicancastle on February 25, 2018, 05:46:52 AM
It appears that you can't. What you can do is have multiple workGivers that have the same giver class, or that ultimately point at the same job, and then those multiple workGivers can have individual workTypes.
Dang. that's what I was afraid of...
#2
v0.2.0 Is released! the Chemist job has been added, and Im working on duplicating jobs across work types. Currently away from my main computer, so only the gitlab link is up to date until sometime tomorrow. next up: tacking steam workshop.
#3
Help / Does workGiverDef support multiple workType nodes
February 24, 2018, 06:28:23 PM
If I want to give a workgiver to multiple worktypes, do I have to to duplicate it, or is there anyway I can simply add a new node to the already existing def?
#4
Quote from: crusader2010 on January 21, 2018, 08:04:07 AM
How would you merge tailoring and smithing? If I have 2 smelters and 3 tailoring benches, which should go first? Based on what (what is more important for me as a player)?

PS: just saw there are some jobs related to animals under "Doctor", even feeding an animal. Probably they should get moved to handling.

Thats already done in many other job categories. take a look at the number of individual jobs under crafting or hauling or construction. tailoring and smelting are kinda the odd ones out for being separate. Id probably put tailoring first, then smithing, under a 'skilled labor' category. (also, smelting is under crafting, if I remember correctly.)

What do you mean by 'doctor'? Do you mean the tending category? if so, that is intentional. tenders, at the moment, are soley there to feed people. If you mean the actual doctor category, then thats a bug, and a screenie would be appreciated. (Feeding injured animals is a doctors job in vanilla, if memory serves. Healthy animals are expected to find their own food.)
#5
Quote from: SpaceDorf on January 12, 2018, 06:32:20 AM
Awesome.

I would suggest a Brewing category for moving stuff in and out of barrels .. or move that to cooking
or Foodworking, which removes all low level jobs from actual meal preparation like barrelmovement, butchery and anything low level

and an Apothecary/Chemist category to remove those medical jobs from crafting.

A category for brewing seems too specialized. The goal of this mod is to try to avoid adding new categories. Likewise, with minimum allowed skills in place for your bills, foodworking seems a tad unnecessary. I do like the idea of moving all of brewing to the cooking worktype. Still, my gut says it should be hauling. Maybe something to duplicate.

I like the idea of a seperate category for intelectual-based crafting.

Quote from: SpaceDorf on January 14, 2018, 04:23:22 PM
Maintenance and the maintenance percentage at buildings is added by fluffy.

But I also use a mod that removes repair from construction and makes it a separate worktype again.

In the same venue I suggest a deconstruction worktype.
Same goes for deconstruction. Sorry, but it seems a bit OTT to have separate categories for construction/deconstruction.
As for fluffies maintenance, I seriously considered putting it in maintenance, but It uses the construction skill, and I would like to avoid grouping skilled labor and unskilled labor.

Quote from: Harry_Dicks on January 14, 2018, 05:41:09 PM
Starting to think, why the hell isn't there a mod, that will let us assign ourselves, whatever work type is in the game, added by mods or not? Cause sometimes mods add their own work type. How cool would it be if you could move them around? And you could also add your own new "categories" into the work tab?
I believe fluffies worktab does something similar, but I haven't played with it. (about the only fluffy mod I do not use...)

Also, what would yall think if I merged tailoring and smithing?
#6
YAPM attempts to fix some of the more annoying things in the work priorities, without cluttering the menu and making yourself wonder why 'refining' is meaningfully separate from 'smelting'. I aim to only add new categories where the default behavior causes undesirable behavior.

There are some things in the rimworld work priorities list that simply don't make sense. I'm tired of having my fueled generators run out of fuel simply because hauling isn't a top priority, and I want to rearm my traps immediately after a raid without also having everyone hauling stuff like mad. And just because I'm not interested in talking to prisoners right now doesn't mean I don't want to feed them!

Downloads
GitLab: https://gitlab.com/Toric/yet_another_priorites_mod/tags
GitHub: https://github.com/TheToric/yet_another_priorites_mod/releases
Steam Workshop: When I figure it out.

Currently this mod:
-renames the flicker work category to maintenance, which (still) flicks switches, refuels stoves, and rearm traps.

-Adds the 'tending' category. They pretty much feed everyone.

-makes the plant cutting job show growing as a relevant skill. growing does affect the speed of plant cutting.

Future plans:
TODO
-Make it so the tending category doesn't 'steal' jobs from other categories. I have no problem if my doctor is feeding my patients if he doesn't have anything else to do.
-Compatibility with allowtool (move priority haul to maintenance?)(would enable people who can do hauling to haul urgently. thats a problem.)
-Separate out crafting based on the research/medicine skill versus the crafting skill.
-Move all brewing to the cooking worktype?
-open to sugestions.
#7
Well, never mind. I was confused because in the file I was working at, I didnt have a + char in that spot... left me pretty confused. The problem was that I, for some reason, had another WorkTypes.xml floating around that did have the + char in the first line, 4th column. All fixed now, thanks!
#8
Would anyone have any idea what this error means:
Exception reading WorkTypes.xml as XML: System.Xml.XmlException: expected '>' (3E) but found '+' (2B)  Line 1, position 4.
line 1 is just the xml declaration thingy, like so:
<?xml version="1.0" encoding="utf-8" ?>

It is copied directly from defs in the core mod, and seems to be the only error in the file.

My full log, in case it helps.

Unexpected culture: . Resetting to en-US.
Verse.Log:Warning(String)
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Command line arguments: -logfile /tmp/rimworld_log
Verse.Log:Message(String)
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

RimWorld 0.18.1722 rev1210
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Exception reading WorkTypes.xml as XML: System.Xml.XmlException: expected '>' (3E) but found '+' (2B)  Line 1, position 4.
  at Mono.Xml2.XmlTextReader.Expect (Int32 expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadStartTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PatchOperationReplace.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Successfully recovered from errors and loaded play data.
Verse.Log:Message(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#9
Releases / Re: [A17] SimpleSidearms (1.1.1)
June 13, 2017, 10:02:53 PM
found an exploit. the mod does not check any sidearms rules when equipping a weapon into the main slot. this means that you can equip a weapon, switch to unarmed combat (putting the weapon you just equipped into your sidarm inventory), and repeat, filling up a pawns inventory beyond thier max carry limit. the worst part is that it is suprisingly easy to do accidentally. not sure how hard a fix may be, as you may have to overwrite the games ewuip weapon logic...
#10
could we get an RSBE compatability patch?
#11
Quote from: Deimos Rast on September 05, 2016, 04:54:47 AM
Quote from: Rafe009 on September 03, 2016, 11:06:01 PM
-snip-
- The biggest issue I have: you keep renaming the guns from their actual names to something generic. The badass sounding "Rheinmetall MG60" becomes "replica GPMG" to go along with the also renamed Madsen LMG's "replica LMG". The Taurus Judge, another badass, becomes a "court revolver" under this scheme. I cannot understand the reasoning behind it, but I really dislike it. >:(

That's about it for now. Again, don't take this feedback as me not liking the mod - quite the opposite!
Cheers.

i think the reasoning behind this is that this is not this world. it is at least 2000 years in the furute, if i remember the lore right. it would make no sense for the weapons to retain their original names, even if the mod author did use current guns as insparation. and as every rimworld playthrough may take place at a completely diffrnet time, and most worlds dont have communication with eatch other, it would not make sense for completely diffrent 'civilizations' to have the same specific name for something. as sutch, generic, descriptive names are best.
#12
doesnt the new version add this into the game? maybe something to make nuromatine instead? drug lab maybye?
#13
what about choosing a stone type at random?
#14
crazy request, but mabye the ability to extract various types of stone? (possibly including types other than what are avalible in the reigion?)
#15
Outdated / Re: [A15] Miniaturisation Overloaded
August 29, 2016, 09:17:38 PM
am i correct in thinking the workshop version is still a14?